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Search found 783 matches
- Wed Aug 28, 2019 9:14 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 114726
- Sun Aug 25, 2019 9:59 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 114726
Re: Friday Facts #309 - Controversial opinions
With all due respect - you got it wrong. If you want an ego shooter get one. Factorio is imho a completely other kind of game. That Factorio has a invigorating hunt and destroy section build in, biters and worms, is a nice side story but not what’s about this game. Try combinators, their settings w...
- Sun Aug 25, 2019 4:57 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 114726
Re: Friday Facts #309 - Controversial opinions
I like how much this speaks as to what kind of player each member of the development team is, a very nice post and arguably more informative than even the special FFF edition where they directly described themselves. So for Twinsen's opinions: I never actually considered inserters messing up my rati...
- Fri Jun 21, 2019 6:48 pm
- Forum: News
- Topic: Friday Facts #300 - Special edition
- Replies: 49
- Views: 24630
Re: Friday Facts #300 - Special edition
Someone noticed. I'm almost a nutrition expert now :) And feel 20 years younger. I hadn't noticed, but looking at the progress now, congrats! And kudos for not taking Drury's post the wrong way, this could be read as very offensive and for a minute I wondered why it wasn't removed yet :P I'm really...
- Fri Jun 21, 2019 4:53 pm
- Forum: News
- Topic: Friday Facts #300 - Special edition
- Replies: 49
- Views: 24630
Re: Friday Facts #300 - Special edition
kovarex de-richment process:
- Sat Mar 02, 2019 12:39 am
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 66847
Re: Friday Facts #284 - 0.17 experimental
The inverse spawning of enemies towards the end of a timer is similar to a couple of silly games I've made. And just like with those games, people are now being really sour over the fact that they're having their victories snagged away in the last couple of moments :lol: I find that all tends to be ...
- Sat Feb 23, 2019 7:13 am
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 158247
Re: Friday Facts #283 - Prepare to Launch
That's a shame about the new fluid system, I got really excited about that.
Still though I'm hype. I wonder what direction you're taking the campaign, that ought to be a ride.
Still though I'm hype. I wonder what direction you're taking the campaign, that ought to be a ride.
- Sun Dec 23, 2018 8:03 am
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 73420
Re: Friday Facts #274 - New fluid system 2
Point is, one needs to think ahead of the curve. "Is it needed now? No... Can it be used for interesting things later on? Yes!" This was cool logic to have a few years back, but the devs have swapped from that mindset to "we gotta get off this wild ride NOW" mindset, which frank...
- Sat Dec 22, 2018 9:14 am
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 73420
Re: Friday Facts #274 - New fluid system 2
If you're interested in having a serious conversation on that topic, please meet me over at FFF#270 where my simple per pole loss factor proposal is somehow incomprehensible to just about everyone there. Actually I like this. No UPS cost, nerfs solar, forces you to think rather than just spam poles...
- Fri Dec 21, 2018 8:21 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 73420
Re: Friday Facts #274 - New fluid system 2
squandering a golden opportunity for finally allowing parallel pipes and potentially screwing up multifluid setups5thHorseman wrote: ↑Fri Dec 21, 2018 8:13 pmI don't know what you guys screwed up, but I'm noticing a distinct lack of complaints in the replies so it must be something HUGE.
- Sat Dec 15, 2018 1:37 am
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 33558
Re: Friday Facts #273 - Cutscene controller & Localisation plan
I think the main problem is that your curve is upside-down to what it should be. You end up panning very quickly close to the ground as a result.
Here's your current camera trajectory badly drawn by hand in red, a preferred version of it in blue.
Here's your current camera trajectory badly drawn by hand in red, a preferred version of it in blue.
- Mon Dec 03, 2018 6:17 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 51796
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Splitting networks only has effect if you aren't yet loading all cores. Most systems have at most 8 logical cores, and the example refinery setup already has 5 fluid systems. Add the lubricant and sulphuric acid systems and the non-fluid thread and you're already at 8. Presumably with further optim...
- Sun Nov 18, 2018 4:35 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 85499
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
- Sat Nov 17, 2018 11:48 am
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 85499
Re: This game sucks and you are bad devs.
Your update said to let us know what you think on the forum so there it is. I think you released an alpha that was an interesting little game but seriously lacked content, gameplay, and direction, which is normal for an alpha. But then you got turned into millionaires because you got lucky going vi...
- Fri Nov 16, 2018 9:31 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 85499
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
@V453000: Btw, would it be possible to include built-in support for tinting (i.e. have the arrows on a seperate layer)? So that mods can easily make new colors of belts without having to copy the whole sprite sheet and manually edit it in $paint. Would also save some VRAM if not every mod had it's ...
- Fri Nov 16, 2018 8:41 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 85499
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
As a bonus, the underground belt structure has a variant which shows a hole when you side-load into the underground belt. No! The underground belt structure should always have the side-load hole. Otherwise how are new players ever going to figure it out? The hole is quite an edge case that you rare...
- Fri Nov 16, 2018 5:46 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 85499
- Fri Nov 16, 2018 5:00 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 85499
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
If you come up with a unique texture for the barrier, you could put it on the side of the underground belt cover to make it more obvious that it too blocks items.
- Fri Nov 16, 2018 4:11 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 85499
- Fri Nov 16, 2018 3:52 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 85499
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
Although maybe the hole in the side of an undeground belt cover should be visible always, maybe even somehow made visually important? So that, as a new player, even if you don't attach a belt to it, you can look at it and think "hmm, does this mean that if I attach a belt to the side of this, o...