Search found 291 matches

by <NO_NAME>
Sun Dec 15, 2019 2:40 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 24355

Re: Friday Facts #325 - New Explosions and Particles

I'd like to say a word regarding randomized 'hit' particle on entity damage. Particles should really have a tendency to show up closer to entity sides that are closest to the source of incoming damage. I hope this won't be that much of an overcomplication in big O terms in exchange for tidier, more...
by <NO_NAME>
Fri Dec 13, 2019 5:05 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 24355

Re: Friday Facts #325 - New Explosions and Particles

This particle box on the roboport makes it look like the character has Parkinson's disease.
by <NO_NAME>
Sat Nov 09, 2019 11:19 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 75402

Re: Friday Facts #320 - Color correction

Yay! Factorio isn't monochrome anymore! I was waiting for this for a long time.

Now we only need some more upbeat music and maybe I won't require antidepressants anymore while playing.
by <NO_NAME>
Sun Sep 29, 2019 11:42 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 47532

Re: Friday Facts #314 - 0.17 stable

While I generally like being challenged, it strongly depends on the type of the challenge. We need to draw the line between a demanding task and a tedious one. You don't want your game to be tedious (or at least I assume so). For example having to design you nuclear power plants in a way that will p...
by <NO_NAME>
Fri Sep 27, 2019 4:21 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 47532

Re: Friday Facts #314 - 0.17 stable

"Debugging is like being the detective in a crime movie where you are also the murderer and the victim."
by <NO_NAME>
Fri Sep 20, 2019 8:18 pm
Forum: News
Topic: Friday Facts #313 - Light at the end of the bug tunnel
Replies: 58
Views: 26077

Re: Friday Facts #313 - Light at the end of the bug tunnel

My first thought after reading the title:
Image
by <NO_NAME>
Sun Aug 11, 2019 11:00 am
Forum: Modding help
Topic: Changelog tutorial
Replies: 113
Views: 49149

Re: Changelog tutorial

Anyway, the gist of the other thread is this: It's OK to apply very strict rules if you tell people what the rules are. In the beginning, the rules were too strict and undocumented. The developers won't ease the rules, but we have been promised that documentation will be improved. It's only OK to a...
by <NO_NAME>
Sun Aug 11, 2019 12:34 am
Forum: Modding help
Topic: Changelog tutorial
Replies: 113
Views: 49149

Re: Changelog tutorial

This syntax is reaching a whole new, unknown before levels of being too strict. Why can't the parser just use some simple regexes to make things easier for modders if not actual game programmers of the game. I've written 6 simple regexes which would be fully compatible with the current syntax but el...
by <NO_NAME>
Sun May 26, 2019 2:00 am
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 27844

Re: Friday Facts #296 - All kinds of bugs

NPE = Null Pointer Exception. In Java (and other Java Virtual Machine languages like Groovy, Scala, and Kotlin), there is a NullPointerException that is thrown when the object is null and you are trying to access a value/property or call a function on it. In C# (and other languages that run on the ...
by <NO_NAME>
Sat May 18, 2019 11:08 am
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 35020

Re: Friday Facts #295 - New design for the chemical plant

It looks like something that would instantly lure all enemies from the map after being turned on. Maximum pollution after 5 seconds.
by <NO_NAME>
Wed May 15, 2019 4:45 pm
Forum: Modding help
Topic: How to detect change of startup mod settings
Replies: 2
Views: 884

Re: How to detect change of startup mod settings

Thanks! mod_startup_settings_changed works.
It's bad that it doesn't tell you which setting has changed, though. Only some of them require recharting the map.
by <NO_NAME>
Wed May 15, 2019 4:04 pm
Forum: Modding help
Topic: How to detect change of startup mod settings
Replies: 2
Views: 884

How to detect change of startup mod settings

I need to check if startup settings of my mod were changed since the last save. My mod changes some colors on the map preview and I need to call game.forces.player.rechart() if settings were changed. Event on_runtime_mod_setting_changed doesn't seem to be triggered in this situation and I cannot fin...
by <NO_NAME>
Fri May 03, 2019 4:39 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 55965

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

glee8e wrote:
Fri May 03, 2019 4:35 pm
So I guess there will (hopefully) be no 0.19?
Year 2050: Factorio is still early access, version 0.58. Players are still hyped.
by <NO_NAME>
Sat Apr 27, 2019 7:49 pm
Forum: News
Topic: Friday Facts #292 - Inching closer to stable
Replies: 41
Views: 22621

Re: Friday Facts #292 - Inching closer to stable

I really think player AI in this game should be nerfed. The game is just broken right now, balance-wise. I mean, how this move with building 3D engine is even legal? How am I supposed to compete with that?
by <NO_NAME>
Sun Apr 07, 2019 9:51 am
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 58557

Re: Friday Facts #289 - Character GUI

I have written specifically about "people complaining that the new UI looks bad". That's not the same. Regardless of the rest of it you are telling the developers they shouldn't listen to people who disagree with you simply because they have a different view of things than you. That's a r...
by <NO_NAME>
Sun Apr 07, 2019 8:21 am
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 58557

Re: Friday Facts #289 - Character GUI

Game is not only for youngs, healthy guys. Yeah, it's also for young(ish) unhealthy people, lol. But seriously, people who try to say "hey, don't listen to this group at all, totally disregard their needs because I like the way it is!!" when it's completely possible to satisfy that group ...
by <NO_NAME>
Sat Apr 06, 2019 7:01 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 58557

Re: Friday Facts #289 - Character GUI

Please, do not listen to people complaining that the new UI looks bad. It look awesome IMO. I love the dark. I think this is a step in the right direction but there is one big problem with this tabbed concept: where is the indication when I trash something and more generally why do I need another cl...
by <NO_NAME>
Fri Apr 05, 2019 10:04 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 58557

Re: Friday Facts #289 - Character GUI

Wow, a lot of really good changes. Good work! I especially like the personal logistics GUI. It cures all the pain in the ass I had with the old version. You could use a yellow-red gradient for the situation when robots are on the way, but there isn't enough in the logistic network. The only concern ...
by <NO_NAME>
Fri Apr 05, 2019 7:31 am
Forum: Implemented Suggestions
Topic: Blueprints: Mirror/flip
Replies: 97
Views: 64282

Re: Blueprints: Mirror/flip

PacifyerGrey wrote:
Wed Apr 03, 2019 8:47 pm
steinio wrote:
Fri Mar 29, 2019 4:01 pm
Why not just disabling flipping at blueprints including non flippable entities.
BOOM
This ^^
It is that easy!
by <NO_NAME>
Tue Mar 26, 2019 5:32 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1230222

Re: Bugs & FAQ

Hi! It looks like the new version hasn't set path to HR textures of particles. Here's some context. I guess it wasn't intended because before the update there weren't any HR textures missing.

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