Search found 291 matches
- 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...
- 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.
- 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.
Now we only need some more upbeat music and maybe I won't require antidepressants anymore while playing.
- 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...
- 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."
- 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:
- 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...
- 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...
- 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 ...
- 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.
- 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.
It's bad that it doesn't tell you which setting has changed, though. Only some of them require recharting the map.
- 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...
- Fri May 03, 2019 4:39 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 55965
- 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?
- 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...
- 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 ...
- 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...
- 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 ...
- Fri Apr 05, 2019 7:31 am
- Forum: Implemented Suggestions
- Topic: Blueprints: Mirror/flip
- Replies: 97
- Views: 64282
Re: Blueprints: Mirror/flip
It is that easy!
- 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.