Search found 141 matches
- Fri May 03, 2019 9:12 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 55879
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
In an article about GameDevTycoon, their creators complains, that their game is bought legally for less then 10% of users. Their statistics looks artificial, since it's 1st day of sales. As I heard, a lot of players prefer to download "free torrent demo", to see what games looks like. Some...
- Thu Apr 18, 2019 9:23 am
- Forum: General discussion
- Topic: Minimal nuclear power for artillery outpost?
- Replies: 23
- Views: 6773
Re: Minimal nuclear power for artillery outpost?
Hehe, my education in a field of energy production, also do not allow me to consider long time steam storage, even in game.
- Tue Apr 16, 2019 11:19 pm
- Forum: General discussion
- Topic: Minimal nuclear power for artillery outpost?
- Replies: 23
- Views: 6773
Re: Minimal nuclear power for artillery outpost?
- Biters, normally, attack only pollution producing things, everything else only when too bored. At least I had some power lines across biters controlled territory and they completely ignored them. - Nuclear reactor is not a compact thingy. - Majority of base defense plans still agree, that it's bet...
- Tue Apr 16, 2019 8:01 am
- Forum: General discussion
- Topic: Playing at 'full speed'
- Replies: 14
- Views: 4015
Re: Playing at 'full speed'
I never thought that game speed can be changed, neither had any problems about it. If you think biter attacks are too fast - just build more defense in advance. If you fight for extra territory - do it some automatic way - not by hands, like in shooter.
- Tue Apr 16, 2019 7:56 am
- Forum: General discussion
- Topic: New Train GUI less usable for trains with lots of destinations
- Replies: 2
- Views: 1017
Re: New Train GUI less usable for trains with lots of destinations
Could be nice. I also use personal train, and new station list is too long.
I'd say right of switch automatic-manual, a checkbox or switch show/hide conditions (switch state saved for each train individually) will solve the problem.
I'd say right of switch automatic-manual, a checkbox or switch show/hide conditions (switch state saved for each train individually) will solve the problem.
- Mon Apr 15, 2019 8:42 am
- Forum: Gameplay Help
- Topic: how to change map generation to 0.17 on old 0.16 map?
- Replies: 1
- Views: 953
Re: how to change map generation to 0.17 on old 0.16 map?
I've found so far: File in client data\map-gen-settings.example.json has a comment Use '0_16-elevation' to reproduce terrain from 0.16." I've checked in two saves: in older maps this field is "0_16-elevation" and "nil" in new 0.17 generated maps. I can print that value in co...
- Sun Apr 14, 2019 6:47 pm
- Forum: Gameplay Help
- Topic: Shushi Belt?
- Replies: 7
- Views: 1980
Re: Shushi Belt?
In whole I've found Shushi Belt somewhat fun but not so useful design. Because it has limited throughput, does not support well lab number increase, and have to be fine tuned many times (if you making one by yourself). So I usually skip it and go directly to dedicated area bot supplied research. Thi...
- Sun Apr 14, 2019 6:17 pm
- Forum: Gameplay Help
- Topic: There is no spoon help
- Replies: 8
- Views: 1464
Re: There is no spoon help
I think it's either "fish" or game complete with a satellite. Can't do both with one rocket.
- Sun Apr 14, 2019 3:22 pm
- Forum: Gameplay Help
- Topic: Shushi Belt?
- Replies: 7
- Views: 1980
Re: Shushi Belt?
If something is too complicated, just build one yourself, then it will be easier. In Factorio, other player designs, often could be used as a guide, not for direct copy. Ofc, you can direct blueprint copy 12*12 mixer or 4x4 railway cross, just because it's boring to create same thing by hands. In Sh...
- Sun Apr 14, 2019 12:43 pm
- Forum: Gameplay Help
- Topic: how to change map generation to 0.17 on old 0.16 map?
- Replies: 1
- Views: 953
how to change map generation to 0.17 on old 0.16 map?
I have a map originally generated in 0.15 When client was upgraded to 0.16 new chunks were generated using 0.16 algorithm (the one we all hate). Now I continue to play this map in 0.17, but new chunks are still getting generated using 0.16. :cry: I suppose client preserve old generation method for s...
- Mon Apr 08, 2019 10:26 am
- Forum: Not a bug
- Topic: [0.17.25] Coal deposits blinks on a minimap when char moves
- Replies: 10
- Views: 2699
Re: [0.17.25] Coal deposits blinks on a minimap when char moves
Very cool demo picture! On my display both Parity and Step 2px works well - no blinking. On slow movement speed all methods have some disadvantages, but better then Normal. Parity gives some shimmering on deposit borders, while in Step 2px map movement is a little less smooth. I think Parity is slig...
- Sun Apr 07, 2019 12:36 pm
- Forum: Not a bug
- Topic: [0.17.25] Coal deposits blinks on a minimap when char moves
- Replies: 10
- Views: 2699
Re: [0.17.25] Coal deposits blinks on a minimap when char moves
Is the effect captured on the video? Because I don't see any problem (watching at fullscreen 1080p, of course) Yes I see same effect on video. As some ppl says blinking probably happen due to monitor white-to-black latency. Since coal on a minimap is drawn by interchange 1-0-1-0-1 of black and usua...
- Sun Apr 07, 2019 7:40 am
- Forum: Not a bug
- Topic: [0.17.25] Coal deposits blinks on a minimap when char moves
- Replies: 10
- Views: 2699
Re: [0.17.25] Coal deposits blinks on a minimap when char moves
Made a video - https://youtu.be/pjTlge9vwt0 You're probably seeing this effect (move the browser window around to see it). Patterns of alternating light and dark pixels are very problematic for LCDs of any type to display movement of. Do you mean that when a minimap image is shifted by one pixel in ...
- Sat Apr 06, 2019 10:52 pm
- Forum: Not a bug
- Topic: [0.17.25] Coal deposits blinks on a minimap when char moves
- Replies: 10
- Views: 2699
[0.17.25] Coal deposits blinks on a minimap when char moves
Just noticed that coal deposits blinks on a minimap when a char moves. 100% reproducible. Restarting client, loading another save, generating new map - it always blinks. Only coal. Other minerals - no. It happens only during walking animation (or moving in a car). As soon as char stops blinking stop...
- Sat Mar 30, 2019 8:56 am
- Forum: News
- Topic: Friday Facts #288 - New remnants, More bugs
- Replies: 60
- Views: 27941
Re: Friday Facts #288 - New remnants, More bugs
Broken power pole looks sweet but I am happy enough with flat standard debris, especially if the nice one will impede my freedom to move. That's right! Partial base destruction is an unusual disaster, and I always try to fix it asap. During that time I usually don't care about how it looks like. I ...
- Sat Mar 23, 2019 10:29 am
- Forum: Off topic
- Topic: Satisfactory - 3D Factorio?
- Replies: 69
- Views: 63077
Re: Satisfactory - 3D Factorio?
I do agree that Factorio is much better for big factory building. But Satisfactory is still similar game that is nice to play for a change.
- Sat Mar 23, 2019 9:02 am
- Forum: Off topic
- Topic: Satisfactory - 3D Factorio?
- Replies: 69
- Views: 63077
Re: Satisfactory - 3D Factorio?
Game is very fun to play. It's similar to Factorio, in 3D. When you research some tech (coal fuel) base become able to run indefinitely until output containers are full, and game starts to behave closer to Factorio concepts. It's possible to build rather big factory. 3D is interesting for a factory ...
- Fri Mar 22, 2019 7:43 pm
- Forum: News
- Topic: Friday Facts #287 - Just bugs again
- Replies: 26
- Views: 18097
Re: Friday Facts #287 - Just bugs again
I don't see a difference between 1st and 2nd animated gif with splitters. I see fully filled belt of fuel, where you inserting plates, two in a row. They fit like ...fffffPfPfff... Splitter takes one from each side and move to output. What else could we expect? Actually I never thought how splitters...
- Mon Mar 04, 2019 8:05 am
- Forum: Technical Help
- Topic: hotkey/command to remove link from toolbar - can't find
- Replies: 4
- Views: 1513
Re: hotkey/command to remove link from toolbar - can't find
Do I understand correctly, that dev's want toolbar shortcuts to be fully usable like real items, and because of that various mouse commands like shift-Lclick ctrl-LClick and so on, are working always same way in inventory and on toolbar? Because I'd like to assign some other command to clear toolbar...
- Sun Mar 03, 2019 12:04 pm
- Forum: Mods
- Topic: [MOD 0.16 - 1.1] New Game+
- Replies: 44
- Views: 23068
Re: [MOD 0.15, 0.16] New Game+
Any plans to update to 0.17 soon? It might be nice to implement the idea different way. Since map generation is changed, to avoid coping new existing map generation interface (including preview), it will be nice to have two buttons in NewGame+ mod interface: 1. "takeoff" - to save all tech...