Search found 416 matches

by dee-
Thu Mar 07, 2019 6:44 am
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 34280

Re: [0.17.1] intro too hard

Dying - because of neglectment to build up defences - caused by bad habit (affects vets more than newbies) - aquired from pushover pre-0.17 biters - and a greave pollution bug, which redered pollution almost nonexistant, seems totally fine to me. There are clues enough that there will be a MASSIVE a...
by dee-
Sun Mar 03, 2019 1:05 am
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 65821

Re: Friday Facts #284 - 0.17 experimental

My impressions here.
Personally it felt not very difficult.
Did they rebalance and made it easier again with 0.17.4?
by dee-
Sat Mar 02, 2019 11:30 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 34280

Re: [0.17.1] intro too hard

My humble opinion on the first campaign "Introduction" (0.17.4). Disclaimer: - I have played Factorio before but it is at least two years since I really counted some hours, HD-graphics and the reactor are totally new stuff for me, so I am not in the shape I used to be. - Also in my previou...
by dee-
Sat Mar 02, 2019 9:36 am
Forum: Resolved Problems and Bugs
Topic: [0.17.0] Crash when mining "scrap metal"
Replies: 6
Views: 3688

Also with 0.17.4

Can confirm: crash when mining the scrap metal, following the order of objectives.
Fresh installation of 0.17.4
Could not trigger again, weird.

Image
by dee-
Fri Mar 01, 2019 6:29 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 65821

Re: Friday Facts #284 - 0.17 experimental

dat gif :-D

and congratulations for releasing 0.17
by dee-
Fri Mar 01, 2019 7:54 am
Forum: Outdated/Not implemented
Topic: Dynamically link .so files
Replies: 2
Views: 1643

Re: Dynamically link .so files

So, being also an online game with reachable servers (reotely accessible) and the capability to include modder's files (spiced images, etc.), you provide security updates for the statically linked libs? At least that's the way our contractors handle those situations: "Build an apache yourself b...
by dee-
Thu Feb 28, 2019 6:44 am
Forum: Not a bug
Topic: [0.17.1] Three numbers for percentage progress-value
Replies: 2
Views: 1045

Re: [0.17.1] Three numbers for percentage progress-value

Octal percent bar? Nice!

Wikipedia actually uses 073 as their example :D
For example, the literal 73 (base 8) might be represented as 073, o73, q73, 0o73, \73, @73, &73, $73 or 73o in various languages.
by dee-
Fri Feb 15, 2019 9:00 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 85099

Re: Friday Facts #282 - 0.17 in sight

Are blueprints and blueprint books automatically synced as individual files/directories from and to the disk?
Then I could init a Git repository there and version control all my blueprints...
:geek:
by dee-
Sat Jan 05, 2019 4:07 am
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64783

Re: Friday Facts #276 - Belt item spacing & Script rendering

Factorio is still an early access game. It's in development. Things should change and many even break as often stuff can only change and improve by breaking others. In my opinion we can't rely on backwards compatibility and retention of etablished configurations as this holds back the overall devel...
by dee-
Sat Jan 05, 2019 4:00 am
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64783

Re: Friday Facts #276 - Belt item spacing & Script rendering

"Breaks" in the sense of detecing >4 when on full throughput for as long as the two splitted belts have not been emptied, so for about 2 seconds, after that the normal full belt throughput will again be split into 2* 1/2 full belt and detected as 2* 4 items on the belt Those bits can't em...
by dee-
Fri Jan 04, 2019 8:38 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64783

Re: Friday Facts #276 - Belt item spacing & Script rendering

Yes it is, if the value is a constant 8 it's full througput, if thoughput isn't full than it will fall to 7 or below. No that is detecting that the belt is full. That says nothing about throughput on the belt. Admittedly I've never needed to measure throughput as such, so I'm not sure when it would...
by dee-
Fri Jan 04, 2019 6:11 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64783

Re: Friday Facts #276 - Belt item spacing & Script rendering

Yes it is, if the value is a constant 8 it's full througput, if thoughput isn't full than it will fall to 7 or below. No that is detecting that the belt is full. That says nothing about throughput on the belt. Admittedly I've never needed to measure throughput as such, so I'm not sure when it would...
by dee-
Tue Dec 25, 2018 10:45 am
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 72412

Re: Friday Facts #274 - New fluid system 2

Personally I like the idea of the "pig" to clean pipes and shove fluids together at one end. Also how about adding a new type of fluid named "Waste" or "Inseparable Fluid Mixture" or something similar, which appears as soon as two (or more) different fluids touch, and c...
by dee-
Fri Nov 30, 2018 5:18 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 51095

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Is it just me or are the HD textures getting more and more clean and the game's general look gets more and more cartoonish and colourful and away from its initial "used look"? Agreed. Dieselpunk -> Comicpunk :( Maybe some kind of additional "tint" could be selectable from the Op...
by dee-
Fri Nov 09, 2018 6:49 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 47424

Re: Friday Facts #268 - The modern Biter

Hm. Those new biters left me cold. I find them neither dreading and surely not "cute". Nice to have them in HD, tho and the animation is very nicely done.
:shrugs:
by dee-
Fri Oct 19, 2018 1:31 pm
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 44856

Re: Friday Facts #264 - Texture streaming

So why don't we have graphic cards that send out screen refreshes to the monitor when we tell them to? Why not send frame 1 after 10ms, frame 2 after 17ms, frame 3 after 12ms and so on. Why can't the monitor update when we tell them to instead at a fixed rate that we have to keep up with? This tech...
by dee-
Mon Oct 15, 2018 12:40 pm
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 44856

Re: Friday Facts #264 - Texture streaming

so... Vulkan? ;(
by dee-
Fri Oct 12, 2018 2:28 pm
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 44856

Re: Friday Facts #264 - Texture streaming

That was great :)
by dee-
Sat Oct 06, 2018 7:09 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Modular Extensible PnP Factory
Replies: 76
Views: 159002

Re: Modular Extensible PnP Factory

I have been enjoying the modular design, and have been using bp's from these posts, since I started playing. I decided to use the new features to put some of the ones from these together in one blueprint book. The idea is that this blueprint book will continue to be updated with improvements, addit...
by dee-
Fri Sep 28, 2018 1:53 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 117169

Re: Friday Facts #260 - New fluid system

I think "behaves like a belt with splitters" is the intuitive result people think they're going to get without knowing anything about it. I guess the question is, is that the right thing they should be expecting? I think this is the catch... how correct is the intuitive opinion? E.g. I wo...

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