Search found 190 matches
- Fri Nov 20, 2020 12:07 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.72] Crash in pathfinder: waitingClients.empty() was not true
- Replies: 7
- Views: 3188
- Fri Nov 13, 2020 11:36 am
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 100068
Re: Friday Facts #363 - 1.1 is getting close
The nighttime lighting looks STUNNING!!!! I am sooo excited for this, its been one of my most wanted features for ages and ages. The existing coloured lights have a "painted" appearance and don't seem like proper light sources, but the new lighting just completely solves this. I totally lo...
- Fri Nov 06, 2020 7:29 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 80001
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Awesome changes, I love the fast replace for the ghosts and the preservation of wire connections in blueprints - that really helps to make Power Switch worthwhile. Spidertron changes are great too - it really needs the logistics requests as there's no way to insert items into it with an inserter, un...
- Sat Oct 10, 2020 11:05 am
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 83855
Re: Friday Facts #361 - Train stop limit, Tips and tricks
The trains limit is a really good, insightful idea. That solves the thundering herd problem which until now meant lategame base architecture needs to be designed around solving it. Hopefully this will mean more organic rail architectures are now possible in ultra late game.
- Fri Aug 14, 2020 10:01 am
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 105805
Re: Friday Facts #360 - 1.0 is here!
I KNEW IT!!! Spidertron, wooo!!!!! Really looking forward to trying this creepy looking thing :> Seriously congrats on the 1.0 release guys. You are the best dev team in the world. I really believe that in the future, students of computer game development will study Factorio's development process in...
- Fri Aug 07, 2020 9:57 am
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 56331
Re: Friday Facts #356 - Blueprint library for real
Kovarex this story was wonderful to read, thankyou for sharing :>
I absolutely love the changes to the blueprint library. Building blueprints from the map is amazing too!!
So cool.
I absolutely love the changes to the blueprint library. Building blueprints from the map is amazing too!!
So cool.
- Wed Aug 05, 2020 10:04 am
- Forum: News
- Topic: Friday Facts #358 - Alien decoratives & Polluted water
- Replies: 71
- Views: 33738
Re: Friday Facts #358 - Alien decoratives & Polluted water
Now that 1.0 is nearly here, there has never been a better time to rename "Biters" to "Bitters". Those foolish bitters may as well become official, right? :>
- Fri Jun 26, 2020 8:04 pm
- Forum: News
- Topic: Friday Facts #353 - Trailer update
- Replies: 38
- Views: 20180
Re: Friday Facts #353 - Trailer update
The new website looks simply awesome. I love it! Really looking forward to seeing the new trailer. The difference in quality between the very first trailer, and the more recent one with the train running over the bitters, is massive. I also loved that it did a good job of conveying the core of the g...
- Sat Jun 20, 2020 9:51 pm
- Forum: News
- Topic: Friday Facts #352 - New website
- Replies: 83
- Views: 39358
Re: Friday Facts #352 - New website
New website looks stunning!
I agree with your reduce-the-javascript bloat approach also.
I agree with your reduce-the-javascript bloat approach also.
- Sat Jun 06, 2020 2:23 pm
- Forum: News
- Topic: Friday Facts #350 - Electric mining drill redesign
- Replies: 104
- Views: 53347
Re: Friday Facts #350 - Electric mining drill redesign
I love this drill :>
- Fri May 22, 2020 4:56 pm
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 54309
Re: Friday Facts #348 - The final GUI update
Wow lots of news this week :> The new icons look awesome - wow, that must have been a ton of work. Ian, the new sound effects are really cool!! I'm so happy the "can't build that there" sound effect has been changed to something softer. The landfill sound effect is good too, I suspect it w...
- Sun May 10, 2020 2:34 am
- Forum: General discussion
- Topic: Meaningful Content Update
- Replies: 85
- Views: 27254
Re: Meaningful Content Update
I keep hoping for new, significant, impactful features, some random ideas: [ideas] These are all possible with mods. If you feel like you've exhausted the content the game has to offer, try adding some mods - they can completely change the experience. A lot of the things you mentioned are already a...
- Fri May 01, 2020 2:03 pm
- Forum: News
- Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
- Replies: 48
- Views: 21409
Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle
Shell casing looks great :> Unit collision group stuff is cool also. If I collect enough fish will I be able to unlock that water bitter? :D
- Sun Apr 26, 2020 12:37 pm
- Forum: News
- Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
- Replies: 59
- Views: 25325
Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record.
What is the reason for storing/reading the data in that way, instead of storing a representation of the world with each tile a boolean either true or false, traversable or not traversable? A biter can have any size of collision box, and any collision mask, checking for tile collision isn't a simple...
- Fri Apr 24, 2020 7:14 pm
- Forum: News
- Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
- Replies: 59
- Views: 25325
Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record.
I see, thanks for explaining that. :> So the 5% slowdown is because of the extra time needed to look at those adjacent tiles, to check whether this tile is therefore traversable or not. What is the reason for storing/reading the data in that way, instead of storing a representation of the world with...
- Fri Apr 24, 2020 6:38 pm
- Forum: News
- Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
- Replies: 59
- Views: 25325
Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record.
I'm not sure I understand why 5% speed is being lost? My (perhaps wrong) understanding is like this: There exists a "map" of traversable tiles - the tiles where bitters can or cannot go - which the pathfinder consults when obtaining a path. When bitters pathfinding pays attention to these ...
- Mon Apr 20, 2020 3:43 am
- Forum: News
- Topic: Friday Facts #343 - Environmental particle effects
- Replies: 51
- Views: 21765
Re: Friday Facts #343 - Environmental particle effects
I've been thinking about what would be the best "vegetation adding/removal rules" and I think I have a nice idea. As well as being removed during explosions, I think vegetation should also be removed automatically when concrete is placed. Concrete with vegetation on top makes for an "...
- Fri Apr 17, 2020 9:29 pm
- Forum: News
- Topic: Friday Facts #343 - Environmental particle effects
- Replies: 51
- Views: 21765
Re: Friday Facts #343 - Environmental particle effects
I don't understand why laying tiles doesn't remove vegetation, or why would I prefer having craters instead... Craters are temporary and disappear after a little while, leaving nothing but beautiful clean concrete. As for why laying tiles doesn't remove vegetation? Well, maybe it should.. But from ...
- Fri Apr 17, 2020 3:36 pm
- Forum: News
- Topic: Friday Facts #343 - Environmental particle effects
- Replies: 51
- Views: 21765
Re: Friday Facts #343 - Environmental particle effects
Being able to clear vegetation on paths is AMAZING!!
This is going to be a change we'll all rapidly wonder how we lived without.
This is going to be a change we'll all rapidly wonder how we lived without.
- Tue Apr 14, 2020 9:00 am
- Forum: Ideas and Suggestions
- Topic: Why can't I put fish back into the water?
- Replies: 18
- Views: 5564