Search found 196 matches

by RobertTerwilliger
Fri Oct 09, 2020 6:48 pm
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 126062

Re: Friday Facts #360 - 1.0 is here!



Sorry, this comment won't have any valuable content.
I'm just having 1.5-month FFF withdrawal :?


You already know about the Alternative Friday Factorio Fan Facts?
https://alt-f4.blog/


Yeah, I do. It's like "non-alcoholic vodka" (Slav joke - basically a water under label you desire)
Edit: I ...
by RobertTerwilliger
Fri Oct 02, 2020 4:03 pm
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 126062

Re: Friday Facts #360 - 1.0 is here!

Sorry, this comment won't have any valuable content.
I'm just having 1.5-month FFF withdrawal :?
by RobertTerwilliger
Fri Aug 14, 2020 11:18 am
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 126062

Re: Friday Facts #360 - 1.0 is here!

Woohoo! Can't believe it! Congrats!

Warning: just another Factorio-related personal story ahead:
Myself, havent played for...um... 4,5 years... (there were reasons) But haven't skipped any single FFF! I'll miss them. In fact, I already do. All these years I even had a feeling I never ceased playing ...
by RobertTerwilliger
Fri Jul 24, 2020 3:45 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 52183

Re: Friday Facts #357 - Nuke

The nuke explosion... It is simply... spectacular. Brilliant job.
by RobertTerwilliger
Fri Jul 10, 2020 12:15 pm
Forum: News
Topic: Friday Facts #355 - High resolution updates
Replies: 27
Views: 17811

Re: Friday Facts #355 - High resolution updates

Oil puddle could really have some animation. Maybe some bubbles? It isn't very repeatative object in game, so it would be acceptable, I suppose.

Also: Landmine remnants? Really? Shouldn't they end up shattered and scattered over the area?
by RobertTerwilliger
Mon May 25, 2020 6:27 am
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 64756

Re: Friday Facts #348 - The final GUI update

So finally I decided to put my foot down, call it good enough and say no to the constant stream of changes.
Fair enough.
In my native language there is a proverb:
"Better is a foe to good".
It means, you always can do better, but at some point it becomes wasteful usage of resources (including time ...
by RobertTerwilliger
Sat May 09, 2020 12:55 pm
Forum: News
Topic: Friday Facts #346 - He who does nothing, breaks nothing
Replies: 47
Views: 24404

Re: Friday Facts #346 - He who does nothing, breaks nothing

Well, now movement looks so natural, that bushes not being squished by car look somewhat out of place...)
by RobertTerwilliger
Fri Apr 17, 2020 10:15 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 25471

Re: Friday Facts #343 - Environmental particle effects


There shouldn't be decoratives on paths/concrete in the first place. Placing down tiles should automatically pave over them. It's one reason why I turn them off altogether


+1.

At times like this, I wish there was just "thumb's up" button, 'cause posts like this one up to this paragraph feels ...
by RobertTerwilliger
Mon Mar 23, 2020 6:50 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 107069

Re: Friday Facts #339 - Beacon HR + Redesign process

New design is cool, however I don't feel good about bottom "lightnings". To me, as an engineer electro-mechanist, they look... dangerous. Like something went wrong with insulation and it now discharges onto surrounding, and about to explode. This is not healthy machine design. I'd rather make some ...
by RobertTerwilliger
Fri Mar 13, 2020 7:57 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 59779

Re: Friday Facts #338 - The (real) Character GUI

We will (...) try to get everything at a consistent level of quality for 1.0.
That sounds fair, until you remember... well forgive me for heresy... Rimworld "1.0+" GUI! Well, it is consistent indeed. It is awfully terrible all over : )
Once again, it's NOT about Factorio at any means, but I just ...
by RobertTerwilliger
Sat Mar 07, 2020 2:31 pm
Forum: News
Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
Replies: 74
Views: 35469

Re: Friday Facts #337 - Statistics GUI and Mod Debugger


Seeing the new statistics windows for electricity, I was suprised to see the same figure in satisfaction (100%=37.8GW) and production (37.8GW = 95%?) with different bar widths — but obviously one is "37.8GW satisfied out of 37.8GW requested" while the other is "37.8GW used out of a max of 40GW ...
by RobertTerwilliger
Fri Jan 24, 2020 7:04 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 75715

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes


Campaign cancelled

That's... unexpected... and disturbing.
I mean, campaign was always there, providing some different experience, despite being inconsistent, and now loosing something feels worse than not ever having it at all.

Thinking about games' campaigns in general, many of them do not ...
by RobertTerwilliger
Sat Jan 11, 2020 5:22 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 40372

Re: Friday Facts #329 - Campaign reassessment

IMO:
Way campaign should go is determined by two factors: level finishing estimated time and quantity of levels in campaign.
If level is long enough - you should go with new-level-new-map approach.
If campaign is quite long - continuous rebuilding will be boring (since you will quickly run out of ...
by RobertTerwilliger
Sat Dec 28, 2019 9:38 am
Forum: News
Topic: Friday Facts #327 - 2020 Vision
Replies: 128
Views: 62240

Re: Friday Facts #327 - 2020 Vision

2kk congrats!
by RobertTerwilliger
Fri Dec 20, 2019 4:16 pm
Forum: News
Topic: Friday Facts #326 - Particle emitter & Data cache
Replies: 42
Views: 23430

Re: Friday Facts #326 - Particle emitter & Data cache

It looks quite weird that all the blood drops in water in just 2 waves... (It isn't so obvious when hitting ground) It's WIP, I suppose though : )
by RobertTerwilliger
Fri Dec 13, 2019 5:54 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 28370

Re: Friday Facts #325 - New Explosions and Particles

I feel it'd be more natural to spawn spray of blood particles for dying WORMS from it's maw.
I believe it is not very hard, because death animation is somewhat fixed, thus one can define particle spawn point and direction (or average direction) just based on entity rotation and timing synchronized ...
by RobertTerwilliger
Sat Oct 26, 2019 10:07 am
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 56346

Re: Friday Facts #318 - New Tooltips

I think, "outputted item" tooltip should not appear on default. Make it pop up, say, on holding shift (adding "hold shift to..." tip on main tooltip). Would result in more efficient screen space, IMO.

PS. +1 to belt batching idea suggested above
by RobertTerwilliger
Sat Sep 28, 2019 8:04 am
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 55675

Re: Friday Facts #314 - 0.17 stable

Speaking of low- and high- level WoW areas: it would be interesting to make biters' difficulty to rise from starting area outwards.
This would mean certain things
- biter evolution may be taken away, 'cause it will be faced directly by progressing through map, instead of "pollution produced" it'd be ...
by RobertTerwilliger
Sat Sep 14, 2019 7:15 am
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 76850

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

Maybe locking underground pipes in pairs would work? I.e., building in pairs and removing in pairs. No rotating, but suddenly allowing the thing which we do with different tier belt, when you can de-facto run 3 belts through 1-tile width.

Although it'd make more sense to use gravel-like texture for ...

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