Search found 17 matches
- Mon Dec 23, 2024 10:35 am
- Forum: Not a bug
- Topic: [2.0.23] Ghost shimmer textures do not connect properly
- Replies: 2
- Views: 328
Re: [2.0.23] Ghost shimmer textures do not connect properly
Thanks for the reply. Is there a setting I can adjust to tweak this rendering then? It looks a lot like anti-aliasing issues on my monitor, which is why I reported it in the first place. Having the edges blur would be preferable to having random glitchy looking pixels.
- Tue Dec 03, 2024 9:28 pm
- Forum: Not a bug
- Topic: [2.0.23] Ghost shimmer textures do not connect properly
- Replies: 2
- Views: 328
[2.0.23] Ghost shimmer textures do not connect properly
Version: 2.0.23 build 80769, SA, linux64.
Issue:
Shimmer textures do not seem to connect when fully zoomed in (although this can be seen on lesser zoom as well).
Screenshot from 2024-12-03 22-05-07.png
Replication:
Place concrete ghost entities and zoom in. For completeness, here are my current ...
Issue:
Shimmer textures do not seem to connect when fully zoomed in (although this can be seen on lesser zoom as well).
Screenshot from 2024-12-03 22-05-07.png
Replication:
Place concrete ghost entities and zoom in. For completeness, here are my current ...
- Mon Oct 21, 2024 4:53 pm
- Forum: Modding help
- Topic: How to find acceptable values for GhostShimmerConfig
- Replies: 0
- Views: 139
How to find acceptable values for GhostShimmerConfig
Hey all,
I planned to mod out the new ghosts from Space Age as soon as the FFF hit, but I can't make sense of the docs (https://lua-api.factorio.com/latest/types/GhostShimmerConfig.html) or seem to be able to change to ghosts by just editing the core prototype files (I know this should be done ...
I planned to mod out the new ghosts from Space Age as soon as the FFF hit, but I can't make sense of the docs (https://lua-api.factorio.com/latest/types/GhostShimmerConfig.html) or seem to be able to change to ghosts by just editing the core prototype files (I know this should be done ...
- Fri Oct 11, 2024 4:34 pm
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 51194
Re: Friday Facts #432 - Aquilo
A very interesting FFF! I am getting excited for the release, I have high hopes that it will be fun to explore. Slowing down to watch the factory might even be quite a nice change of pace (at least the first few times).
- Fri Sep 20, 2024 2:07 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 48564
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
Dune enemies for the Dune planet, seems fitting. Are these worms aggro'd by artillery fire? Seems like a battery of cannons with some radars to help them might clear them quickly enough to remove the challenge.
Kinda reminds me of the TF2 Engineer intro: "use a gun. If that don't work, use more gun ...
Kinda reminds me of the TF2 Engineer intro: "use a gun. If that don't work, use more gun ...
- Fri Sep 13, 2024 10:30 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 23619
Re: Friday Facts #428 - Reactor & Logistics circuit control
I don't get the point of circuits in nuclear reactors. Uranium is plentiful, I didn't even go through 1/2 a mine in my 5k megabase, what would be the point of throttling nuclear power if resources are so abundant with koverex?
Pretty much my experience with nuclear. Maybe other people set ...
- Sun Jul 21, 2024 11:13 am
- Forum: News
- Topic: Friday Facts #420 - Fusion Reactor
- Replies: 108
- Views: 32497
Re: Friday Facts #420 - Fusion Reactor
semi-cool stuff this fusion reactor, it doesn't make up for fluids 1.1 being removed from the game tho, especially since it apparently affects behaviour of the reactor setup.
I don't mean to come across as rude, but you have to let those fluids go. Everybody who read the last few FFF threads ...
- Sat Jul 20, 2024 4:43 pm
- Forum: News
- Topic: Friday Facts #420 - Fusion Reactor
- Replies: 108
- Views: 32497
Re: Friday Facts #420 - Fusion Reactor
Very interesting FFF! Fusion seems like an interesting new challenge. An often heard complaint about the old nuclear reactor setups was the huge UPS drain (albeit due to fluid updates that should be fixed in 2.0), how do these new reactors perform? What kind of UPS is to be expected from the 1.4TW ...
- Wed Jul 03, 2024 2:47 pm
- Forum: News
- Topic: Friday Facts #417 - Space Age development
- Replies: 103
- Views: 33587
Re: Friday Facts #417 - Space Age development
I don't know if I would use "vertical slice" in the same way as you did in the blogpost, but interesting to read about the process. I also like that you shared some development assets, not a lot of people outside of development ever see the bare bones you have to work with before release.
- Sat Jun 29, 2024 10:55 am
- Forum: Ideas and Suggestions
- Topic: Additional quality graphics: Quality Trim
- Replies: 12
- Views: 1817
Re: Additional quality graphics: Quality Trim
has to make a reasonable commitment to inclusivity to perform in modern markets
Or it's a completely made up thing, just like many things before it, and a marketing fad which does not relate to performance in the market at all.
You can never tell, until you see the sale numbers, and not the ...
- Thu Jun 27, 2024 5:42 pm
- Forum: Ideas and Suggestions
- Topic: Additional quality graphics: Quality Trim
- Replies: 12
- Views: 1817
Re: Additional quality graphics: Quality Trim
i really dislike this type of thinking... just because some minority will not profit from this, shouldnt mean that you have to cripple your product for the sake of pleasing everyone.
instead of making the base game "worse", why not let the color blind people create their own mod to improve the ...
- Tue Jun 25, 2024 2:53 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 114901
Re: Friday Facts #416 - Fluids 2.0
Nothing should break in the new system compared to current one, except maybe circuits if the fluid amounts differ but they probably wont. Any fluid system you had in 1.1 should work in 2.0 with these proposed changes at least. Well, any that isnt input starved and somehow relies on the arbitrary ...
- Tue Jun 25, 2024 12:00 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 114901
Re: Friday Facts #416 - Fluids 2.0
Also, another quote from the FFF:
"However, during our playtesting of Space Age, it became clear that the existing system would no longer do the job. The production scaling afforded by the new machines and quality brought the flow algorithm to its knees."
What I can answer then, why don't you ...
- Sat Jun 08, 2024 12:10 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 89691
Re: Friday Facts #414 - Spoils of Agriculture
As I posted a couple of FFFs back, I feel conflicted about the expansion. On one hand I want to enjoy the expansion and on the other I feel none of the upcoming paid features excite me. The same goes for this planet and the spoilage mechanic. It might be an interesting mechanic once I get to play ...
- Fri May 03, 2024 3:11 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 49148
Re: Friday Facts #409 - Diminishing beacons
But I think the part I'm most looking forward to is having a "campaign" feel to it, where there's a large set of related challenges before you get to the end, without it being the Godzilla-sized monster that is something like Space Exploration. I keep thinking I'd kind of like to try SE, but I'd ...
- Fri May 03, 2024 2:42 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 49148
Re: Friday Facts #409 - Diminishing beacons
My reaction to these updates have become a trend at this point. For the time I spent playing factorio, I am more than willing to buy the expansion when it comes out, and probably will. However, I doubt I will ever play with any of the new features enabled. Maybe it is a case of getting used to these ...
- Fri Oct 13, 2023 11:30 am
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 54337
Re: Friday Facts #380 - Remote view
Long time lurker, first time poster!
I really like the functional changes this week, these tweaks will really make the difference in smoothing out the game.
The visual changes I am less excited about, I never experienced any problems with ghosts. Will the shader effect be a setting? I really missed ...
I really like the functional changes this week, these tweaks will really make the difference in smoothing out the game.
The visual changes I am less excited about, I never experienced any problems with ghosts. Will the shader effect be a setting? I really missed ...