Search found 48 matches

by AssaultRaven
Fri Sep 28, 2018 5:52 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 51252

Re: Friday Facts #262 - Hello my name is: Compilatron

Another way the Compilatron helps us keep the immersion intact is as a plot agent. Currently campaign plot events just 'happen' when objectives are completed, or when characters internal monologue decides the next move. Now we can have Compilatron act as a driving force to the campaign, it gives th...
by AssaultRaven
Fri Mar 16, 2018 9:15 pm
Forum: News
Topic: Friday Facts #234 - Office pictures
Replies: 79
Views: 33761

Re: Friday Facts #234 - Office pictures

Holy frack, that commentator's new follower animation is obnoxious.
by AssaultRaven
Fri Feb 02, 2018 11:33 pm
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 77596

Re: Friday Facts #228 - High resolution turrets

Wait - this update to lasers is potentially huge - will they deal their damage 'continuously' or still deal damage as more discrete pulses? If this becomes continuous, then laser shooting speed will go away and lasers will essentially no longer have any overkill, which is effectively a huge buff. T...
by AssaultRaven
Sat Nov 04, 2017 1:25 am
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 43465

Re: Friday Facts #215 - Multithreading issues

I feel like once the game is released, (and i know this has been mentioned before, but tentatively) the devs should really consider open sourcing the code. Because there are some very enthusiastic and talented people out here that might actually be able to take the time to go through and figure thi...
by AssaultRaven
Fri Aug 18, 2017 6:33 pm
Forum: News
Topic: Friday Facts #204 - Another day, another optimisation
Replies: 93
Views: 38786

Re: Friday Facts #204 - Another day, another optimisation

pleegwat wrote:A linked list of multiply-inheriting classes? I'd have expected an array of structs.
I'm surprised to. I'd have expected C++ to handle virtual function calls and inheritance at compile-time, but apparently things are setup so that some of the required class structure isn't known until run-time?
by AssaultRaven
Sat Mar 11, 2017 5:04 am
Forum: News
Topic: Friday Facts #181 - Calm before the storm
Replies: 77
Views: 37576

Re: Friday Facts #181 - Calm before the storm

I reiterate my previous concern about the pump graphic redesign: by appearance, the new design makes them look like positive displacement pumps, but fluid mechanics currently treats them like centrifugal pumps. If you're going to combine the two, then the pump animation should at least slow down to ...
by AssaultRaven
Sun Feb 19, 2017 6:40 am
Forum: News
Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
Replies: 43
Views: 23109

Re: Friday Facts #178 - Minimal mode and Mini-tutorials

Do mods have to be loaded at game start? I've always thought it would be nice if they could be selected and loaded on a per-save basis, so that you don't have to mess with files just to go from one multiplayer server to another.
by AssaultRaven
Sat Feb 11, 2017 3:00 pm
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 50989

Re: Friday Facts #177 - Difficulty settings

I feel like 0.15 might be something like this: New gameplay features: 1200 programmer hours Troubleshooting those features: 2400 programmer hours Performance: 1000 programmer hours Misc. crash and hang bugs: 400 programmer hours HD textures: 0 programmer hours Speaker: 25 programmer minutes You peop...
by AssaultRaven
Mon Feb 06, 2017 4:01 am
Forum: Releases
Topic: Version 0.14.22
Replies: 35
Views: 41905

Re: Version 0.14.22

Seems to have gone away, even with the factory in high production. Β―\_(ツ)_/Β―
by AssaultRaven
Sun Feb 05, 2017 1:01 am
Forum: Releases
Topic: Version 0.14.22
Replies: 35
Views: 41905

Re: Version 0.14.22

I seem to have some intermittent slowdowns that weren't happening before. Every so often, the game will slow down to about half speed for a second. I'm playing the same save as before, when this didn't happen. Also, before, my factory was running at full tilt. Right now, when these slowdowns are ha...
by AssaultRaven
Sat Feb 04, 2017 4:18 pm
Forum: Releases
Topic: Version 0.14.22
Replies: 35
Views: 41905

Re: Version 0.14.22

I seem to have some intermittent slowdowns that weren't happening before. Every so often, the game will slow down to about half speed for a second. I'm playing the same save as before, when this didn't happen. Also, before, my factory was running at full tilt. Right now, when these slowdowns are hap...
by AssaultRaven
Sat Feb 04, 2017 10:22 am
Forum: News
Topic: Friday Facts #176 - Belts optimization for 0.15
Replies: 101
Views: 46306

Re: Friday Facts #176 - Belts optimization for 0.15

Hope not. I don't want performance issues to be governing how factories look. Unfortunately, I feel like this game is always going to be CPU-bound, and there will always be strategies for players to reduce CPU. It's mostly a question of when the limit is reached. If 99% of players never have to thi...
by AssaultRaven
Fri Feb 03, 2017 4:34 am
Forum: News
Topic: Friday Facts #175 - Programmable Speaker
Replies: 88
Views: 40224

Re: Friday Facts #175 - Programmable Speaker

Will the alerts be able to show their location on the map? The first thing I thought to do with custom alerts is have bunkers and mines let me know when their logistics systems run low on repair packs or construction robots, but when those bunkers are part of a wall their could be a huge number of t...
by AssaultRaven
Fri Jan 27, 2017 2:44 am
Forum: Ideas and Suggestions
Topic: 1 HP = Still fine (not) / Damaged entities should not work reliably and not cause disasters
Replies: 6
Views: 2298

Re: 1 HP = Still fine (not) / Damaged entities should not work reliably and not cause disasters

The visible health bars bother me so much that there is simply no time in any of my factories ever when a damaged item has continued to be damaged, nor is there any time when it would not be possible to immediately repair the item, even if only by replacement.

I don't think it would ever come up.
by AssaultRaven
Tue Jan 17, 2017 10:41 am
Forum: General discussion
Topic: switch from .14 to .15 - savegame compatibility
Replies: 29
Views: 24487

Re: switch from .14 to .15 - savegame compatibility

Over all, I really think that save game compatibility shouldn't be a concern until v1.0. Surely we're still at the point where things should be broken whenever convenient, right?
by AssaultRaven
Tue Jan 17, 2017 10:11 am
Forum: General discussion
Topic: The sad state of circuit logic
Replies: 73
Views: 26799

Re: The sad state of circuit logic

I haven't worked with circuits much, but it sounds to me like the biggest single problem, inserters, would be solved with some kind of asynchronous control system for inserters. As in, being able to tell an inserter, "move X items", with the details of implementing that being left to the i...
by AssaultRaven
Sat Dec 31, 2016 6:55 pm
Forum: General discussion
Topic: The sad state of circuit logic
Replies: 73
Views: 26799

Re: The sad state of circuit logic

One big issue with programmable combinators is that the naive implementation has no running time bounds. So one could potentially make factorio freeze with something like: while true then <some code> end "But then you set some running time limit", you say? Then where back into the whole a...
by AssaultRaven
Sat Dec 31, 2016 8:16 am
Forum: General discussion
Topic: The sad state of circuit logic
Replies: 73
Views: 26799

Re: The sad state of circuit logic

I've always thought we should just have a Controller object that we can code assembly into. Something as powerful as a Comodore64. The current setup reminds me of how Robot Odyssey is called the hardest programming game ever, except that the reason it's so hard is that it's actually an electrical en...
by AssaultRaven
Sat Nov 12, 2016 1:52 am
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 105361

Re: Friday Facts #164 - Nuclear power

I'm seconding the line about how this just perpetuates alarmism about nuclear power and doesn't fit in with the rest of the game at all. If nuclear power plants can explode then so should the existing steam engines and there should be a chance you trip and die every time you place a solar panel (fat...
by AssaultRaven
Fri Sep 09, 2016 11:08 pm
Forum: News
Topic: Friday Facts #155 - Settling into fall
Replies: 63
Views: 31577

Re: Friday Facts #155 - Settling into fall

There is potential for confusion if you display what is apparently a positive displacement pump but keep the same flow mechanics, since a positive displacement pump has comparatively-constant flow rate for non-compressible fluids compared to the centrifugal pumps used before. http://www.pipeflow.com...

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