Search found 48 matches
- Fri Sep 28, 2018 5:52 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 51901
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...
- Fri Mar 16, 2018 9:15 pm
- Forum: News
- Topic: Friday Facts #234 - Office pictures
- Replies: 79
- Views: 34249
Re: Friday Facts #234 - Office pictures
Holy frack, that commentator's new follower animation is obnoxious.
- Fri Feb 02, 2018 11:33 pm
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 78202
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...
- Sat Nov 04, 2017 1:25 am
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 43957
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...
- Fri Aug 18, 2017 6:33 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 39254
Re: Friday Facts #204 - Another day, another optimisation
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?pleegwat wrote:A linked list of multiply-inheriting classes? I'd have expected an array of structs.
- Sat Mar 11, 2017 5:04 am
- Forum: News
- Topic: Friday Facts #181 - Calm before the storm
- Replies: 77
- Views: 37999
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 ...
- Sun Feb 19, 2017 6:40 am
- Forum: News
- Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
- Replies: 43
- Views: 23332
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.
- Sat Feb 11, 2017 3:00 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 51630
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...
- Mon Feb 06, 2017 4:01 am
- Forum: Releases
- Topic: Version 0.14.22
- Replies: 35
- Views: 42066
Re: Version 0.14.22
Seems to have gone away, even with the factory in high production. Β―\_(γ)_/Β―
- Sun Feb 05, 2017 1:01 am
- Forum: Releases
- Topic: Version 0.14.22
- Replies: 35
- Views: 42066
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...
- Sat Feb 04, 2017 4:18 pm
- Forum: Releases
- Topic: Version 0.14.22
- Replies: 35
- Views: 42066
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...
- Sat Feb 04, 2017 10:22 am
- Forum: News
- Topic: Friday Facts #176 - Belts optimization for 0.15
- Replies: 101
- Views: 46770
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...
- Fri Feb 03, 2017 4:34 am
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 40702
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...
- 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: 2320
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.
I don't think it would ever come up.
- Tue Jan 17, 2017 10:41 am
- Forum: General discussion
- Topic: switch from .14 to .15 - savegame compatibility
- Replies: 29
- Views: 24618
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?
- Tue Jan 17, 2017 10:11 am
- Forum: General discussion
- Topic: The sad state of circuit logic
- Replies: 73
- Views: 27140
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...
- Sat Dec 31, 2016 6:55 pm
- Forum: General discussion
- Topic: The sad state of circuit logic
- Replies: 73
- Views: 27140
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...
- Sat Dec 31, 2016 8:16 am
- Forum: General discussion
- Topic: The sad state of circuit logic
- Replies: 73
- Views: 27140
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...
- Sat Nov 12, 2016 1:52 am
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 106534
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...
- Fri Sep 09, 2016 11:08 pm
- Forum: News
- Topic: Friday Facts #155 - Settling into fall
- Replies: 63
- Views: 31902
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...