Search found 256 matches

by <NO_NAME>
Sat Jan 18, 2020 8:49 pm
Forum: News
Topic: Friday Facts #327 - 2020 Vision
Replies: 127
Views: 11772

Re: Friday Facts #327 - 2020 Vision

I've just got the joke from the title.
WOW I'm fast!
Image
by <NO_NAME>
Sat Jan 18, 2020 8:00 pm
Forum: Outdated/Not implemented
Topic: Electric network cable connections saved in the blueprint
Replies: 36
Views: 4157

Re: Electric network cable connections saved in the blueprint

This isn't going to happen. It simply doesn't work as anyone imagines it would. If a blueprint saved the connections when it was created when you built it, it would literally never connect to your existing network(s) because it was not connected to any of them when it was created. The idea is that ...
by <NO_NAME>
Fri Jan 17, 2020 10:40 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 92
Views: 6996

Re: Friday Facts #330 - Main menu and File Share Shenanigans

Personally, I think there should be two continue buttons for single- and multi- player. It is quite common to switch between these two modes. E.g. if you friend calls it a day and you want to play some more or if you just loading single-player for a moment to check something. Also, do you already ha...
by <NO_NAME>
Mon Jan 13, 2020 8:28 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 76
Views: 6387

Re: Friday Facts #329 - Campaign reassessment

I would like to play expanding map campaign just because it is something new and it would be fun to try it.
I wanted to write more but I'm too lazy.
by <NO_NAME>
Sun Dec 15, 2019 2:40 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 6392

Re: Friday Facts #325 - New Explosions and Particles

I'd like to say a word regarding randomized 'hit' particle on entity damage. Particles should really have a tendency to show up closer to entity sides that are closest to the source of incoming damage. I hope this won't be that much of an overcomplication in big O terms in exchange for tidier, more...
by <NO_NAME>
Fri Dec 13, 2019 5:05 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 6392

Re: Friday Facts #325 - New Explosions and Particles

This particle box on the roboport makes it look like the character has Parkinson's disease.
by <NO_NAME>
Sat Nov 09, 2019 11:19 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 198
Views: 16977

Re: Friday Facts #320 - Color correction

Yay! Factorio isn't monochrome anymore! I was waiting for this for a long time.

Now we only need some more upbeat music and maybe I won't require antidepressants anymore while playing.
by <NO_NAME>
Sun Sep 29, 2019 11:42 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 13437

Re: Friday Facts #314 - 0.17 stable

While I generally like being challenged, it strongly depends on the type of the challenge. We need to draw the line between a demanding task and a tedious one. You don't want your game to be tedious (or at least I assume so). For example having to design you nuclear power plants in a way that will p...
by <NO_NAME>
Fri Sep 27, 2019 4:21 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 13437

Re: Friday Facts #314 - 0.17 stable

"Debugging is like being the detective in a crime movie where you are also the murderer and the victim."
by <NO_NAME>
Fri Sep 20, 2019 8:18 pm
Forum: News
Topic: Friday Facts #313 - Light at the end of the bug tunnel
Replies: 58
Views: 8323

Re: Friday Facts #313 - Light at the end of the bug tunnel

My first thought after reading the title:
Image
by <NO_NAME>
Sun Aug 11, 2019 11:00 am
Forum: Modding help
Topic: Changelog tutorial
Replies: 105
Views: 5926

Re: Changelog tutorial

Anyway, the gist of the other thread is this: It's OK to apply very strict rules if you tell people what the rules are. In the beginning, the rules were too strict and undocumented. The developers won't ease the rules, but we have been promised that documentation will be improved. It's only OK to a...
by <NO_NAME>
Sun Aug 11, 2019 12:34 am
Forum: Modding help
Topic: Changelog tutorial
Replies: 105
Views: 5926

Re: Changelog tutorial

This syntax is reaching a whole new, unknown before levels of being too strict. Why can't the parser just use some simple regexes to make things easier for modders if not actual game programmers of the game. I've written 6 simple regexes which would be fully compatible with the current syntax but el...
by <NO_NAME>
Sun May 26, 2019 2:00 am
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 9271

Re: Friday Facts #296 - All kinds of bugs

NPE = Null Pointer Exception. In Java (and other Java Virtual Machine languages like Groovy, Scala, and Kotlin), there is a NullPointerException that is thrown when the object is null and you are trying to access a value/property or call a function on it. In C# (and other languages that run on the ...
by <NO_NAME>
Sat May 18, 2019 11:08 am
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 12715

Re: Friday Facts #295 - New design for the chemical plant

It looks like something that would instantly lure all enemies from the map after being turned on. Maximum pollution after 5 seconds.
by <NO_NAME>
Wed May 15, 2019 4:45 pm
Forum: Modding help
Topic: How to detect change of startup mod settings
Replies: 2
Views: 149

Re: How to detect change of startup mod settings

Thanks! mod_startup_settings_changed works.
It's bad that it doesn't tell you which setting has changed, though. Only some of them require recharting the map.
by <NO_NAME>
Wed May 15, 2019 4:04 pm
Forum: Modding help
Topic: How to detect change of startup mod settings
Replies: 2
Views: 149

How to detect change of startup mod settings

I need to check if startup settings of my mod were changed since the last save. My mod changes some colors on the map preview and I need to call game.forces.player.rechart() if settings were changed. Event on_runtime_mod_setting_changed doesn't seem to be triggered in this situation and I cannot fin...
by <NO_NAME>
Fri May 03, 2019 4:39 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 16822

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

glee8e wrote:
Fri May 03, 2019 4:35 pm
So I guess there will (hopefully) be no 0.19?
Year 2050: Factorio is still early access, version 0.58. Players are still hyped.
by <NO_NAME>
Sat Apr 27, 2019 7:49 pm
Forum: News
Topic: Friday Facts #292 - Inching closer to stable
Replies: 41
Views: 8486

Re: Friday Facts #292 - Inching closer to stable

I really think player AI in this game should be nerfed. The game is just broken right now, balance-wise. I mean, how this move with building 3D engine is even legal? How am I supposed to compete with that?
by <NO_NAME>
Sun Apr 07, 2019 9:51 am
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 136
Views: 16682

Re: Friday Facts #289 - Character GUI

I have written specifically about "people complaining that the new UI looks bad". That's not the same. Regardless of the rest of it you are telling the developers they shouldn't listen to people who disagree with you simply because they have a different view of things than you. That's a really crap...

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