Search found 19 matches

by trad_emark
Sat Sep 07, 2019 2:18 am
Forum: News
Topic: Friday Facts #311 - New remnants 3
Replies: 52
Views: 8894

Re: Friday Facts #311 - New remnants 3

https://cdn.factorio.com/assets/img/blog/fff-311-station-walking.gif In this picture: the character has shadow as if the sun was directly above him/her while the train station remnants has shadow as if the sun was at 45 degrees. I think there were more entities in the game with inconsistent shadows.
by trad_emark
Tue Jun 04, 2019 8:58 pm
Forum: Multiplayer / Dedicated Server
Topic: convert map exchange string to map generator settings
Replies: 2
Views: 267

convert map exchange string to map generator settings

Is it possible to generate the map-settings.json and map-gen-settings.json from map exchange string or directly in the gui? I know I can start a new game and upload the save to the server, but I would prefer to "acquire" the settings anyway, for multiple reasons. - It would help me to better underst...
by trad_emark
Thu May 23, 2019 4:00 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 136
Views: 15780

Re: Friday Facts #289 - Character GUI

Mr. Tact wrote:
Sat Apr 20, 2019 8:51 pm
trad_emark wrote:
Sat Apr 06, 2019 8:53 pm
RGB is for computers
use HSV for humans
Okay, I doubt it was intended but this was very funny. You don't get what you might expect by Goggling "HSV"... :lol:
OMG, LOL, I apologize :D
I meant hue-saturation-value color space ofc.
by trad_emark
Sat Apr 06, 2019 8:53 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 136
Views: 15780

Re: Friday Facts #289 - Character GUI

RGB is for computers
use HSV for humans
by trad_emark
Sat Feb 16, 2019 3:28 pm
Forum: Ideas and Suggestions
Topic: night rendering with eye adaptation
Replies: 4
Views: 203

Re: night rendering with eye adaptation

Interesting, I don't think I've ever seen a game with a hue shift towards blue at night, and it was my understanding that we tend to perceive the rod "color" as just luminance (grey) ? The hue shift is very slight IRL so most games ignore it entirely. I have mentioned it for the sake of completenes...
by trad_emark
Fri Feb 15, 2019 9:30 pm
Forum: Ideas and Suggestions
Topic: night rendering with eye adaptation
Replies: 4
Views: 203

night rendering with eye adaptation

TL;DR Use eye adaptation algorithm to make the game better visible during night. What ? Human eye consists of receptors of two types: rods (tyčinky) and cones (čípky). Rods are responsible for brightness and are active all day, but especially useful at night. Cones are responsible for colors and ar...
by trad_emark
Fri Nov 02, 2018 6:17 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 14856

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

BACKGROUND
FOR
CHAT
MESSAGES
PLEASE
by trad_emark
Fri Apr 13, 2018 11:22 pm
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 20445

Re: Friday Facts #238 - The GUI update (Part II)

I am very pleased to hear that you are actually thinking about the CONTRAST.

blur the background and make it darker.
(for example, current chat is almost impossible to read!).
by trad_emark
Fri Apr 13, 2018 11:20 pm
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 20445

Re: Friday Facts #238 - The GUI update (Part II)

STANDARDIZE PLEASE!
confirmations to bottom right! buttons that look like buttons!
by trad_emark
Wed Apr 04, 2018 7:06 pm
Forum: Resolved Problems and Bugs
Topic: [togos] [0.16.x] map*-settings.example.json out of sync with the UI
Replies: 3
Views: 2907

Re: [togos] [0.16.x] map*-settings.example.json out of sync with the UI

honestly, I have spend DAYS to only find out that this name is illogical.
terrain_segmentation SOUNDS like a frequency setting for changing eg. dirt and desert.
the water should use water_segmentation or water_frequency.
by trad_emark
Fri Feb 02, 2018 7:47 pm
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 45040

Re: Friday Facts #228 - High resolution turrets

Yehn wrote:Suggestion for the laser turrets: Randomize exactly where it connects with the biters ever so slightly. Or maybe have it vary slightly based on direction...
yes please
by trad_emark
Sat Oct 14, 2017 6:10 am
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 26339

Re: Friday Facts #212 - The GUI update (Part 1)

please make player's inventory always a separate window. eg. make it clear that it is a separate thing from the train/chest/assembler..
by trad_emark
Mon Oct 09, 2017 6:35 pm
Forum: Ideas and Suggestions
Topic: Grey background for chat
Replies: 2
Views: 481

Re: Grey background for chat

PLEASE do this!
by trad_emark
Fri May 19, 2017 5:30 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 60606

Re: Friday Facts #191 - Gui improvements

I love it!
by trad_emark
Sat Nov 19, 2016 1:02 am
Forum: News
Topic: Friday Facts #165 - Death by a thousand cuts
Replies: 101
Views: 22981

Re: Friday Facts #165 - Death by a thousand cuts

what about mods and performance?! me and few friends are playing factorio on vps (at wedos). when we were only playing vanilla (0.13 back then), our limit was basicly only memory. cpu usage at about 20 %. after that i changed vps: same cpu performance, double the memory, updated to 0.14 and added bo...
by trad_emark
Sat Oct 08, 2016 8:31 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 50808

Re: Friday Facts #159 - Research revolution

alien artifacts -> pink sciences -> make laboratories produce alien plates out of them (with all the previous sciences as well) -> use alien plates in some end-game recipes that needs to be regularly crafted (ammo, blue belts, robots, upgrades, ...) this is better end-game use of laboratories than i...
by trad_emark
Fri Sep 23, 2016 9:01 pm
Forum: News
Topic: Friday facts #157 - We are able to eat paper, but we don't do it
Replies: 91
Views: 22192

Re: Friday facts #157 - We are able to eat paper, but we don't do it

decorations: as long as they have no actual impact on the gameplay (or do they?), why store them at all? they can be regenerated every time a player can see the chunk, or when (or preferably after) the game loads a map. i can see only a limited number of special cases, eg, when the player changes la...

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