Search found 27 matches
- Fri Mar 29, 2024 3:57 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 112
- Views: 21078
Re: Friday Facts #404 - Frustration not found
pipette should allow to put ghost item into cursor if i dont have it in my inventory
- Fri Mar 29, 2024 3:57 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 112
- Views: 21078
Re: Friday Facts #404 - Frustration not found
spidertrons need pathfinding to avoid water puddles
- Fri Mar 15, 2024 1:53 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 32196
Re: Friday Facts #402 - Lightspeed circuits
Now make the foundry animation go faaaasssttt too
- Fri Dec 08, 2023 3:03 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 151
- Views: 32477
Re: Friday Facts #388 - Smaller things for 2.0
How much is ?
Code: Select all
10/2k
- Fri Jul 17, 2020 11:43 pm
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 60759
Re: Friday Facts #356 - Blueprint library for real
This is the kind of change that makes me want to play again!
- Fri May 15, 2020 3:45 pm
- Forum: News
- Topic: Friday Facts #347 - New hope demo levels
- Replies: 54
- Views: 28362
Re: Friday Facts #347 - New hope demo levels
Exactly my thought. It needs way more particles. And a debris too.SuperSandro2000 wrote: ↑Fri May 15, 2020 3:33 pmTo be honest the cliff just vanishes into thin air. No explosions or something.
- Fri Feb 28, 2020 12:48 pm
- Forum: News
- Topic: Friday Facts #336 - Offshore pump redesign
- Replies: 51
- Views: 23508
Re: Friday Facts #336 - Offshore pump redesign
Add some variance to smoke. It looks really unnatural, especially in the video.
- Tue Feb 04, 2020 12:06 pm
- Forum: Ideas and Suggestions
- Topic: 20 % faster lua with goto labels
- Replies: 2
- Views: 1435
20 % faster lua with goto labels
According to this video recording of a talk from c++con, one can speed up LUA by small change in code - replacing large switch of functions with a table with goto label pointers, a generally unknown extension to c++. https://youtu.be/IAdLwUXRUvg?t=1879 (do not let his hat distract you :D) I do not k...
- Sat Sep 07, 2019 2:18 am
- Forum: News
- Topic: Friday Facts #311 - New remnants 3
- Replies: 52
- Views: 29397
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.
- Tue Jun 04, 2019 8:58 pm
- Forum: Technical Help
- Topic: convert map exchange string to map generator settings
- Replies: 7
- Views: 6035
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 bett...
- Thu May 23, 2019 4:00 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 63247
Re: Friday Facts #289 - Character GUI
- Sat Apr 06, 2019 8:53 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 63247
Re: Friday Facts #289 - Character GUI
RGB is for computers
use HSV for humans
use HSV for humans
- Sat Feb 16, 2019 3:38 pm
- Forum: Ideas and Suggestions
- Topic: "Drag-placing" power poles should ignore already built ones
- Replies: 16
- Views: 4316
- Sat Feb 16, 2019 3:28 pm
- Forum: Ideas and Suggestions
- Topic: night rendering with eye adaptation
- Replies: 4
- Views: 1672
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 c...
- Fri Feb 15, 2019 9:30 pm
- Forum: Ideas and Suggestions
- Topic: night rendering with eye adaptation
- Replies: 4
- Views: 1672
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...
- Fri Nov 02, 2018 6:17 pm
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 51113
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
BACKGROUND
FOR
CHAT
MESSAGES
PLEASE
FOR
CHAT
MESSAGES
PLEASE
- Fri Apr 13, 2018 11:22 pm
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 60693
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!).
blur the background and make it darker.
(for example, current chat is almost impossible to read!).
- Fri Apr 13, 2018 11:20 pm
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 60693
Re: Friday Facts #238 - The GUI update (Part II)
STANDARDIZE PLEASE!
confirmations to bottom right! buttons that look like buttons!
confirmations to bottom right! buttons that look like buttons!
- 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: 5143
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.
terrain_segmentation SOUNDS like a frequency setting for changing eg. dirt and desert.
the water should use water_segmentation or water_frequency.
- Fri Feb 02, 2018 7:47 pm
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 82884
Re: Friday Facts #228 - High resolution turrets
yes pleaseYehn 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...