Search found 19 matches

by GuiltyBystander
Fri Jun 14, 2019 8:20 pm
Forum: News
Topic: Friday Facts #299 - Everything is more complex than expected
Replies: 52
Views: 10983

Re: Friday Facts #299 - Everything is more complex than expected

The bug report graph per day is a little deceptive since people obviously play more on the weekend. Also, Kathrine of Sky was hosting an MMO event which means any crash there gets amplified in it's reporting. If possible, it'd be nice to see hours played / crash.
by GuiltyBystander
Sat Jun 08, 2019 10:50 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] Game crash during KoS MMO event
Replies: 11
Views: 587

Re: Game crash during KoS MMO event

This is what actually caused the crash. Simple train loop with 2 stops. I think the train has to be in two railblocks chasing it's own tail and it gets confused trying to stop or something. I've attached a save file. Just start the train and wait for it to get up to speed.
by GuiltyBystander
Fri May 03, 2019 6:25 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 18968

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

I think your pricing strategy is admirable and is the right thing to do. However, it might not be the best thing for the company/game/community. A while ago I learned about the J.C. Penney Effect (summarized well by Extra Credit on Youtube but he focuses on how perceptions of fairness can be applied...
by GuiltyBystander
Fri Feb 01, 2019 5:41 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 32374

Re: Friday Facts #280 - Visual Feedback is the king

I like the idea of the AND/OR visualization, but it's still are confusing. These are binary operators that exist between conditions, not on the same line as each.
by GuiltyBystander
Fri Nov 30, 2018 4:18 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 17597

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

How do you plan on handling fluid systems with more than one type of fluid in them? It'd be great if that was somehow prevented, but I've also seen some pretty cool systems that exploit a universal fluid system.
by GuiltyBystander
Fri Sep 28, 2018 11:52 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 20075

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

I hope we can see the robot's chat bubbles reused for player chat bubbles. When doing large multiplayer games, it's hard to keep track of the chatlog and remember who is working near you and know which chat is meant for you vs someone across the map.
by GuiltyBystander
Fri Aug 03, 2018 9:23 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 32062

Re: Friday Facts #254 - No research queue for you

Rebuttal to the "Cons" list. The newly unlocked recipes might be overlooked (It is solvable by some kind of pop-up, but it is far from perfect). I've played the game an awful lot. This is not a problem. I understand that not everyone knows the game super well, but are people really just going to fil...
by GuiltyBystander
Wed Jun 06, 2018 6:40 am
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 25910

Re: Friday Facts #245 - Campaign concept

please change it so you never unlock a recipe that you can't use. That issues is more complex than you think it is. More lines make the tech tree more difficult to read, and many technologies would end up containing only one recipe because the others have different requirements. While I agree with ...
by GuiltyBystander
Tue Jun 05, 2018 3:05 am
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 25910

Re: Friday Facts #245 - Campaign concept

If you want to make the tech tree so it's more understandable for new players, please change it so you never unlock a recipe that you can't use. It boggles my mind that the current tree is "intended behavior." https://forums.factorio.com/viewtopic.php?f=23&t=33612 https://www.reddit.com/r/factorio/c...
by GuiltyBystander
Thu Feb 22, 2018 11:50 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.25] Trains creep forward even if no path.
Replies: 5
Views: 1185

[kovarex] [0.16.25] Trains creep forward even if no path.

Very minor and specific bug, but perhaps there's larger implications for what's causing this that I don't understand. How to recreate: Create a rail loop with 2 stations A, B immediately adjacent to each other. Add a train with both stations in its list with "Wait until 0 seconds pass" so it just go...
by GuiltyBystander
Sat Dec 16, 2017 2:40 am
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 25728

Re: Friday Facts #221 - 0.16 is out

It was before my time, but from what I hear, belts use to lose compression just going around corners. People had to come up with crazy splitter contraptions or upgrading just the corners. But you guys fixed that and it was great. Nobody would ever say that belt corners had great "emergent-gameplay" ...
by GuiltyBystander
Fri Mar 03, 2017 9:33 pm
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 34390

Re: Friday Facts #180 - Map interaction

Small request for the electric grid map, draw each electric grid in a different color. Too often, you accidentally clip a pole or forget to hookup your new steam/solar to the main grid. If each separate electric grid had it's own unique color, you'd be able to spot these problems a lot sooner. Simil...
by GuiltyBystander
Fri Feb 03, 2017 10:19 pm
Forum: News
Topic: Friday Facts #176 - Belts optimization for 0.15
Replies: 101
Views: 25317

Re: Friday Facts #176 - Belts optimization for 0.15

I'm excited for the new belt optimization changes, however, I have one question. With 0.15 you will never ever have to build underground belts for the sake of performance :) Factorio's heart is beating nicely now and will not distract from blueprinting the truly important things. Currently, if you w...
by GuiltyBystander
Fri Dec 16, 2016 5:55 pm
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 31256

Re: Friday Facts #169 - Combat revisit 2

I feel like turret creep is a problem, not because turrets are too strong, but because player damage is too weak. Players simply do not have the tools to take on a base. With assemblers, early game 1 player = 2 assembler. With turrets, it's completely reversed 2 players = 1 turret. Conservation of a...
by GuiltyBystander
Tue Dec 06, 2016 8:44 pm
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 32730

Re: Friday Facts #167 - Reactors Operational

I know you don't know what ratios you'll end up using eventually, but please make them better than the current ones. I know most people think 1:14:10 is the best, but I find that 1:13:10 is better on many counts . Please pick numbers so people won't get stuck with wrong/bad ideas about how math works.
by GuiltyBystander
Wed Oct 26, 2016 9:29 pm
Forum: News
Topic: Friday Facts #161 - Infinite Research and Blueprint Library
Replies: 105
Views: 29467

Re: Friday Facts #161 - Infinite Research and Blueprint Library

GuiltyBystander wrote:How do you plan to do infinite research for normal/stack inserter bonus? This one is slightly different because every level of tech isn't the same.
Bump. I'm still curious about the answer.
by GuiltyBystander
Fri Oct 21, 2016 8:49 pm
Forum: News
Topic: Friday Facts #161 - Infinite Research and Blueprint Library
Replies: 105
Views: 29467

Re: Friday Facts #161 - Infinite Research and Blueprint Library

How do you plan to do infinite research for normal/stack inserter bonus? This one is slightly different because every level of tech isn't the same.
by GuiltyBystander
Sat Oct 01, 2016 4:04 am
Forum: Not a bug
Topic: [0.14.12] Technology without enough prerequisites
Replies: 3
Views: 1219

[0.14.12] Technology without enough prerequisites

Maybe it's just me, but when a technology unlocks a recipe, it should mean that you can build it immediately. However, there are a few cases where this isn't true because the recipe require components that aren't necessarily unlocked. I find this most noticeable on the rocket silo. Just because you ...
by GuiltyBystander
Sat Oct 01, 2016 2:08 am
Forum: Resolved Problems and Bugs
Topic: [0.14.12] grenade-damage-5 duplicate declaration in .lua
Replies: 1
Views: 1241

[0.14.12] grenade-damage-5 duplicate declaration in .lua

Not a big deal but an easy fix. "grenade-damage-5" is declared twice in Factorio\data\base\prototypes\technology\technology.lua The only real difference between the is that it requires 600 or 1000 sets of science packs. It looks like the game takes the data from the 2nd one. Can't tell which one is ...

Go to advanced search