Search found 26 matches

by SpiffyTriffid
Sun Jul 21, 2019 8:28 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208504

Re: Friday Facts #304 - Small bugs; Big changes

Here's an idea, have a flashing UI indicator over the blocked outputs in the GUI. Flash a localized text box as well, somewhere under or above the progress bar, that says "output pipe (x) [full/backed up/etc.], cannot continue processing" or similar. This is fundamentally a problem of tell...
by SpiffyTriffid
Sun Jul 21, 2019 10:33 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208504

Re: Friday Facts #304 - Small bugs; Big changes

This removes the wall from the game that stopped many people from progressing. I've done quite a lot of factorio with friends, and the first time they set up oil, the question was "why did it stop". Not "how do I route the fluids" or "what do I hook to where" but "...
by SpiffyTriffid
Sat Jul 20, 2019 8:57 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208504

Re: Friday Facts #304 - Small bugs; Big changes

snip The most simple fix in the world for this "problem" is to tell the player, at a higher volume than currently, "SOMETHING IS WRONG WITH YOUR SETUP, AND HERE ARE THE PARTS THAT ARE INVOLVED". Whether the solution is the outside voice of having a visual indicator, or the loud ...
by SpiffyTriffid
Sat Jul 20, 2019 8:48 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208504

Re: Friday Facts #304 - Small bugs; Big changes

In campaign, there are all sorts of changes being done to bring something to the attention of the player, to help explain why an action must be taken, as opposed to removing the confusing puzzle. Why not take the same path here, and guide the player through the maze with hints and "look-over-he...
by SpiffyTriffid
Tue Feb 12, 2019 3:01 am
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 85
Views: 43412

Re: Friday Facts #281 - For a Few Frames More

This can be improved further by drawing sprites not as rectangles but as generic polygons that envelope sprites such that most of the fully transparent areas won't be rasterized.
I think you mean envelop.
by SpiffyTriffid
Mon Jan 07, 2019 12:26 am
Forum: Resolved Problems and Bugs
Topic: [0.16.51] [Modded] No valid tiles to place "dropped items" causes lockup
Replies: 2
Views: 1181

[0.16.51] [Modded] No valid tiles to place "dropped items" causes lockup

Modded game disclosure - example used is with the Factorissimo and warehouse mods for convenience, though it can be accomplished with nothing but Factorissimo or some other mod that creates a worldspace with a limited valid tile area. What I did - entered a Factorissimo factory, and then replaced a ...
by SpiffyTriffid
Fri Jan 04, 2019 11:32 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64158

Re: Friday Facts #276 - Belt item spacing & Script rendering

0.17 seems to be breaking a lot of things for the sake of having a fat changelog, at least from the outside perspective. I could understand all of the upcoming changes if the upgrade to 0.17 introduced a new modding API and finally dropped the old one that was deprecated since 0.13, wouldn't let you...
by SpiffyTriffid
Thu Dec 20, 2018 3:51 am
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 32862

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Solution presents itself - the toggle causes the screen to fade to black and then fade back in at the new location in the same time it takes the camera to move to that position, such that the initial and final position and timing are indistinguishable. Then, simply don't allow mods to query the curr...
by SpiffyTriffid
Wed Dec 19, 2018 2:30 am
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 32862

Re: Friday Facts #273 - Cutscene controller & Localisation plan

wheybags wrote: ↑
Sun Dec 16, 2018 8:21 pm
SpiffyTriffid wrote: ↑
Sun Dec 16, 2018 6:40 am
Love the cheeky paper on the whiteboard btw

It's not DNS
There's no way it's DNS
It was DNS
Damn man, how can you read that? :D
2048Γ—1080 and a zoom hotkey for chrome
by SpiffyTriffid
Wed Dec 19, 2018 2:28 am
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 32862

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Not every mod has to be for everyone. There are people out there that like their abombs shake the screen. Don't like it? Don't use it! -snip- Banning tech is obviously the wrong solution for this purely social issue about having insufficient information in mod descriptions (and yes, most mod descri...
by SpiffyTriffid
Sun Dec 16, 2018 6:40 am
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 32862

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Zoom-out and then zoom-in on the location seems like a much better solution to me. In my mind, zooming out so that the midpoint of the screen is halfway between the target and the user, and then zooming in would be the best way to handle transitions. That, or have the screen grow very fuzzy with the...
by SpiffyTriffid
Sun Dec 09, 2018 7:09 am
Forum: Resolved Problems and Bugs
Topic: Inconsistent Deconstruction Whitelist/Blacklist toggling
Replies: 1
Views: 897

Inconsistent Deconstruction Whitelist/Blacklist toggling

tl;dr decon planner wlist/blist toggle seems to proc on mousedown due to audio indicator that an action has completed, but the actual state change seems to occur after a short delay which can be cancelled out of on accident I've gotten to the point where I can operate the factorio controls at a pret...
by SpiffyTriffid
Sat Nov 17, 2018 11:48 pm
Forum: 1 / 0 magic
Topic: non-repro modded crash when walking left into pipe-heavy nuclear area
Replies: 2
Views: 1154

Re: non-repro modded crash when walking left into pipe-heavy nuclear area

Alright, thanks. Haven't had any issues since then but I will look into this.

EDIT: already rocking 10.18, so no joy on a firmware update. Must have been something else. Hasn't happened since though so I'm not super concerned. I play bethesda games so this is nothing :)
by SpiffyTriffid
Sat Nov 17, 2018 10:15 pm
Forum: 1 / 0 magic
Topic: non-repro modded crash when walking left into pipe-heavy nuclear area
Replies: 2
Views: 1154

non-repro modded crash when walking left into pipe-heavy nuclear area

Lowest priority; I really don't care if the root cause ever gets fixed because I can't make it happen again. I just wanted to report it in case this was the breakthrough that lets you fix some .17 release-stopping bug. When zoomed out, I was walking left into a pipe-heavy compact 24-reactor complex ...
by SpiffyTriffid
Sat Nov 03, 2018 11:31 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 210351

Re: Friday Facts #266 - Cleanup of mechanics

This makes me sad. Really, really sad to see what the devs are doing with factorio. The argument was never about pickaxes in particular, or engine sims, or assembler counts. It was about the community asking to keep heavily-used mod features in the game engine, even if they were removed from the bas...
by SpiffyTriffid
Mon Oct 29, 2018 3:40 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 210351

Re: Friday Facts #266 - Cleanup of mechanics

I like the direction of these changes. Obviously factorio is a complex game but these changes mostly dont take away from the main complexity and instead allow players to put more focus on those and just remove distractions. I do not watch people like AntiElitz play because they are so good at calcu...
by SpiffyTriffid
Mon Oct 29, 2018 3:38 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 210351

Re: Friday Facts #266 - Cleanup of mechanics

@ devs why do you give Bob and Angle this big punch in the face? they made this game to what it is now - what would happen if they stop supporting this game? all the high skilled streamer stop playing factorio and as a follow the sales will decrease. Whilst I don't like many of the changes, that cl...
by SpiffyTriffid
Mon Oct 29, 2018 3:34 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 210351

Re: Friday Facts #266 - Cleanup of mechanics

I was coming in to make a silly comment mourning the loss of the lazy bastard puzzle, but I'm just dumbstruck here. Do people truly not understand the concept of removing unnecessary complexity from a design? Pickaxes add *literally nothing* to the actual gameplay, other than potentially giving the...
by SpiffyTriffid
Mon Oct 29, 2018 3:32 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 210351

Re: Friday Facts #266 - Cleanup of mechanics

If the motivation for changes is to make entry level simpler, I get it. Just look at the Steam achievement percentages to see the low proportion of people who stick with the game. But do all the mining changes and the assembler ingredient count nerf meet that motivation? Mining, I don't think so. E...
by SpiffyTriffid
Mon Oct 29, 2018 2:51 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 210351

Re: Friday Facts #266 - Cleanup of mechanics

In my case, it took twenty seconds of looking at the UI to figure out better assemblers allowed better recipes. The eureka moment is something I still remember as a wonderful part of the game. WRT assemblers, create a popup when a player unlocks a recipe that requires a second tier of assembler or t...

Go to advanced search