Search found 163 matches

by BattleFluffy
Fri Jun 26, 2020 8:04 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 32
Views: 3623

Re: Friday Facts #353 - Trailer update

The new website looks simply awesome. I love it! Really looking forward to seeing the new trailer. The difference in quality between the very first trailer, and the more recent one with the train running over the bitters, is massive. I also loved that it did a good job of conveying the core of the g...
by BattleFluffy
Sat Jun 20, 2020 9:51 pm
Forum: News
Topic: Friday Facts #352 - New website
Replies: 80
Views: 7614

Re: Friday Facts #352 - New website

New website looks stunning!

I agree with your reduce-the-javascript bloat approach also.
by BattleFluffy
Sat Jun 06, 2020 2:23 pm
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 101
Views: 15859

Re: Friday Facts #350 - Electric mining drill redesign

I love this drill :>
by BattleFluffy
Fri May 22, 2020 4:56 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 10950

Re: Friday Facts #348 - The final GUI update

Wow lots of news this week :> The new icons look awesome - wow, that must have been a ton of work. Ian, the new sound effects are really cool!! I'm so happy the "can't build that there" sound effect has been changed to something softer. The landfill sound effect is good too, I suspect it will be par...
by BattleFluffy
Sun May 10, 2020 2:34 am
Forum: General discussion
Topic: Meaningful Content Update
Replies: 85
Views: 4701

Re: Meaningful Content Update

I keep hoping for new, significant, impactful features, some random ideas: [ideas] These are all possible with mods. If you feel like you've exhausted the content the game has to offer, try adding some mods - they can completely change the experience. A lot of the things you mentioned are already a...
by BattleFluffy
Fri May 01, 2020 2:03 pm
Forum: News
Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
Replies: 48
Views: 5241

Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle

Shell casing looks great :> Unit collision group stuff is cool also. If I collect enough fish will I be able to unlock that water bitter? :D
by BattleFluffy
Sun Apr 26, 2020 12:37 pm
Forum: News
Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Replies: 51
Views: 5295

Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record.

What is the reason for storing/reading the data in that way, instead of storing a representation of the world with each tile a boolean either true or false, traversable or not traversable? A biter can have any size of collision box, and any collision mask, checking for tile collision isn't a simple...
by BattleFluffy
Fri Apr 24, 2020 7:14 pm
Forum: News
Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Replies: 51
Views: 5295

Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record.

I see, thanks for explaining that. :> So the 5% slowdown is because of the extra time needed to look at those adjacent tiles, to check whether this tile is therefore traversable or not. What is the reason for storing/reading the data in that way, instead of storing a representation of the world with...
by BattleFluffy
Fri Apr 24, 2020 6:38 pm
Forum: News
Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Replies: 51
Views: 5295

Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record.

I'm not sure I understand why 5% speed is being lost? My (perhaps wrong) understanding is like this: There exists a "map" of traversable tiles - the tiles where bitters can or cannot go - which the pathfinder consults when obtaining a path. When bitters pathfinding pays attention to these transition...
by BattleFluffy
Mon Apr 20, 2020 3:43 am
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 5551

Re: Friday Facts #343 - Environmental particle effects

I've been thinking about what would be the best "vegetation adding/removal rules" and I think I have a nice idea. As well as being removed during explosions, I think vegetation should also be removed automatically when concrete is placed. Concrete with vegetation on top makes for an "overgrown/aband...
by BattleFluffy
Fri Apr 17, 2020 9:29 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 5551

Re: Friday Facts #343 - Environmental particle effects

I don't understand why laying tiles doesn't remove vegetation, or why would I prefer having craters instead... Craters are temporary and disappear after a little while, leaving nothing but beautiful clean concrete. As for why laying tiles doesn't remove vegetation? Well, maybe it should.. But from ...
by BattleFluffy
Fri Apr 17, 2020 3:36 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 5551

Re: Friday Facts #343 - Environmental particle effects

Being able to clear vegetation on paths is AMAZING!!
This is going to be a change we'll all rapidly wonder how we lived without.
by BattleFluffy
Thu Apr 09, 2020 5:55 am
Forum: News
Topic: Friday Facts #341 - Audio, Artillery, Attenuation
Replies: 30
Views: 4564

Re: Friday Facts #341 - Audio, Artillery, Attenuation

Why does the volume change based on your zoom distance? I always pretend as though I am the character and not a sound/camera man in a chopper. Zooming out is analogous to moving the player's perspective away from the surface of the world, so it's reasonable for the sound to also soften. Changing th...
by BattleFluffy
Fri Apr 03, 2020 7:37 pm
Forum: News
Topic: Friday Facts #341 - Audio, Artillery, Attenuation
Replies: 30
Views: 4564

Re: Friday Facts #341 - Audio, Artillery, Attenuation

I love the new artillery sound! I'm so stoked this is finally in. I have some feedback about it. I love the metal tinkling sound toward the end of the firing sequence (i guess it's a shell being loaded). I love the reverb on the main gunshot, giving the impression of massiveness. There are some thin...
by BattleFluffy
Mon Mar 30, 2020 10:37 pm
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 11397

Re: Friday Facts #340 - Deep desyncs

raidho36 wrote:
Mon Mar 30, 2020 6:11 am
Good thing I'm not trying to be constructive, I'm just shaming the devs for making mistakes far below their skill level. The skill level expected of them anyway.
And I'm shaming you for being a jerk. Learn some manners.
by BattleFluffy
Mon Mar 30, 2020 2:51 am
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 11397

Re: Friday Facts #340 - Deep desyncs

I don't see how feeding the trolls is helpful here. If someone wants to actually be helpful they would be helpful. The internet is full of "internet programmers" who like to act like they are smarter than everyone else and yet they aren't the ones who are making Factorio: we (Wube) are. Well said !...
by BattleFluffy
Fri Mar 27, 2020 10:35 pm
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 11397

Re: Friday Facts #340 - Deep desyncs

Thanks for putting the work in, even where 99% of players will never notice it. :> Factorio is quality to the core.
by BattleFluffy
Fri Mar 20, 2020 6:00 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 212
Views: 20697

Re: Friday Facts #339 - Beacon HR + Redesign process

I think it looks quite good. I really like the move to embed them in the ground, that makes them look more substantial without increasing occlusion too much. The overall style, with lightning bolts and stuff, seems a bit "magical" and a little far from the existing "gears n cogs" of the existing art...
by BattleFluffy
Sun Mar 15, 2020 6:47 am
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 11790

Re: Friday Facts #338 - The (real) Character GUI

- there is nobody working on the spidertron code-wise, and the branch from FFF#120 has not been maintained since - there is nobody working on the spidertron graphics-wise - both programmers and gfx are busy enough with 1.0 as it is - even if somebody has time before 1.0, I believe there more places...

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