Search found 173 matches

by BattleFluffy
Fri Mar 04, 2022 12:53 am
Forum: News
Topic: We support Ukraine
Replies: 2441
Views: 83182

Re: We support Ukraine

Ukraine bombed Donbass for 8 years and after that do you consider Russia an enemy? Russia stood up for Donbass, because Russia is tired of looking at it, looking at how people are suffering. And one interesting fact: Ukraine itself destroys cities with its tanks, while Russian tanks try not to brea...
by BattleFluffy
Wed Mar 02, 2022 11:20 am
Forum: News
Topic: We support Ukraine
Replies: 2441
Views: 83182

Re: We support Ukraine

slava ukraini !
by BattleFluffy
Tue Nov 24, 2020 6:25 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 72283

Re: Version 1.1.0

Omg this is so awesome. What an insane list of bug fixes, so many! That's some dedication. I love this update. "Robots on map" is finally available without debug options, this is an amazing change - so many players are about to see the beauty of the robot swarms on the map for the first ti...
by BattleFluffy
Fri Nov 13, 2020 11:36 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 66373

Re: Friday Facts #363 - 1.1 is getting close

The nighttime lighting looks STUNNING!!!! I am sooo excited for this, its been one of my most wanted features for ages and ages. The existing coloured lights have a "painted" appearance and don't seem like proper light sources, but the new lighting just completely solves this. I totally lo...
by BattleFluffy
Fri Nov 06, 2020 7:29 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 47929

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Awesome changes, I love the fast replace for the ghosts and the preservation of wire connections in blueprints - that really helps to make Power Switch worthwhile. Spidertron changes are great too - it really needs the logistics requests as there's no way to insert items into it with an inserter, un...
by BattleFluffy
Sat Oct 10, 2020 11:05 am
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 48377

Re: Friday Facts #361 - Train stop limit, Tips and tricks

The trains limit is a really good, insightful idea. That solves the thundering herd problem which until now meant lategame base architecture needs to be designed around solving it. Hopefully this will mean more organic rail architectures are now possible in ultra late game.
by BattleFluffy
Fri Aug 14, 2020 10:01 am
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 208
Views: 60357

Re: Friday Facts #360 - 1.0 is here!

I KNEW IT!!! Spidertron, wooo!!!!! Really looking forward to trying this creepy looking thing :> Seriously congrats on the 1.0 release guys. You are the best dev team in the world. I really believe that in the future, students of computer game development will study Factorio's development process in...
by BattleFluffy
Fri Aug 07, 2020 9:57 am
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 31988

Re: Friday Facts #356 - Blueprint library for real

Kovarex this story was wonderful to read, thankyou for sharing :>

I absolutely love the changes to the blueprint library. Building blueprints from the map is amazing too!!

So cool.
by BattleFluffy
Wed Aug 05, 2020 10:04 am
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 18403

Re: Friday Facts #358 - Alien decoratives & Polluted water

Now that 1.0 is nearly here, there has never been a better time to rename "Biters" to "Bitters". Those foolish bitters may as well become official, right? :>
by BattleFluffy
Fri Jun 26, 2020 8:04 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 11731

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: 83
Views: 22320

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: 104
Views: 33445

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: 31036

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 w...
by BattleFluffy
Sun May 10, 2020 2:34 am
Forum: General discussion
Topic: Meaningful Content Update
Replies: 85
Views: 14402

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: 12168

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: 59
Views: 14978

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: 59
Views: 14978

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: 59
Views: 14978

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 ...
by BattleFluffy
Mon Apr 20, 2020 3:43 am
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 12547

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 "...

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