Search found 491 matches

by Reika
Fri May 22, 2020 5:02 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 86
Views: 5703

Re: Friday Facts #348 - The final GUI update

Having gone over these in a lot more detail now, I have three reservations: 1) I am not sure I like the "glossy solid" look to the chemical icons (eg petroleum gas, sulfuric acid). The matte-texture space-filling model looked more like it was a representative icon, rather than it looking like the ma...
by Reika
Fri May 22, 2020 4:05 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 86
Views: 5703

Re: Friday Facts #348 - The final GUI update

Those new icons look very nice, though once again that means tons of graphics redesign work for modders...
by Reika
Thu May 21, 2020 5:38 pm
Forum: Not a bug
Topic: [0.17.0] Pick ghost item while crafting
Replies: 3
Views: 180

Re: [0.17.0] Pick ghost item while crafting

This is a specific design choice, the ghost entity cursor will always stay as ghost while being used. This is probably one of the biggest annoyances in regular gameplay, and is a source of constant irritation. I second the original poster in that all this does is constantly make the player A) consc...
by Reika
Thu May 21, 2020 4:23 pm
Forum: Duplicates
Topic: Ghost under cursor due to lack of item does not get replaced with "real" item after crafting more
Replies: 1
Views: 39

Ghost under cursor due to lack of item does not get replaced with "real" item after crafting more

That is, if you have say six inserters, and place all six, the cursor now becomes an inserter ghost. Even if you craft more inserters, or have queued crafts that finish, the ghost is not "re-replaced" with the inserter again; you have to switch items away and back.

Image
by Reika
Sun May 17, 2020 5:48 am
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 46
Views: 4045

Re: Friday Facts #347 - New hope demo levels

My point is, regardless of demo content, why not just restore the entire new hope campaign for retail version. It was a fun memory. I second this. I have actually been waiting for the campaign release so I could go back and play the old campaign, as a sort of revisit of when I first started playing...
by Reika
Fri Mar 20, 2020 7:06 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 212
Views: 19443

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

I cannot say I like the beacon design at all. Not because it looks bad , but because it looks so ill-fitting to both the rest of the game and the things it is built near, i.e. the very same context you said was a problem at the beginning of the FFF. Others have said it looks alien or super high fant...
by Reika
Fri Mar 13, 2020 2:41 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 11295

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

In general I definitely like the changes, but why did you remove the logistic techs? I liked having to progressively upgrade.

And can that functionality be restored in mods, or has it - as I suspect - been removed from the game engine entirely?
by Reika
Fri Feb 14, 2020 7:37 pm
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 35
Views: 5131

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

Rampant breaks the evo modification, and the pollution is not showing because it is too low; the "dynamic range" is greatly expanded.
by Reika
Fri Jan 31, 2020 5:06 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 6582

Re: Friday Facts #332 - More sounds & Map color tweaks

I have to say, I hate the new belt sounds. They sound much more "metal on metal grinding" than the "whirring" of before, and unlike the combat robot sounds you mention right below, there appears to have been no effort made to make the different types harmonize (as much as a sound like that CAN be ma...
by Reika
Sat Dec 28, 2019 7:02 am
Forum: News
Topic: Friday Facts #327 - 2020 Vision
Replies: 128
Views: 15810

Re: Friday Facts #327 - 2020 Vision

That said, I would have liked more explanation on the new tutorials and what exactly made them so problematic relative to the old ones; the FFF is rather vague and rather brief, only a single sentence mentioning "breaking progression". There were more problems, but these are those that can't be jus...
by Reika
Sat Dec 28, 2019 12:26 am
Forum: News
Topic: Friday Facts #327 - 2020 Vision
Replies: 128
Views: 15810

Re: Friday Facts #327 - 2020 Vision

Not many games remain in continuous refinement for years, actually getting steadily better. I am very pleased that Factorio is one of the exceptions. I am also glad that you are open to the idea of abandoning new ideas if they do not work out - too many designers refuse to do this. That said, I woul...
by Reika
Wed Dec 18, 2019 9:13 am
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 7768

Re: Friday Facts #325 - New Explosions and Particles

Why do the "blood" particles look like solid "mounds" of material?
by Reika
Fri Dec 06, 2019 6:38 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 15349

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

I am very happy you have implemented moving trees, but I am not all that enamored with the effect you have chosen. In particular, there seems to be a very high-frequency (in screen space, not time) layer to the distortion that results in the movement and the edges of the sprites resembling a "froste...
by Reika
Fri Nov 29, 2019 6:30 pm
Forum: News
Topic: Friday Facts #323 - Animated water
Replies: 54
Views: 8015

Re: Friday Facts #323 - Animated water

I am so happy to see that this has finally been implemented! The static-ness of water and a few other world objects has been one of my longest-standing complaints, purely because of how unnatural and fake it looked.
by Reika
Fri Nov 08, 2019 5:56 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 21763

Re: Friday Facts #320 - Color correction

I am ambivalent on the style change overall, but I do like the map changes, which I generally like because of the improved contrast, and the more tree variety. I also like the idea of a more dynamic night, though I do hope the LUT is moddable there, so you can change how the night looks if you pleas...
by Reika
Sat Oct 26, 2019 10:04 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 13679

Re: Friday Facts #318 - New Tooltips

Please tell me that the "exact amounts" of fluid contents are still shown for entities, not just a fill bar. So for example I can see that a storage tank has exactly 227.4 units of liquid, or that a refinery has 0.3 units of oil in the input. Storage tanks, pipes and a few other entities still show...
by Reika
Sat Oct 26, 2019 6:51 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 13679

Re: Friday Facts #318 - New Tooltips

Something I want to say about the entity tooltips, specifically for fluid, in regards to this image: https://cdn.factorio.com/assets/img/blog/fff-318-steam-ratios-entity.png Please tell me that the "exact amounts" of fluid contents are still shown for entities, not just a fill bar. So for example I ...
by Reika
Fri Oct 04, 2019 6:28 am
Forum: Resolved Problems and Bugs
Topic: LuaEntity.last_user can be nil on a LuaEntity returned from the game, but that field does not accept nil assign
Replies: 3
Views: 521

Re: LuaEntity.last_user can be nil on a LuaEntity returned from the game, but that field does not accept nil assign

Rseding91 wrote:
Fri Oct 04, 2019 3:19 am
Thanks for the report. It's now fixed for the next version of 0.17.
As in nil is now a valid assign?
by Reika
Fri Oct 04, 2019 12:28 am
Forum: Resolved Problems and Bugs
Topic: LuaEntity.last_user can be nil on a LuaEntity returned from the game, but that field does not accept nil assign
Replies: 3
Views: 521

LuaEntity.last_user can be nil on a LuaEntity returned from the game, but that field does not accept nil assign

That is, trying to assign <LuaEntity>.last_user = nil throws an error, but LuaEntities returned via the scripting engine - such as find_entities_filtered - can have a nil value for that field. This is bad on two fronts: The first is that this makes no sense; if the game can give LuaEntities with nil...
by Reika
Sat Aug 24, 2019 6:23 am
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 29064

Re: Friday Facts #309 - Controversial opinions

Some of these are nice ideas, in particular the "Robots should take up space and time" and "Mining furnaces and assembling machines should return the ingredients for the in-progress recipe". I also quite like the idea of smarter and (situationally) more aggressive biters. The "Items should have volu...

Go to advanced search