Search found 196 matches

by RobertTerwilliger
Thu Dec 07, 2017 5:24 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 93416

Re: Friday Facts #219 - Cliffs

paradoxical elevation model. For instance, with the current cliffs-are-walls model what's to stop this situation: https://forums.factorio.com/download/file.php?id=30452 I guess some OP geomagnetic anomaly could create such land-vortex formation? It's alien planet, you know, anything could happen in...
by RobertTerwilliger
Mon Dec 04, 2017 2:24 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 93416

Re: Friday Facts #219 - Cliffs

Also for better view upper terrain should be little bright. terrain.gif I think you can have a "cliff on a cliff", and therefore "2 levels" of land. I think its alright that gameplay-wise the cliff remain a natural impassable wall. Also what to do with NOT-O shaped cliffs? Say, ...
by RobertTerwilliger
Sun Dec 03, 2017 8:57 am
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 93416

Re: Friday Facts #219 - Cliffs

Next feature to add are rivers and canyon rivers : ) Sure, they have to be somewhat further away from starting area, because 1) you can't properly deal with them at the beginning 2) they can make not-so-fair biter-proof wall 3) it'll be more interesting to explore (e.g.: I remember first time I've f...
by RobertTerwilliger
Sun Nov 05, 2017 2:48 am
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 48897

Re: Friday Facts #215 - Multithreading issues

I'm here to just say: You guys pay really much attention to optimising your "product" (in a good way), changing good to perfect. Probably, you do this even more thoroughly than most monsters of programming industry, and for sure much more than most indie game devs, whos games are usually f...
by RobertTerwilliger
Sun Nov 05, 2017 2:30 am
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 72515

Re: Friday Facts #214 - Concrete rendering

Wow.
Don't know, if such walkaway really can increase walking speed, being so uneven, but who really cares? It looks amazing!
by RobertTerwilliger
Fri Sep 22, 2017 8:22 pm
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 60183

Re: Friday Facts #209 - Optimisation is a way of life

Intellectual job is indeed hard not to take home) It took me several years to learn "to toggle off 'at job' state of brain" ; ) Logistic bots should never be invincible, IMO. They indeed don't get in danger too often, but becoming invincible will cause exploits for sure. Mining them is a p...
by RobertTerwilliger
Sat Aug 26, 2017 6:06 pm
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 53673

Re: Friday Facts #205 - Teaching the things that everybody knows

Discharge defence was always mystery to me. How does it work? What item should I hold - defence itself, or a remote? I just never wanted to test it really, because it requires to place myself in danger, not justified danger.
by RobertTerwilliger
Wed Aug 16, 2017 1:52 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 76927

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

I think one chest-type logistics still misses is path-chest. As in when I want a simple replacement for a belt when it's impossible or difficult to build one between two locations. Kind of like a fully separate logistics "pipe" that still draws from the same pool of idle drones to do the ...
by RobertTerwilliger
Fri Aug 11, 2017 6:31 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 76927

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

Personally I use logistics only for supplying myself (I simply love trains and the "belt puzzle" too much), but this buffer chest makes even me to #hype ! No more annoying waiting! : )
by RobertTerwilliger
Sat Aug 05, 2017 6:57 pm
Forum: News
Topic: Friday Facts #202 - High res circuit connectors
Replies: 35
Views: 19525

Re: Friday Facts #202 - High res circuit connectors

It would've been an opportunity to move signal connectors to the side facing away from tracks, so rails and trains don't clip through connectors and wires as easily. This signal in particular looks as if it would derail trains. https://forums.factorio.com/download/file.php?id=28105 +1. This way wir...
by RobertTerwilliger
Thu Jul 20, 2017 12:11 pm
Forum: News
Topic: Friday Facts #199 - The story of tile transitions
Replies: 51
Views: 30233

Re: Friday Facts #199 - The story of tile transitions

I reckon someone have suggested this before, but wouldn't it be simplier to draw L-W transition on edge of tiles? Then it'll need just few transition sprites for each edge (top, right, bottom, left) (few - just for variability) and 8 corners (4 inner and 4 outer) (I believe 1 corner sprite is enough...
by RobertTerwilliger
Sun Jun 25, 2017 7:15 pm
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 57668

Re: Friday Facts #195 - Poles re-design

Speaking about "iconic" medium poles , why noone memorizes old trains ??? They were much more iconic, and unlike poles they also were noticeable ! Where they are now? On the graveyard of history, and we okay with that. Just make these poles anything you like, after 15mins of game you will ...
by RobertTerwilliger
Sun Jun 18, 2017 5:32 am
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 57668

Re: Friday Facts #195 - Poles re-design

Oh well, my time has come) As being IRL construction designer, I have some thoughts about those poles, that actually quite good in general, but have some flaws, like you've said, they're still WIP. The big ones: 2.b looks very good, but hotisontal triangle trussings should have 2nd diagonals not dia...
by RobertTerwilliger
Fri May 26, 2017 8:03 pm
Forum: News
Topic: Friday Facts #192 - One million
Replies: 71
Views: 40342

Re: Friday Facts #192 - One million

Congratulations! Yeeey = )
Sorry for useless comment, I just had to ; )
by RobertTerwilliger
Sat May 20, 2017 5:10 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 167945

Re: Friday Facts #191 - Gui improvements

I'm okay with everything, but one tiny thing. As a WOW player you should know there is 2 player categories: binders (hotkey users) and clickers (those who use mouse despite it is more awkward). Latter are players who simply don't take the game serious, it is the way they chill out, and nothing more,...
by RobertTerwilliger
Tue May 09, 2017 6:30 pm
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 81843

Re: Friday Facts #189 - Specifying the 1.0

Every single word about nerfing science and crafting times is absolutely fair. However I imagine very little number of players needed those nerfs, because, as I remember "ye olde" blue science: after you had automated it - nothing was hard past it : )
by RobertTerwilliger
Sat Apr 15, 2017 7:12 am
Forum: News
Topic: Friday Facts #185 - Progress report
Replies: 93
Views: 52597

Re: Friday Facts #185 - Progress report

we decided that building ghosts/blueprints from the map is an amazing feature.
That's actually bad :( Yes, it's indeed powerful feature. Overpowered, I'd say.
Here is dilemma: as I told before, this kills personal presence factor, but not to use it will be just wastfull, thus silly.
by RobertTerwilliger
Sat Mar 25, 2017 7:42 pm
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 75656

Re: Friday Facts #183 - Aiming for the release date

We are considering whether it should be possible or not to build ghosts, blueprints and use deconstruction planner from the map Please, don't implement it. I don't want Factorio to become regular strategy game with upside-down view. Factorio is unique not only in what we can do, but also in how we ...
by RobertTerwilliger
Mon Mar 13, 2017 7:37 pm
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 73928

Re: Friday Facts #180 - Map interaction

Robot721 wrote:Have these symbols light up on the map on circuit conditions
Absolutely +1 to this! Possibilities are infinite for such feature = )

Probably should implement marker circuit entity for this.
by RobertTerwilliger
Fri Mar 03, 2017 4:27 pm
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 73928

Re: Friday Facts #180 - Map interaction

Nice : ) But please, don't go too far, otherwise we'll end sitting in bunker, operating whole map from distance. Considering MOST strategy games have this control type, implementing it in our beloved Factorio will kill important feature: it is not YOU who serve the factory - it is factory, who serve...

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