Search found 756 matches

by Drury
Sun Dec 23, 2018 8:03 am
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 46055

Re: Friday Facts #274 - New fluid system 2

Point is, one needs to think ahead of the curve. "Is it needed now? No... Can it be used for interesting things later on? Yes!" This was cool logic to have a few years back, but the devs have swapped from that mindset to "we gotta get off this wild ride NOW" mindset, which frank...
by Drury
Sat Dec 22, 2018 9:14 am
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 46055

Re: Friday Facts #274 - New fluid system 2

If you're interested in having a serious conversation on that topic, please meet me over at FFF#270 where my simple per pole loss factor proposal is somehow incomprehensible to just about everyone there. Actually I like this. No UPS cost, nerfs solar, forces you to think rather than just spam poles...
by Drury
Fri Dec 21, 2018 8:21 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 46055

Re: Friday Facts #274 - New fluid system 2

5thHorseman wrote:
Fri Dec 21, 2018 8:13 pm
I don't know what you guys screwed up, but I'm noticing a distinct lack of complaints in the replies so it must be something HUGE.
squandering a golden opportunity for finally allowing parallel pipes and potentially screwing up multifluid setups ;)
by Drury
Sat Dec 15, 2018 1:37 am
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 20938

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

I think the main problem is that your curve is upside-down to what it should be. You end up panning very quickly close to the ground as a result.

Here's your current camera trajectory badly drawn by hand in red, a preferred version of it in blue.
panning.png
panning.png (33.98 KiB) Viewed 4000 times
by Drury
Mon Dec 03, 2018 6:17 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 31328

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Splitting networks only has effect if you aren't yet loading all cores. Most systems have at most 8 logical cores, and the example refinery setup already has 5 fluid systems. Add the lubricant and sulphuric acid systems and the non-fluid thread and you're already at 8. Presumably with further optim...
by Drury
Sun Nov 18, 2018 4:35 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 57011

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

luc wrote:
Sun Nov 18, 2018 3:12 pm
HammerPiano wrote:
Fri Nov 16, 2018 3:15 pm
What about the spidertron?
:!:
spidertron got cancelled in favor of much superior catron
ohbp9136uny11.jpg
ohbp9136uny11.jpg (138.7 KiB) Viewed 3671 times
by Drury
Sat Nov 17, 2018 11:48 am
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 57011

Re: This game sucks and you are bad devs.

Your update said to let us know what you think on the forum so there it is. I think you released an alpha that was an interesting little game but seriously lacked content, gameplay, and direction, which is normal for an alpha. But then you got turned into millionaires because you got lucky going vi...
by Drury
Fri Nov 16, 2018 9:31 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 57011

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

@V453000: Btw, would it be possible to include built-in support for tinting (i.e. have the arrows on a seperate layer)? So that mods can easily make new colors of belts without having to copy the whole sprite sheet and manually edit it in $paint. Would also save some VRAM if not every mod had it's ...
by Drury
Fri Nov 16, 2018 8:41 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 57011

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

As a bonus, the underground belt structure has a variant which shows a hole when you side-load into the underground belt. No! The underground belt structure should always have the side-load hole. Otherwise how are new players ever going to figure it out? The hole is quite an edge case that you rare...
by Drury
Fri Nov 16, 2018 5:46 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 57011

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

1.gif
1.gif (15.87 KiB) Viewed 3879 times
by Drury
Fri Nov 16, 2018 5:00 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 57011

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

If you come up with a unique texture for the barrier, you could put it on the side of the underground belt cover to make it more obvious that it too blocks items.
by Drury
Fri Nov 16, 2018 4:11 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 57011

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Gergely wrote:
Fri Nov 16, 2018 4:09 pm
Awww.... what is this?!
Factorio.PNG
just a brotherly hug
by Drury
Fri Nov 16, 2018 3:52 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 57011

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Although maybe the hole in the side of an undeground belt cover should be visible always, maybe even somehow made visually important? So that, as a new player, even if you don't attach a belt to it, you can look at it and think "hmm, does this mean that if I attach a belt to the side of this, o...
by Drury
Fri Nov 16, 2018 3:48 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 57011

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Man that's just the bees knees, well done. Adds so much to the immersion. Absolutely loving it.
by Drury
Fri Nov 09, 2018 8:10 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 29981

Re: Friday Facts #268 - The modern Biter

I think that to feel some guilt there should be neutral biters in the nest. No attackers, or things like "the family" ... responsible for breeding the "warriors" of the nest ... maybe. Like an ant colony. Maybe they could have little hardhats and build little biter-factories so ...
by Drury
Fri Nov 09, 2018 7:31 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 29981

Re: Friday Facts #268 - The modern Biter

No one is going to feel bad for slaughtering biters after the first few waves, no matter how you dress them up. Graphical improvements are great, but not as good as functional improvements. Well it's a good thing then that Wube has a dedicated graphics department so they can do both functional and ...
by Drury
Fri Nov 09, 2018 6:50 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 29981

Re: Friday Facts #268 - The modern Biter

hate to say it but those are even more creepy than before

would rather expect something more along these lines

Image

Image
by Drury
Thu Oct 25, 2018 10:07 pm
Forum: Off topic
Topic: Some recognition
Replies: 2
Views: 4591

Re: Some recognition

Legends say Kovarex built the prototype on an abandoned Prague metro station terminal in Baltík.
by Drury
Tue Oct 23, 2018 9:16 pm
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 121
Views: 32232

Re: Friday Facts #265 - Nomenclature & Steam networking

Regarding nomenclature: I just noticed that the description of locomotives (the one displayed when hovering over a locomotive or its icon) is not optimal. Currently, it reads "Runs automated schedules and pulls cargo wagons." Actually, it is used to move not only cargo, but also fluid and...
by Drury
Fri Sep 28, 2018 4:26 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 34763

Re: Friday Facts #262 - Hello my name is: Compilatron

Hopefully less annoying though ;)

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