Search found 282 matches

by <NO_NAME>
Fri Mar 13, 2020 3:47 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 29474

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

I love you platonically.
by <NO_NAME>
Sat Feb 29, 2020 1:19 pm
Forum: News
Topic: Friday Facts #336 - Offshore pump redesign
Replies: 51
Views: 14062

Re: Friday Facts #336 - Offshore pump redesign

Nice design, hoped for burner offshore pump tho. There usually are mods for everything. With some luck , you can find one for this, too. ;.) Still, having a mod is not an excuse to have gaps in the base game. You could say this not a big deal because you don't have that many offshore pumps anyway. ...
by <NO_NAME>
Fri Feb 21, 2020 5:58 pm
Forum: News
Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
Replies: 57
Views: 14507

Re: Friday Facts #335 - Scenario changes, Damage effect filtering

You could also limit the number of particles per amount of damage done.
Particles would double as damage indicator, then.
by <NO_NAME>
Thu Feb 20, 2020 9:44 pm
Forum: Ideas and Suggestions
Topic: Set chain signals to red via circuit network
Replies: 93
Views: 14751

Re: Set chain signals to red via circuit network

wrong - I can throw red paint on that mirror and not see anything. Nice analogy. So, couldn't you change chain signals to relay the state of signals ahead only where they are not blocked by circuit? Allow to cover the mirror with a red curtain? EDIT: Or I guess, from a technical point of view, it c...
by <NO_NAME>
Sat Feb 08, 2020 8:43 pm
Forum: Ideas and Suggestions
Topic: Set chain signals to red via circuit network
Replies: 93
Views: 14751

Re: Set chain signals to red via circuit network

Sorry but I have to disagree with pretty much everything you've just written. Honestly, it looks like you looking for excuse for why this feature shouldn't be implemented. Yes that would be a useful example. But your solution is too straight forward: you can imitate the chain signal here with a circ...
by <NO_NAME>
Fri Jan 31, 2020 11:39 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 13852

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

I like the new red and blue belt sounds. The yellow one sounds more like a computer fan than such a big mechanical contraption. I would add some clatter of metal parts or some screeching. (Although, screeching would probably be too annoying.) I really like the idea that blue belt is so silent. I mea...
by <NO_NAME>
Sat Jan 18, 2020 8:49 pm
Forum: News
Topic: Friday Facts #327 - 2020 Vision
Replies: 128
Views: 32528

Re: Friday Facts #327 - 2020 Vision

I've just got the joke from the title.
WOW I'm fast!
Image
by <NO_NAME>
Sat Jan 18, 2020 8:00 pm
Forum: Outdated/Not implemented
Topic: Electric network cable connections saved in the blueprint
Replies: 47
Views: 12549

Re: Electric network cable connections saved in the blueprint

This isn't going to happen. It simply doesn't work as anyone imagines it would. If a blueprint saved the connections when it was created when you built it, it would literally never connect to your existing network(s) because it was not connected to any of them when it was created. The idea is that ...
by <NO_NAME>
Fri Jan 17, 2020 10:40 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 22946

Re: Friday Facts #330 - Main menu and File Share Shenanigans

Personally, I think there should be two continue buttons for single- and multi- player. It is quite common to switch between these two modes. E.g. if you friend calls it a day and you want to play some more or if you just loading single-player for a moment to check something. Also, do you already ha...
by <NO_NAME>
Mon Jan 13, 2020 8:28 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 20058

Re: Friday Facts #329 - Campaign reassessment

I would like to play expanding map campaign just because it is something new and it would be fun to try it.
I wanted to write more but I'm too lazy.
by <NO_NAME>
Sun Dec 15, 2019 2:40 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 15231

Re: Friday Facts #325 - New Explosions and Particles

I'd like to say a word regarding randomized 'hit' particle on entity damage. Particles should really have a tendency to show up closer to entity sides that are closest to the source of incoming damage. I hope this won't be that much of an overcomplication in big O terms in exchange for tidier, more...
by <NO_NAME>
Fri Dec 13, 2019 5:05 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 15231

Re: Friday Facts #325 - New Explosions and Particles

This particle box on the roboport makes it look like the character has Parkinson's disease.
by <NO_NAME>
Sat Nov 09, 2019 11:19 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 45145

Re: Friday Facts #320 - Color correction

Yay! Factorio isn't monochrome anymore! I was waiting for this for a long time.

Now we only need some more upbeat music and maybe I won't require antidepressants anymore while playing.
by <NO_NAME>
Sun Sep 29, 2019 11:42 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 30542

Re: Friday Facts #314 - 0.17 stable

While I generally like being challenged, it strongly depends on the type of the challenge. We need to draw the line between a demanding task and a tedious one. You don't want your game to be tedious (or at least I assume so). For example having to design you nuclear power plants in a way that will p...
by <NO_NAME>
Fri Sep 27, 2019 4:21 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 30542

Re: Friday Facts #314 - 0.17 stable

"Debugging is like being the detective in a crime movie where you are also the murderer and the victim."
by <NO_NAME>
Fri Sep 20, 2019 8:18 pm
Forum: News
Topic: Friday Facts #313 - Light at the end of the bug tunnel
Replies: 58
Views: 16637

Re: Friday Facts #313 - Light at the end of the bug tunnel

My first thought after reading the title:
Image
by <NO_NAME>
Sun Aug 11, 2019 11:00 am
Forum: Modding help
Topic: Changelog tutorial
Replies: 111
Views: 28518

Re: Changelog tutorial

Anyway, the gist of the other thread is this: It's OK to apply very strict rules if you tell people what the rules are. In the beginning, the rules were too strict and undocumented. The developers won't ease the rules, but we have been promised that documentation will be improved. It's only OK to a...
by <NO_NAME>
Sun Aug 11, 2019 12:34 am
Forum: Modding help
Topic: Changelog tutorial
Replies: 111
Views: 28518

Re: Changelog tutorial

This syntax is reaching a whole new, unknown before levels of being too strict. Why can't the parser just use some simple regexes to make things easier for modders if not actual game programmers of the game. I've written 6 simple regexes which would be fully compatible with the current syntax but el...
by <NO_NAME>
Sun May 26, 2019 2:00 am
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 18315

Re: Friday Facts #296 - All kinds of bugs

NPE = Null Pointer Exception. In Java (and other Java Virtual Machine languages like Groovy, Scala, and Kotlin), there is a NullPointerException that is thrown when the object is null and you are trying to access a value/property or call a function on it. In C# (and other languages that run on the ...

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