Search found 114 matches
- Fri Aug 24, 2018 10:45 am
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 49870
Re: Friday Facts #257 - NPE/Campaign update
A gameplay benefit with shallow water in freeplay: the player wouldn't be able to build defences there, but aliens could travel over it. So whereas cliffs and deep water provide natural defences, shallow water provides natural weak points. In the water worlds I frequently play, I ban myself from lan...
- Tue Aug 21, 2018 8:46 am
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 47104
Re: Friday Facts #256 - The little things 3
All good! Only thing I don't like on this FFF is the name, 'Belt immunity'. Can we make better name for it? Like 'Smart boots', 'Hover shoes', etc,? Well I don't really serious about it anyway. I also don't like the name. "Belt immunity" sounds gamey and immersion breaking. I also had no ...
- Mon Jun 05, 2017 8:51 am
- Forum: Not a bug
- Topic: [15.18] unexpected Mining Drill progress bar
- Replies: 3
- Views: 1341
Re: [15.18] unexpected Mining Drill progress bar
Oh, right... I didn't realize the research bonuses were shown on the progress bar too, sorry for the confusion
- Mon Jun 05, 2017 5:55 am
- Forum: Not a bug
- Topic: [15.18] unexpected Mining Drill progress bar
- Replies: 3
- Views: 1341
[15.18] unexpected Mining Drill progress bar
I know there have been a few issues with productivity progress bars recently, seems like there is at least one more: 1. Added productivity modules to mining drills 2. Look at another nearby mining drill, it has a progress bar for productivity 3. Placed additional mining drills, same problem 4. This ...
- Sat Jun 03, 2017 12:57 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [15.18] "Error loading mods" dialog can overrun UI
- Replies: 1
- Views: 1990
[Rseding91] [15.18] "Error loading mods" dialog can overrun UI
It's possible for a badly behaved mod to make the "Error loading mod" dialog run past the end of the screen so that the friendly "Mods to be disabled" text, and the buttons, are not visible. A user must then guess or know to hit Escape to exit, and this results in the system-styl...
- Fri Jun 02, 2017 12:49 pm
- Forum: Duplicates
- Topic: [15.18] "Install Mods" lacks load animation
- Replies: 1
- Views: 824
[15.18] "Install Mods" lacks load animation
When selecting "Install Mods", the UI freezes while it loads the mod list, which can take a while. This makes the game appear to be unresponsive, as if it has crashed. User experience would be improved if there is some hint to user that the game is working, e.g. cursor change to hourglass,...
- Fri Jun 02, 2017 12:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [15.18] Browse Mods search box inconsistent
- Replies: 1
- Views: 1667
[Rseding91] [15.18] Browse Mods search box inconsistent
Steps to reproduce: 1. Select "Install Mods" 2. Enter a search term, e.g. "SillyStuff" 3. Press "Back" 4. Select "Install Mods" again Search results will still be filtered by the term "SillyStuff" but the search box is empty. This is particularly con...
- Thu Jun 01, 2017 9:12 pm
- Forum: Ideas and Requests For Mods
- Topic: Procedural recepies
- Replies: 12
- Views: 4374
Re: Procedural recepies
Very true, it's under MIT license! It's already worth attribution because I can see how it's doing the random seeding, and will borrow it to focus on other matters :) My thinking for the procedural generation is as follows: 1. Cheat a bit by using the "master seed" to generate a seed per r...
- Thu Jun 01, 2017 8:10 pm
- Forum: Ideas and Requests For Mods
- Topic: Procedural recepies
- Replies: 12
- Views: 4374
Re: Procedural recepies
Also, here's a mod that does this. https://mods.factorio.com/mods/Kenira/zKenirasRandomRecipes Right, so I've studied the code for this mod. The scope is different, effectively randomizing ratios (timings, quantities) as well as many other things; but not meeting the OP's requirement to "makes...
- Thu Jun 01, 2017 6:03 pm
- Forum: Ideas and Requests For Mods
- Topic: Procedural recepies
- Replies: 12
- Views: 4374
Re: Procedural recepies
OK, thanks for the info
- Thu Jun 01, 2017 5:27 pm
- Forum: Ideas and Requests For Mods
- Topic: Procedural recepies
- Replies: 12
- Views: 4374
Re: Procedural recepies
This has certainly caught my interest. I think the cleanest solution to seeding the procedure would be to reuse the map generation seed, which is available from the modding API. I'd probably go with using just part of the seed. That way, if you find a recipe combo you like but aren't happy with the ...
- Thu May 18, 2017 2:45 pm
- Forum: Not a bug
- Topic: [15.11] Mapzoom Bug
- Replies: 32
- Views: 12498
Re: [15.11] Mapzoom Bug
Can't we just get a toggle between the views? This gives the most control to the player, and I don't think the way that it automatically switches will ever feel good anyway.
- Tue May 16, 2017 10:37 am
- Forum: Balancing
- Topic: 0.15 Expensive Recipie Balance
- Replies: 14
- Views: 6740
Re: 0.15 Expensive Recipie Balance
the one part of expensive recipes that feels slightly is the Blue Science pack, primarily because of the electric mining drill, which is made more expensive, and which requires both gears and green circuits, which are also made more expensive. it felt as challenging to supply with resources as the ...
- Mon May 15, 2017 4:53 pm
- Forum: Balancing
- Topic: 0.15 Expensive Recipie Balance
- Replies: 14
- Views: 6740
Re: 0.15 Expensive Recipie Balance
I'm having a lot of fun with expensive recipes and feel really positive about the challenges it poses. Everything I achieve feels hard-earned but fun. It feels like a genuine high difficulty, and really refreshes the game. It encourages me to build bigger, and be less lazy, and I suspect I'm going t...