Search found 582 matches
- Sat Dec 28, 2019 7:02 am
- Forum: News
- Topic: Friday Facts #327 - 2020 Vision
- Replies: 128
- Views: 53411
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 ca...
- Sat Dec 28, 2019 12:26 am
- Forum: News
- Topic: Friday Facts #327 - 2020 Vision
- Replies: 128
- Views: 53411
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...
- Wed Dec 18, 2019 9:13 am
- Forum: News
- Topic: Friday Facts #325 - New Explosions and Particles
- Replies: 54
- Views: 24318
Re: Friday Facts #325 - New Explosions and Particles
Why do the "blood" particles look like solid "mounds" of material?
- Fri Dec 06, 2019 6:38 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 45499
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 "f...
- Fri Nov 29, 2019 6:30 pm
- Forum: News
- Topic: Friday Facts #323 - Animated water
- Replies: 54
- Views: 24560
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.
- Fri Nov 08, 2019 5:56 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 75143
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...
- Sat Oct 26, 2019 10:04 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 47221
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 ...
- Sat Oct 26, 2019 6:51 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 47221
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 ...
- 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: 2257
- 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: 2257
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...
- Sat Aug 24, 2019 6:23 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 112721
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 &qu...
- Wed Aug 07, 2019 5:29 pm
- Forum: Ideas and Suggestions
- Topic: New "Complex" difficulty
- Replies: 12
- Views: 5020
Re: New "Complex" difficulty
Just so you know, my ideas, as well as some suggested by other people, have made it into a mod, TurmOil: https://mods.factorio.com/mod/TurmOil
- Fri Aug 02, 2019 5:31 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 61349
Re: Friday Facts #306 - Experimental Demo
From my reddit post: I do not think it is a good idea to put too much focus on the combat side of things; it reminds me of the original trailer, one which actively put me off the game back in 2015. Indeed, people were offering to buy it for me, and I was turning them down because of what the trailer...
- Fri Aug 02, 2019 8:44 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 284181
Re: Friday Facts #305 - The Oil Changes
You mod changes too much for me at the moment (although I'm using some others of yours), but I decided to implement burnable sulfur too and I wanted to note I am also reducing the acceleration to 0.5 or maybe lower. I will do that too. By the way, the mod has a setting to change what changes it mak...
- Fri Aug 02, 2019 8:12 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 284181
- Fri Aug 02, 2019 7:58 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 284181
Re: Friday Facts #305 - The Oil Changes
I went with 600kJ (relative to coal's 4MJ). I think that's a good guess, if it was a guess. If it's from a source, please share, because I couldn't find one. I'm glad you went very low with it. I think that's right. That's less than wood, right? I could not find a direct source, so I did some f#$%e...
- Fri Aug 02, 2019 7:52 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 284181
Re: Friday Facts #305 - The Oil Changes
Done.
I went with 600kJ (relative to coal's 4MJ).
- Fri Aug 02, 2019 7:47 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 284181
Re: Friday Facts #305 - The Oil Changes
Well, considering NauvisDay adds a 96x multiplier to refinery pollution (and more if you go to Bob Mk2/3/4)... :P I wrote up a quick math for this, since you have tested numbers that go plenty high -- but remind me again what your exact plan is? Just burning sulfur directly? Yes, primarily as a way...
- Fri Aug 02, 2019 7:41 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 284181
Re: Friday Facts #305 - The Oil Changes
I'd stick to 8 and go higher only after testing, but going higher wouldn't be UNREALISTIC, just worried about game mechanics when I start approaching multiplying anything by 10 or more. Well, considering NauvisDay adds a 96x multiplier to refinery pollution (and more if you go to Bob Mk2/3/4)... :P...
- Fri Aug 02, 2019 7:38 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 284181
Re: Friday Facts #305 - The Oil Changes
I agree with that number at least until you know for sure it isn't already too high. You agree with eight or 24? Sulfur concrete doesn't need cement! Or, rather, it turns out, when mixed with stone, sulfur has cement-like properties. It's mixed with stone and sand aggregate directly. It cures quick...