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by bobucles
Fri Jul 10, 2020 11:41 am
Forum: News
Topic: Friday Facts #355 - High resolution updates
Replies: 27
Views: 16942

Re: Friday Facts #355 - High resolution updates

I'm a bit surprised that so much of the land mine is left behind considering that, you know, they're kinda supposed to explode.
by bobucles
Tue Jul 07, 2020 3:06 am
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 20524

Re: Friday Facts #354 - Launch party and HR power switch

ske wrote:
Sat Jul 04, 2020 10:53 am
Why does the "plug" in the power switch have two prongs while there is only one wire on the poles?
It's a proper 3 wire system if the red and green signal wires are used. But obviously gameplay trumps all.
by bobucles
Fri Jul 03, 2020 5:22 pm
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 20524

Re: Friday Facts #354 - Launch party and HR power switch

I clicked the rocket, rocket go fooosh.
by bobucles
Fri Jun 19, 2020 10:23 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 81871

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

A troll with grenades or a troll with a nuke can do much more damage than purging your pipe network. It might be okay to give the purge effect some inertia. If it drained the system at a finite (but fast) rate, that gives the player some reaction time to go "oh shi" while still letting pla...
by bobucles
Wed Jun 17, 2020 11:49 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 81871

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

It's amazing how difficult the fluid mixing system has been to deal with. It probably would have been easier to have a warning icon whenever fluids crash in the pipe network. :lol: That and the new pipe flushing system could have taken care of most things.
by bobucles
Tue Jun 16, 2020 12:26 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 59602

Re: Friday Facts #348 - The final GUI update

I don't understand the perils of being color blind, but some of the solutions to color blindness fall under the same category as good game design. Palette swaps are generally gross, make sure that in game icons are visually distinct in some way. For example, the 3 types of modules are identical, but...
by bobucles
Fri Jun 05, 2020 1:45 am
Forum: General discussion
Topic: finally built first silo!
Replies: 13
Views: 4111

Re: finally built first silo!

What this means, is to produce all 100 percentage points of the rocket, you only need to supply the silo with 5/7 of the materials, or about 72%. That 40% Productivity translates to a roughly 28% materials savings in terms of parts per rocket. But it's 28% material savings for each step of the way....
by bobucles
Fri Jun 05, 2020 1:38 am
Forum: General discussion
Topic: Async auto save in multiplayer but not in singleplayer?? Why??
Replies: 8
Views: 3671

Re: Async auto save in multiplayer but not in singleplayer?? Why??

Ah, but if you VM a linux machine to host a server, then you can get the fork command in windows for the async save. :roll: #bigthink
by bobucles
Fri May 29, 2020 9:36 pm
Forum: News
Topic: Friday Facts #349 - The 1.0 plan
Replies: 59
Views: 33255

Re: Friday Facts #349 - The 1.0 plan

This These values also includes some optimizations implemented by Rseding.
You're going to kill the proofreading team at this rate! :lol:
by bobucles
Sat May 16, 2020 7:05 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 54
Views: 28905

Re: Friday Facts #347 - New hope demo levels

Eiermann wrote:
Sat May 16, 2020 5:24 pm
I would separate the resources in Level 05 because it would just confuse new players when you end up with a mixed up belt and everything gets stuck.
But that's also a good challenge for players to contend with. Better to teach it early rather than never.
by bobucles
Fri May 15, 2020 3:48 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 54
Views: 28905

Re: Friday Facts #347 - New hope demo levels

Over 5 years of optimizing the game to the limits, and it all gets spent on graphical overhauls in a month. Never change, game industry! :mrgreen:

I tease, I tease. It's nice to see more shiny things in Factorio. Can't go wrong with shinies.
by bobucles
Fri May 15, 2020 2:45 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 54
Views: 28905

Re: Friday Facts #347 - New hope demo levels

billbo99 wrote:
Fri May 15, 2020 1:47 pm
I wonder how hard it would be to have the construction drones throw grenades to clear trees
I wonder how fun it would be to have drones throw grenades at enemy player bases to deconstruct them. :lol:
by bobucles
Mon Apr 27, 2020 7:36 pm
Forum: News
Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Replies: 59
Views: 27826

Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record

I do think it would be more interesting if Any% category didn't allow custom seed, while Default Settings category did The any% category tends to be more open and unrestricted. It may as well be called the "anything goes" category because the skips get SO crazy that their subcategories de...
by bobucles
Mon Apr 27, 2020 1:47 pm
Forum: News
Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Replies: 59
Views: 27826

Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record

Sometimes people are just wrong on the internet. Don't worry, it happens. :lol: Speedrunning is a very well established community and they have a good set of rules that apply well across games. Most issues between the rule sets are simply resolved by creating categories. For example, what's the deal...
by bobucles
Fri Apr 24, 2020 6:16 pm
Forum: News
Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Replies: 59
Views: 27826

Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record.

It's a good thing that planning stages aren't counted as part of the speedrun timing. Otherwise my very first 50 hour run would be in the top running. :lol: But seriously, that takes not just the dedication of doing the run itself, but the countless hours of practice and training to reach the entry ...
by bobucles
Sat Apr 11, 2020 12:28 pm
Forum: News
Topic: Friday Facts #342 - The new old tutorial
Replies: 38
Views: 18352

Re: Friday Facts #342 - The new old tutorial

It's great that the devs have the guts to make the hard calls, instead of bashing their heads against something that isn't working out. I mean, it also sucks, but that's life I guess.
by bobucles
Sun Apr 05, 2020 11:39 am
Forum: News
Topic: Friday Facts #341 - Audio, Artillery, Attenuation
Replies: 30
Views: 17088

Re: Friday Facts #341 - Audio, Artillery, Attenuation

Not gonna lie, the old robot sounds were pretty damn cute.
by bobucles
Fri Apr 03, 2020 11:16 pm
Forum: News
Topic: Friday Facts #341 - Audio, Artillery, Attenuation
Replies: 30
Views: 17088

Re: Friday Facts #341 - Audio, Artillery, Attenuation

I do like that they're going for sounds that don't stick out too hard. An annoying sound effect multiplied by 100 things times dozens of hours would be the stuff of nightmares. Very few sounds really need to stand out in gameplay. The most important sounds would be direct hazards to the base or play...
by bobucles
Thu Apr 02, 2020 12:06 pm
Forum: Ideas and Suggestions
Topic: auto drag roboport
Replies: 21
Views: 6583

Re: auto drag roboport

Blueprinting is useless early game, due to the speed of the bots, it's actually slower to use BP's until you get worker robot speed researched X times. I get that using a BP would mark the places, but again doing that would be even slower. So for me there is no solution here. Low level bots are ama...
by bobucles
Wed Apr 01, 2020 9:27 pm
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 44933

Re: Friday Facts #340 - Deep desyncs

Every design choice is always a tradeoff. Factorio uses a very hard deterministic structure where all players run 100% simulation of the game at the same time. One of the nice things is that it's very hard to cheat in such a system. A player who provides bad data will simply desync and can't corrupt...

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