Search found 1657 matches
- Sun Jan 19, 2020 2:14 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 22870
Re: Friday Facts #330 - Main menu and File Share Shenanigans
I think it'd be fine if the "continue" button changed to a "reconnect" button if multiplayer was the last game played. For bonus points, the button can have a popup showing exactly what it thinks "continue/reconnect" thinks it's supposed to do. So if it's trying to relo...
- Sat Jan 11, 2020 2:41 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 19992
Re: Friday Facts #329 - Campaign reassessment
Oh hey, are we talking about campaigns? Each of the two proposed approaches have their dilemmas. A huge problem with the growing world concept is that you may pick a factory design that works well in the early constrained stages, but gets completely ruined by future map growth. For example you might...
- Fri Dec 13, 2019 11:43 pm
- Forum: News
- Topic: Friday Facts #325 - New Explosions and Particles
- Replies: 54
- Views: 15141
Re: Friday Facts #325 - New Explosions and Particles
The absolute HAIL of brass spraying out of the rifle is pure gold. Unf.
- Thu Dec 12, 2019 7:33 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 28192
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
I gave 18 + 18 bits for X and Y. I agree, that can be not enough, that's just an example. 16 bytes may be still good achievement. State bits unpacking shouldn’t be a problem, register bit masking and shifting are superfast operations. There's always a way to trade off between CPU cycles and memory ...
- Thu Nov 28, 2019 3:15 pm
- Forum: General discussion
- Topic: Does anyone else build multiple quad Nuclear Reactors rather than one big one?
- Replies: 35
- Views: 6570
Re: Does anyone else build multiple quad Nuclear Reactors rather than one big one?
But building larger reactors is more efficient, meaning you need less of them. That should be less laggy. You're talking about a difference of like 20 reactor cores in a gigantic base. The number of heat pipes and turbines don't really change, so you can probably count the difference in CPU cycles ...
- Sat Nov 23, 2019 12:56 pm
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 19501
Re: Friday Facts #322 - New Particle system
Does this mean the game world can have random "particle" effects that pop up whenever?
- Sun Nov 10, 2019 7:27 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 45016
Re: Friday Facts #320 - Color correction
Monitors don't get any brighter than the outdoor sun, so I dunno how so many eyes are getting injured. It may be time to invest in some TV curtains. :lol: I can see the need to maintain strong color contrast for clarity's sake. For example it's much harder to see the colors on the T1 belt icon compa...
- Sat Nov 09, 2019 11:49 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 45016
Re: Friday Facts #320 - Color correction
I think, in general I agree with those who have wished for more contrast between a healthy looking nature and areas exploited and polluted by the player. A good way to do that is to make healthy nature brighter. That increases the level of contrast for when pollution drags it back down again. That ...
- Sat Nov 09, 2019 5:34 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 45016
Re: Friday Facts #320 - Color correction
I'm actually digging the new night time look. It needs to be compared with some light sources in the picture, of course. Obvious sources of light include lamps for that cool glow and furnaces for that warm glow, but could there be a bit more in the way of sparky bits? For example if you've ever play...
- Fri Oct 11, 2019 11:17 pm
- Forum: News
- Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
- Replies: 65
- Views: 18626
Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Some of the starcraft pathing tricks can be seen when you set a unit to "stop" in the middle of a group. The surrounding units don't consider it an obstacle at all, but they also have some agency to push other units around. They ignore each other as pathing obstacles and attempt to move in...
- Sat Oct 05, 2019 3:16 pm
- Forum: General discussion
- Topic: Bug or Feature: Logistic bots dont deliver some items
- Replies: 5
- Views: 1079
Re: Bug or Feature: Logistic bots dont deliver some items
Had this problem once, it was that at some locations there were too large gaps between roboports. So logistic bots were enroute with the goods, ran out of fuel, closest roboport was the one in the direction they came from, go back there to charge, rinse and repeat. Just gonna repeat this one here. ...
- Sun Sep 29, 2019 12:25 pm
- Forum: News
- Topic: Friday Facts #314 - 0.17 stable
- Replies: 105
- Views: 30369
Re: Friday Facts #314 - 0.17 stable
"Making things more convenient isn't always making things better". This is a very critical lesson that is difficult to get right. If every goal was a clear shot from the start, there wouldn't be any puzzle to enjoy. If all progression was simple, you may as well play cookie clicker. It's ...
- Sun Sep 29, 2019 11:44 am
- Forum: Balancing
- Topic: Make nightvision internal buffer bigger
- Replies: 22
- Views: 7480
Re: Make nightvision internal buffer bigger
Night vision goggles require 120 seconds of storage to barely last through the night. At 10kJ power drain it demands 1.2MJ of energy storage, or 6% of a basic battery. I don't think it's unreasonable for NV to be a fully contained system. The modular armor's first energy source is pocket solar panel...
- Thu Sep 12, 2019 4:32 pm
- Forum: Ideas and Suggestions
- Topic: Trains: Chain signals should factor in the length of the train
- Replies: 39
- Views: 5800
Re: Trains: Chain signals should factor in the length of the train
Doesn't the normal rail stop do a soft version of this, something like +1000 to pathing length? That may have been patched.- Signal to tell the path-algorithm to avoid this part
- Thu Sep 12, 2019 4:27 pm
- Forum: Ideas and Suggestions
- Topic: Rocket launch shouldn't be able to destroy science
- Replies: 24
- Views: 2898
Re: Rocket launch shouldn't be able to destroy science
I don't think anyone's saying that an overflowing rocket silo can't be solved. It's just weird because it doesn't fit with the design principle of "safe failure" seen in the rest of the game. When a machine overflows, it stalls. When an arm can't deposit, it waits. When a train can't pass,...
- Wed Aug 28, 2019 9:39 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 64995
Re: Friday Facts #309 - Controversial opinions
A lot of the ideas presented in the FFF completely change the game. They may seem simple up front, but simple ideas have a way of avalanching down the iterative pipeline. There are even more crazy and fun ideas to explore, but I think there needs to be a new platform to see how they end up playing o...
- Tue Aug 06, 2019 10:45 am
- Forum: General discussion
- Topic: [0.17] Personal Defense TECH
- Replies: 22
- Views: 4278
Re: [0.17] Personal Defense TECH
Make the fusion reactor perform a thermonucular explosion with atomic bomb radius and strength on player death. Creating a nuclear blast is pretty hard, even in the middle of a nuclear reactor. It's not even a matter of the reactors being made that way, you really have to go out of your way to crea...
- Tue Aug 06, 2019 10:40 am
- Forum: General discussion
- Topic: Can you heat water anymore?
- Replies: 8
- Views: 2528
Re: Can you heat water anymore?
In early versions, water was gradually heated by passing through a series of 1x1 boilers. The boilers were replaced with the current 2x3 boilers, which gave a fixed 165C output. Nuclear power came, and the 165C boiler water could still be mixed with the 500C nuclear water to create some medium hot w...
- Sun Jul 28, 2019 11:59 am
- Forum: Balancing
- Topic: Balance of Marathon Death world
- Replies: 32
- Views: 6980
Re: Balance of Marathon Death world
Don't let pollution reach nests! If you can, kill the nest. Extra land space is always good. If not, tone the factory down a bit. Bullet weapons are simply awful and should not be depended upon. The cost of pollution in producing ammo is higher than the biter penalty if that pollution ever reaches a...
- Thu Jul 04, 2019 9:23 pm
- Forum: General discussion
- Topic: How does uranium processing not cause desync?
- Replies: 31
- Views: 4460
Re: How does uranium processing not cause desync?
Don't forget to check out the FFFs. The devs have talked about many of the obstacles they have overcome in game development. You may find some things on keeping random number generation not so random. I don't know enough about factorio under the hood to say how they did it, but I imagine the answer ...