Search found 883 matches
- Thu Dec 20, 2018 4:31 am
- Forum: Won't fix.
- Topic: [0.16.51] Hover over specific Miner causes game freeze
- Replies: 6
- Views: 1935
Re: [0.16.51] Hover over specific Miner causes game freeze
Yeah, I did see a version of dangOreous that had more circular bands of ores and that had a significantly smaller drop in performance, although I see how that might take a small bit of the challenge away. It should be possible without having to do circles. But the needed logic surely is non-trivial...
- Thu Dec 20, 2018 4:22 am
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 32816
Re: Friday Facts #273 - Cutscene controller & Localisation plan
This way, there is no way for a modder to use the feature to harass a player who has it turned off except, possibly, by social engineering dialogue or readme files to get the player to turn it off, and I don't think anyone dumb enough to fall for that is playing Factorio. As soon, as malicious inte...
- Wed Dec 19, 2018 9:31 pm
- Forum: Gameplay Help
- Topic: Where to build the main bus?
- Replies: 7
- Views: 2600
Re: Where to build the main bus?
But he got really lucky to find some oil that early. So maybe he could continue the map if he rushes military and manages to conquer more iron before fully depleting his tiny starter field.
- Wed Dec 19, 2018 9:21 pm
- Forum: Won't fix.
- Topic: [0.16.51] Hover over specific Miner causes game freeze
- Replies: 6
- Views: 1935
Re: [0.16.51] Hover over specific Miner causes game freeze
One solution would be to modify dangOreus to not generate ore fields spanning the entire map. It would either have to introduce non-ore gaps (probably not what you want) or ensure that ore patches are diverse enough so that they do not connect into one consecutive field. I don't know, how far ore pa...
- Wed Dec 19, 2018 9:04 pm
- Forum: Gameplay Help
- Topic: Where to build the main bus?
- Replies: 7
- Views: 2600
Re: Where to build the main bus?
You need to explore more. The bus needs a lot of space and you probably don't want to have turn it around or fill up an ocean. But the currently explored area would suggest growing the main bus to the east with factories to the north and smelter columns and their bus south of the main bus growing to...
- Wed Dec 19, 2018 8:55 pm
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 35374
Re: The Problem With Pickaxes - Digging Out Factorio's Core
It's a circular dependency, a failure of logic that would be insane even if I'm the only person in the world not doing it. That is how i would implement it: 1. The player has to research the tech enabling advanced miner entities wich can mine new shiny ore. 2. Next the mined new shiny ore might be ...
- Wed Dec 19, 2018 8:29 pm
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 32816
Re: Friday Facts #273 - Cutscene controller & Localisation plan
Nobody is asking to "ban tech" and it's intellectually dishonest to claim anyone is. I had the impression, that Nightinggale was strongly against the possibility of mods controlling the camera. But maybe he just wanted what you want: A setting to prevet mods from taking over the camera. T...
- Tue Dec 18, 2018 9:42 pm
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 35374
Re: The Problem With Pickaxes - Digging Out Factorio's Core
When someone goes that insane, how the hell am I supposed to react? That is the thing with insaneness: If you are affected yourself, the only way to detect that is using occams razor. When on the highway and all the other cars drive on the wrong side... You might drive on the right side - but it is...
- Tue Dec 18, 2018 9:32 pm
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 32816
Re: Friday Facts #273 - Cutscene controller & Localisation plan
screenshakes (earthquakes, impacts...) Multiple people complain about the screen movements causing motion sickness, yet now it's proposed that the screen should shake even more. This is precisely why I wrote something about NOT giving completely free access for modders to control screen movements. ...
- Mon Dec 17, 2018 11:03 pm
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 35374
Re: The Problem With Pickaxes - Digging Out Factorio's Core
Can anyone guess which technology enables the axe of the new material, including the steel axe in vanilla? Just add a separate tech for enabling the upgrade. Did anyone else think Bilka was seriously proposing to brick the game in such a straightforward manner? You should not expect anyone to do wh...
- Mon Dec 17, 2018 10:39 pm
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 32816
Re: Friday Facts #273 - Cutscene controller & Localisation plan
Then letterbox it horizontally. Feather the screen edges or change the lighting direction. Horizontal letterboxing is a good idea - should work fine and it still is the effect that most other games use (rotated 90°, but players will probably recognize it). Screen edge feathering might be too subtle...
- Mon Dec 17, 2018 11:41 am
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 35374
Re: The Problem With Pickaxes - Digging Out Factorio's Core
"Hey, uh, just was wondering, is this, uh, an out-of-season April Fool's joke?" I doubt, that they will port Factorio to any mobile platform. You could try playing it on a convertible to get the touch experience. But that probably is as mobile as it will ever get. Factorio should mostly b...
- Mon Dec 17, 2018 7:07 am
- Forum: Spread the Word
- Topic: Better Demo
- Replies: 15
- Views: 8356
Re: Better Demo
Devs I Suggest if you want people to actually give the game a chance you should give them a good demo to try out so they know what there getting into since the demo you are using feels only like 1% of the game so they don't get to experience the actual game. They already work on a new "new pla...
- Mon Dec 17, 2018 7:03 am
- Forum: Technical Help
- Topic: join server -> get up -> save game
- Replies: 5
- Views: 1277
- Mon Dec 17, 2018 6:43 am
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 35374
Re: The Problem With Pickaxes - Digging Out Factorio's Core
As for Bob's, it does seem likely that 0.16 and 0.17 will branch and diverge (and that will certainly happen if he takes ND out of the license), with 0.17 taking advantage of some of those new features, but the announcements in FFF#266 broke an awful lot in Bob's Mods which he now must spend a sign...
- Mon Dec 17, 2018 2:02 am
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 35374
Re: The Problem With Pickaxes - Digging Out Factorio's Core
Pretty much done. 0.17 is regressing in some important ways, I'm wondering if it would be more profitable for I'm just going to go sit in the corner and cry now... to stop support of his mods for future versions of Factorio and instead extend them for 0.16. Well, he probably wants to use the new fl...
- Sun Dec 16, 2018 9:55 pm
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 32816
Re: Friday Facts #273 - Cutscene controller & Localisation plan
NSA-grade convolutional neuronal network confirmed!wheybags wrote: ↑Sun Dec 16, 2018 8:21 pmDamn man, how can you read that?SpiffyTriffid wrote: ↑Sun Dec 16, 2018 6:40 amLove the cheeky paper on the whiteboard btw
It's not DNS
There's no way it's DNS
It was DNS
- Sun Dec 16, 2018 5:34 pm
- Forum: Balancing
- Topic: Make mk 1 power armour 6 x 8 instead of 7 x 7
- Replies: 11
- Views: 3815
Re: Make mk 1 power armour 6 x 8 instead of 7 x 7
What if some players have old save games with old grid 7x7, but inventory of armor cannot be migrated into 6x8? Non-fitting stuff could just be deleted or dropped into inventory or on the ground. They would either have to rebuild the lost stuff or reinsert the stuff from their inventory or the grou...
- Sat Dec 15, 2018 5:50 pm
- Forum: Off topic
- Topic: Just a little joke
- Replies: 6
- Views: 7407
Re: Just a little joke
https://youtu.be/TAIhv3kN8dQ This only gets five of 10 uglyness points - he clearly forgot the most important step when making a youtube video: You have to print out the frames on an almost-empty laser printer, fax them to a thermo-paper fax, fotograph them again and then recombine them to a video ...
- Sat Dec 15, 2018 5:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Impossible to ban player.
- Replies: 9
- Views: 3713
Re: [Rseding91] Impossible to ban player.
Another common pitfalls would be Unicode normalization differences between banlist, log and console input when doing binary comparisons. Wube should (and hopefully does already) normalize all the texts to Unicode Normal Form C as they enter the game.