Exactly
Friday Facts #267 - Experiments, Explosives & Extended tags
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags
I therefore expect to be hoping i'd have had no expectations for a christmas release. Because i don't want to suffer from constant longings for more cracktorio instead of enjoying christmas.factoriouzr wrote: βWed Nov 14, 2018 10:34 amExactly :D
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags
we can expect more people hopping on xmass hype traineradicator wrote: βWed Nov 14, 2018 11:05 amI therefore expect to be hoping i'd have had no expectations for a christmas release. Because i don't want to suffer from constant longings for more cracktorio instead of enjoying christmas.factoriouzr wrote: βWed Nov 14, 2018 10:34 amExactly
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags
Just to clarify: I said that i explicitly don't want a christmas release. Because i want to spend christmas with friends etcpp, and not playing factorio. So i don't want the temptation. And in any case for a small game like factorio it would imho be ill advised to jump into the release-oversaturated christmas period instead of doing a release with proper media coverage in a calmer time-of-the-year.mexmer wrote: βWed Nov 14, 2018 2:01 pmwe can expect more people hopping on xmass hype train :mrgreen:eradicator wrote: βWed Nov 14, 2018 11:05 amI therefore expect to be hoping i'd have had no expectations for a christmas release. Because i don't want to suffer from constant longings for more cracktorio instead of enjoying christmas.factoriouzr wrote: βWed Nov 14, 2018 10:34 amExactly :D
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags
remind me again, when 0.16.0 was released?eradicator wrote: βWed Nov 14, 2018 2:44 pmJust to clarify: I said that i explicitly don't want a christmas release. Because i want to spend christmas with friends etcpp, and not playing factorio. So i don't want the temptation. And in any case for a small game like factorio it would imho be ill advised to jump into the release-oversaturated christmas period instead of doing a release with proper media coverage in a calmer time-of-the-year.mexmer wrote: βWed Nov 14, 2018 2:01 pmwe can expect more people hopping on xmass hype traineradicator wrote: βWed Nov 14, 2018 11:05 amI therefore expect to be hoping i'd have had no expectations for a christmas release. Because i don't want to suffer from constant longings for more cracktorio instead of enjoying christmas.
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags
Which is exactly why i know that i don't like christmas releases.
Do you really want devs fixing bugs on christmas eve? β FFF223
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags
You could spend christmas playing Factorio with all your friends. Factorio has no problem handling hundreds of players on one server.eradicator wrote: βWed Nov 14, 2018 2:44 pm Just to clarify: I said that i explicitly don't want a christmas release. Because i want to spend christmas with friends etcpp, and not playing factorio. So i don't want the temptation. And in any case for a small game like factorio it would imho be ill advised to jump into the release-oversaturated christmas period instead of doing a release with proper media coverage in a calmer time-of-the-year.
The temptation will always be there anyway as the game is already playable.
The reason for the oversaturation of that christmas period is, that releasing at that time of year leads to higher sales.
But: They have a lot on their list and spring 2019 is early enough. No need to go into crunch mode to get it out before xmas.
So Wube should take all the time they need to get a polished version including the spidertron released without rushing anything.
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags
With the big big: IF you get enough media coverage. And most major info sites are likely to prefer putting news of Triple-A titles on the top. If there however are no recent Triple-A releases because for example your game is released a month or two after christmas, then you are far more likely to get coverage of your $small_game because the media outlets are desperately trying to find something to write about. Even some major publishers avoid christmas nowadays to not be buried under all the other stuff that happens simultaenously.
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags
Exactlymexmer wrote: βWed Nov 14, 2018 4:09 pmremind me again, when 0.16.0 was released?eradicator wrote: βWed Nov 14, 2018 2:44 pmJust to clarify: I said that i explicitly don't want a christmas release. Because i want to spend christmas with friends etcpp, and not playing factorio. So i don't want the temptation. And in any case for a small game like factorio it would imho be ill advised to jump into the release-oversaturated christmas period instead of doing a release with proper media coverage in a calmer time-of-the-year.mexmer wrote: βWed Nov 14, 2018 2:01 pmwe can expect more people hopping on xmass hype traineradicator wrote: βWed Nov 14, 2018 11:05 amI therefore expect to be hoping i'd have had no expectations for a christmas release. Because i don't want to suffer from constant longings for more cracktorio instead of enjoying christmas.
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags
Releasing before Christmas does not require devs to work of Christmas. In fact I'm good if they release it and fix the bugs after Christmas, or better yet, release a week or two before the holidays and fix any critical bugs that come up if any and leave the rest till later.eradicator wrote: βWed Nov 14, 2018 4:11 pmWhich is exactly why i know that i don't like christmas releases.
Do you really want devs fixing bugs on christmas eve? β FFF223
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags
Exept the blog post suggestes that it doesn't work that way.factoriouzr wrote: βThu Nov 15, 2018 9:19 pmReleasing before Christmas does not require devs to work of Christmas. In fact I'm good if they release it and fix the bugs after Christmas, or better yet, release a week or two before the holidays and fix any critical bugs that come up if any and leave the rest till later.eradicator wrote: βWed Nov 14, 2018 4:11 pmWhich is exactly why i know that i don't like christmas releases.
Do you really want devs fixing bugs on christmas eve? β FFF223
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags
I've seen people complaining when the Devs didn't answer to posts during sunday. Whatever the day of a release, people will complain if bugs are not corrected real time, even during christmas holiday.
[Edit] removed superfluous space, thanks OCDman
[Edit] removed superfluous space, thanks OCDman
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags
Could you correct that space before your second comma? But don't hurry, it's weekend.
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags
hi the cliff destruction video is cool
when you say this:
"Map pings: Shift-Clicking the map with the console open will create a map ping."
was the console just open (like for when you showed the other features), because it is still being developed? or will the console always be required before being able to do a map ping?
if the plan is for users to have to open up the console, before doing a map ping, then i would like to suggest the following instead please:
- when user shift-clicks, do a map ping without needing any console.
- if something else is already happening when shift-clicking on a map, then suggestion is to simply show users a list of "available actions" that are possible when shift-clicking on the map..
for example:
Shift-Click Actions:
- Ping here
- Tag here
- Launch nuke here
etc.
this way users dont have to keep trying to bring up a console in the heat of combat, just to be able to map ping (wasnt there a mod for this?) and on some keyboard you can get a double key effect so when you try to toggle the console and close it, it could reopen but in case more options become available in future, which are useful on the map screen, then this sets the scene for future expandability of options. plus it is easier to use, with no risk of typing something wrong in a rush into the console and mucking up a game or something or breaking achievements by mistake.
in all my gameplay, the only console command i ever needed to do, was to force flush/refresh the recipe list, because the game (i think 0.15 or 0.16) doesnt auto-update its recipe list, when i tried changing a mod recipe, which actually would be a cool thing to do via the gui somehow...
sounds like an easy job for rsedding???
when you say this:
"Map pings: Shift-Clicking the map with the console open will create a map ping."
was the console just open (like for when you showed the other features), because it is still being developed? or will the console always be required before being able to do a map ping?
if the plan is for users to have to open up the console, before doing a map ping, then i would like to suggest the following instead please:
- when user shift-clicks, do a map ping without needing any console.
- if something else is already happening when shift-clicking on a map, then suggestion is to simply show users a list of "available actions" that are possible when shift-clicking on the map..
for example:
Shift-Click Actions:
- Ping here
- Tag here
- Launch nuke here
etc.
this way users dont have to keep trying to bring up a console in the heat of combat, just to be able to map ping (wasnt there a mod for this?) and on some keyboard you can get a double key effect so when you try to toggle the console and close it, it could reopen but in case more options become available in future, which are useful on the map screen, then this sets the scene for future expandability of options. plus it is easier to use, with no risk of typing something wrong in a rush into the console and mucking up a game or something or breaking achievements by mistake.
in all my gameplay, the only console command i ever needed to do, was to force flush/refresh the recipe list, because the game (i think 0.15 or 0.16) doesnt auto-update its recipe list, when i tried changing a mod recipe, which actually would be a cool thing to do via the gui somehow...
sounds like an easy job for rsedding???
(also me from the mod portal - im not dustine lol) = https://mods.factorio.com/mods/Dustine/ ... ssion/9108
my 1st Mod Idea viewtopic.php?f=33&t=50256
my 1st Mod Idea viewtopic.php?f=33&t=50256
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags
i see the humour you are using
though shouldn't you have said "it's the weekend" - joke
though shouldn't you have said "it's the weekend" - joke
(also me from the mod portal - im not dustine lol) = https://mods.factorio.com/mods/Dustine/ ... ssion/9108
my 1st Mod Idea viewtopic.php?f=33&t=50256
my 1st Mod Idea viewtopic.php?f=33&t=50256
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
Thank you very much
I should've, it's the weekend!foodfactorio wrote: βSun Nov 25, 2018 5:34 am i see the humour you are using
though shouldn't you have said "it's the weekend" - joke
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags
Your post is literally unreadable. Underlines for emphasis instead of italics.ske wrote: βSun Nov 25, 2018 2:21 pmThank you very much
I should've, it's the weekend!foodfactorio wrote: βSun Nov 25, 2018 5:34 am i see the humour you are using
though shouldn't you have said "it's the weekend" - joke
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
This is fun and all, but how about getting back on topic ?
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags
Huh, noone thought to consider the way "show info" works? By having a toggle key?Entity info experiments
[...]
So we tested 3 different ways to activate it:
- It always appears at the cursor, which has the disadvantage of always being in your way in the middle of the screen.
- It always appears, but it has some delay.
- It only appears when a hotkey is pressed (we tested it with Shift), which has the disadvantage that you have to actually do something to see it.
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags
I've always wondered why there's no keybind for "toggle minimap"... it's a pain to open settings every time i want to look at a roboport to see the full list of "Logistic Network items" (i'm on a small wide-screen laptop, and it overflows the bottom edge of the screen by a LOT)... Hopefully with the new tooltip-based option it'll be better.