Friday Facts #165 - Death by a thousand cuts

Regular reports on Factorio development.

Masterfox
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Re: Friday Facts #165 - Death by a thousand cuts

Post by Masterfox » Fri Nov 18, 2016 7:41 pm

An option menu for mods? All for it, because for big mods it is really bad to change things. Just today I tried rising the damage of Bobs laser turrets and it is quite a pain, not blaiming bob on that though. A damage coefficient for the laser turrets as a config option would really have helped.

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Re: Friday Facts #165 - Death by a thousand cuts

Post by Splitframe » Fri Nov 18, 2016 7:42 pm

Auto sync of mods would also be a nice feature sometime in the future.

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Re: Friday Facts #165 - Death by a thousand cuts

Post by Jonathan88 » Fri Nov 18, 2016 7:45 pm

AMAZING!!! :D :D :D
Imagine if you (the devs) had seen this picture from the future when you first started Factorio... Factorio has progressed an almost incomprehensible amount!
Image
FactoriOh No: when it's accidentally 2am, again

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LotA
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Re: Friday Facts #165 - Death by a thousand cuts

Post by LotA » Fri Nov 18, 2016 7:48 pm

Every single FF is a little star shinning right through my heart

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Proxy
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Re: Friday Facts #165 - Death by a thousand cuts

Post by Proxy » Fri Nov 18, 2016 7:50 pm

it looks like a Cute little Model Train.
:3
Let's just wait til the Age of Iron Stars

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Legoman165
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Re: Friday Facts #165 - Death by a thousand cuts

Post by Legoman165 » Fri Nov 18, 2016 7:55 pm

I have only one problem with this post....


THE PICTURE ISNT DESKTOP SIZED :lol:

Anyways I can't wait for the update :D :D :D

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Mooncat
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Re: Friday Facts #165 - Death by a thousand cuts

Post by Mooncat » Fri Nov 18, 2016 7:58 pm

I thought the locomotive and cargo wagon are taller than the image. Anyway I am not an artist. :lol:
The save files I was testing with that would run around 30 UPS in 0.14 are now running between 55 and 60 UPS in 0.15.
Damn, this is great. Some good titles like Starbound went bad when they were officially released because the devs didn't optimize their code while kept adding new features to it. Factorio is showing them how they should be. Good job Rseding91! :D
My mods (Deprecated, maybe temporary... idk. Currently time/mood to continue):

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neocortex92
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Re: Friday Facts #165 - Death by a thousand cuts

Post by neocortex92 » Fri Nov 18, 2016 8:01 pm

Perfomance, Performance, Performance! 400+ Players aren't enough, right? :lol: :lol:

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Re: Friday Facts #165 - Death by a thousand cuts

Post by DeathMers » Fri Nov 18, 2016 8:15 pm

What do you consider "larger save files" Rseding91? And just out of curiosity, what is largest save file you have ever encountered (till 0.14.20, do not include 0.15) ?

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MrGrim
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Re: Friday Facts #165 - Death by a thousand cuts

Post by MrGrim » Fri Nov 18, 2016 8:17 pm

Wow! Mod options, that impressive as hell 2x speed up, and holy cow that render! I am so excited for 0.15!!

Exceptional work, guys. Simply exceptional.
Last edited by MrGrim on Fri Nov 18, 2016 8:20 pm, edited 1 time in total.

TheVeteraNoob
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Re: Friday Facts #165 - Death by a thousand cuts

Post by TheVeteraNoob » Fri Nov 18, 2016 8:18 pm

"And Everything will just work"

Programming wizards we got over here.

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Re: Friday Facts #165 - Death by a thousand cuts

Post by matjojo » Fri Nov 18, 2016 8:37 pm

I feel like you could get some really big maps if you post a question on the subreddit saying what parts of the game you'd like to get stressed, there will always be players doing weird shit that you might just be able to use

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Ohz
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Re: Friday Facts #165 - Death by a thousand cuts

Post by Ohz » Fri Nov 18, 2016 8:38 pm

It is just crazy to imagine with those amazing 3D HD models you could with a 3D engine make a totally new game
I'm not english, sorry for my mistakes

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Re: Friday Facts #165 - Death by a thousand cuts

Post by XBBX » Fri Nov 18, 2016 8:42 pm

DeathMers wrote:What do you consider "larger save files" Rseding91? And just out of curiosity, what is largest save file you have ever encountered (till 0.14.20, do not include 0.15) ?
If you have maga base you can submit your save file and help optimize Factorio even more :D
viewtopic.php?f=5&t=17501

Almost 2x better performance omg nice job
Trains and other stuff going to look awesome in .15
Last edited by XBBX on Fri Nov 18, 2016 8:50 pm, edited 1 time in total.

DanGio
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Re: Friday Facts #165 - Death by a thousand cuts

Post by DanGio » Fri Nov 18, 2016 8:49 pm

Again, if some day you release a book with all the FFF and a few pictures of the team at work, I'd buy it right away...

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Re: Friday Facts #165 - Death by a thousand cuts

Post by DutchJer » Fri Nov 18, 2016 8:58 pm

if you want some stressing bases, maybe try mine (its not done yet) Countycupid, Shredguy, mightymike and probably some others in the twitch env. I will be happy to give my map just for testing. What im building right now, should still work in vanilla.

dasiro
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Re: Friday Facts #165 - Death by a thousand cuts

Post by dasiro » Fri Nov 18, 2016 9:40 pm

seeing this render makes me hold my breath until this level of visual quality is transferred to the game itself. Now I'm having no issues whatsoever running the game windowed in 2560*1440 on my ancient radeon 6850 (the only remnant in my newly build setup), but I guess I'll have to throw it out of the window to have this kind of quality, which saddens me. I know you spoke of introducing the new HD graphics and keeping the current graphics optional, but still :(

ili
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Re: Friday Facts #165 - Death by a thousand cuts

Post by ili » Fri Nov 18, 2016 9:46 pm

If mods have a problem of local editing on multiplayer games making desyncs
maybe it will be beneficial to add Signatures/checksum to the mod that will be verified against the server version of the mod to prevent inconsistencies and corruptions

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Re: Friday Facts #165 - Death by a thousand cuts

Post by EdTheMad » Fri Nov 18, 2016 9:48 pm

I cant find anywhere all the changes they plan to do at 0.15.

Anyone knows where I can find that?

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