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Friday Facts #36

Posted: Sat May 31, 2014 5:40 am
by slpwnd
Sorry to keep you waiting, we present you Friday Facts written on Saturday morning: http://www.factorio.com/blog/post/fff-36

Re: Friday Facts #36

Posted: Sat May 31, 2014 6:38 am
by saykhia
Concept #4 reminds me of the orbital command from SC2 :D

Re: Friday Facts #36

Posted: Sat May 31, 2014 6:41 am
by Tami
- Give me your Patch ...
- Why?
- Because iam sad ...
- *giving the patch* ;)

Re: Friday Facts #36

Posted: Sat May 31, 2014 7:22 am
by Calico
nooooooo, my failsafe failed... the plan was to play Factorio if StarCitzien fails me... but now my failsafe failed me... damnit. *goes in corner and cries*
Guess i'll play Prison Architect then.
Any chance that you can release 0.10 before friday as experimental?

Re: Friday Facts #36

Posted: Sat May 31, 2014 7:24 am
by MaxStrategy
But if you fix all the bugs then what will we have left complain about? :(

Re: Friday Facts #36

Posted: Sat May 31, 2014 7:25 am
by BurnHard
I am really hoping you release it friday afternoon, so I can play it in the evening.

Re: Friday Facts #36

Posted: Sat May 31, 2014 7:45 am
by someloser
I really like the player model shown on the blog page, especially the welders mask.

Re: Friday Facts #36

Posted: Sat May 31, 2014 8:03 am
by therapist
BurnHard wrote:I am really hoping you release it friday afternoon, so I can play it in the evening.
Friday morning would be fine too, considering they're taking an extra week and all.

I think the devs have gotten vain about 0.10.0, they were ready to release 0.9.0 with plenty of bugs but want 0.10.0 to be very bug free and have have replays playable across different platforms. I can understand why though, it's very likely that many review websites and youtubers will do articles/videos on factorio to cover the addition of multiplayer, and we are not going to get an update to that coverage when the bugs are fixed. People all over the world would be reading or youtubing that there are 3 rooms for different operating systems, and the linux and OSX communities would be turned off by this, then when the bugfixes to unify these platforms comes out, those youtubers and review sites probably are not going to run another story and let the world know those issues are gone. This is all fine and dandy for the dev's reputation, their profits, and the ultimate success of factorio BUT NEXT TIME WARN THE FLIPPIN FANBASE THAT MAYBE THE RELEASE IS GETTING PUSHED BACK BEFORE IT BECOMES THE NEXT FLIPPING DAY. AAAARGH. You owe me a new f5 key (refresh). We all really do appreciate the effort to try for a release yesterday, but you have to be able to admit when the day comes and you're not ready that it's over and you're late. Set a time for yourself when you have to declare a push back. Preferably 6 pm is pretty late, but I have no problem with you denying deadline defeat until 10pm that night, but the next morning is just cruel. You always have the option to surprise us with an early release after announcing you're gonna be late if you want to try and work towards a release until you're falling asleep.

Love, The Rapist

Re: Friday Facts #36

Posted: Sat May 31, 2014 10:06 am
by ssilk
Well, multiplayer will be ready with v0.12. Not v0.10. For now they try to make the replay work.

And to the promised release shifting: I don't think, that v0.10 has many for the player visible of new stuff. The most things are under the hood.

Re: Friday Facts #36

Posted: Sat May 31, 2014 10:24 am
by Dadys_Toy
I understand not realy the complete message, but interesting.
I hope my savegames are still working? ;)

bg :)

Re: Friday Facts #36

Posted: Sat May 31, 2014 10:42 am
by Kanthes
A lot of the stuff for the 0.10 release is under the hood, stuff we wouldn't normally notice as players, but y'know what? I'm actually quite fine with that. Certain things need to happen before devs can move on to what we want to see, and that's okay! Making sure there's a functional replay ability without desyncing is a great step towards multiplayer, and personally, I can't wait to host a server myself (if that's the way the multiplayer will work!).

For now, I'm all about making the most impressive, most efficient base possible.

Re: Friday Facts #36

Posted: Sat May 31, 2014 10:45 am
by Artman40
saykhia wrote:Concept #4 reminds me of the orbital command from SC2 :D
Incoming auxiliary buildings?

Re: Friday Facts #36

Posted: Sat May 31, 2014 1:28 pm
by KDR_11k
I think Spring RTS uses the Boost libraries for deterministic math.

Re: Friday Facts #36

Posted: Sat May 31, 2014 3:00 pm
by therapist
ssilk wrote:Well, multiplayer will be ready with v0.12. Not v0.10. For now they try to make the replay work.
Oh, the press release got my hopes up talking about multiplayer and the OS specific lobbies. Guess we'll just have to wait :(

Re: Friday Facts #36

Posted: Sat May 31, 2014 5:01 pm
by MtNak
Therapist:
There will be bugs with 0.10, no doubt about that. They decided to postpone it because a bug was so big that was unplayable. Also, multiplayer it is not expected for this version, thats a few months away.

With 0.10 there's not much for as players to expect for. The changes are good, but nothing that will change the way we play.

I have sooooo much to do with this version already, at least 100 more hours, so i'm in no hurry for the next big thing.

Re: Friday Facts #36

Posted: Sat May 31, 2014 7:37 pm
by Rakshasa
That you'd get different results for the trigonometric functions should not be a reason to implement them by hand... They are available in current x86 instruction sets and afaicr should have consistent behavior across models.

Looking at the assembler should show the potential inconsistencies in calling the instructions between the three platforms.

Re: Friday Facts #36

Posted: Sun Jun 01, 2014 10:12 am
by Myrmidon
Not sure if you evaluated this, but CRlibm provides correctly (=> deterministically) rounded math functions (all the C99 ones).

If you're using the LuaJIT implementation (just-in-time compiled Lua, significantly faster than the lua.org implementation), at least the basic floating point operations are deterministic (* / + -) and the CRlibm math functions could be called with almost zero overhead via FFI (see also: http://www.freelists.org/post/luajit/Lu ... eterminism).

I don't know of a deterministic math library for the default Lua implementation (but there might exist one).

Re: Friday Facts #36

Posted: Sun Jun 01, 2014 11:31 am
by boki
I am probably in minority but i dont care that much about multiplayer in games like this (no one will touch my resources or my perfectly planned factory layout :) ), and would much more like if the huge time invested in making mutiplayer work to be invested in the game it self and new content/mechanics.

Re: Friday Facts #36

Posted: Sun Jun 01, 2014 3:58 pm
by kovarex
boki wrote:I am probably in minority but i dont care that much about multiplayer in games like this (no one will touch my resources or my perfectly planned factory layout :) ), and would much more like if the huge time invested in making mutiplayer work to be invested in the game it self and new content/mechanics.
Well everyone has different needs.

You can look at it in a way, that it will bring more people and more money, so we can hire more people and make the game even more polished for you to enjoy as well :)

Re: Friday Facts #36

Posted: Sun Jun 01, 2014 4:16 pm
by Trucario
boki wrote:I am probably in minority but i dont care that much about multiplayer in games like this (no one will touch my resources or my perfectly planned factory layout :) ), and would much more like if the huge time invested in making mutiplayer work to be invested in the game it self and new content/mechanics.

More people playing at the same game = Bigger Factories :D

Its called Cooperative.