Page 1 of 7

Friday Facts #235 - 0.16 stable

Posted: Fri Mar 23, 2018 9:55 pm
by Klonan

Re: Friday Facts #235 - 0.16 stable

Posted: Fri Mar 23, 2018 10:00 pm
by Bilka
I'm happy to see the plans for the recipe GUI public! I hope you can realize your vision for it, it's a very good idea!

Re: Friday Facts #235 - 0.16 stable

Posted: Fri Mar 23, 2018 10:06 pm
by ske
Wow, the Spidertron is making a comeback!

Re: Friday Facts #235 - 0.16 stable

Posted: Fri Mar 23, 2018 10:09 pm
by DanGio
Wow, so much thrill, very awe.

And the link to FFF-191 works perfectly !

Bravo.

Re: Friday Facts #235 - 0.16 stable

Posted: Fri Mar 23, 2018 10:10 pm
by Rhamphoryncus
I never would have thought cheat engine would have harmed the devs, particularly for single player. Could you add a flag to the crash report if it's involved, maybe just by checking the process list?

(And if one of those crash reports is actually multiplayer we're gonna need to break out the paddles..)

Re: Friday Facts #235 - 0.16 stable

Posted: Fri Mar 23, 2018 10:11 pm
by bNarFProfCrazy
Please also add a clean room/creative gamemode, so that it becomes easier to test different designs for large scale blueprints.

Re: Friday Facts #235 - 0.16 stable

Posted: Fri Mar 23, 2018 10:15 pm
by Kayanor
Image
Everything wrong with this image.
Disconnected combinators, underground belts/pipes to nowhere, the heat exchanger connection, the inserters...

(Thanks to the Discord community for pointing that out :D)

Re: Friday Facts #235 - 0.16 stable

Posted: Fri Mar 23, 2018 10:19 pm
by Gebus
Good work! I would really like to see some changes in the water generation, I think that is my biggest gripe in an otherwise great game. The water distribution is very unnatural and I can't get a happy medium of some huge bodies of water and some smaller ponds no matter what settings I use. The water also seems to spawn after resources, covering them and impacting the "frequency" settings.

I'm a bit sad that 1.0 is close, but I'm not sure why! End of an era? Are there plans to continue to develop the game after launch on top of bug-fixes/tweaks? When is 2.0? :P

Re: Friday Facts #235 - 0.16 stable

Posted: Fri Mar 23, 2018 10:23 pm
by Avezo
Disregard spidertron, create steampunk 'mech' instead, then remove unfitting non-steampunk si-fi personal armors which will be replaced by 'mech' vehicle.

Re: Friday Facts #235 - 0.16 stable

Posted: Fri Mar 23, 2018 10:33 pm
by Philip017
i applaud you for your focus, i really appreciate the focus on fixing broken things in the game over adding new content, i know i am not the only one that despises bugs more than anything. thank you all very much for making this wonderful game!

Re: Friday Facts #235 - 0.16 stable

Posted: Fri Mar 23, 2018 10:37 pm
by ssilk
It's now clear, that 1.0 comes this year.









As always.

:D

Re: Friday Facts #235 - 0.16 stable

Posted: Fri Mar 23, 2018 10:39 pm
by deer_buster
Hahah, cheat mode on top of the cheat mods out there...wtf is wrong with people that they feel they have to cheat more than the game allows them

Re: Friday Facts #235 - 0.16 stable

Posted: Fri Mar 23, 2018 10:40 pm
by Ghoulish
So much to look forward too in the Factorio realm! I really do hope that you manage to find the time to squeeze in Spidertron, it created quite a buzz when it was announced way back in FFF #120

Image

The GUI rework I'm especially looking forward too.

Re: Friday Facts #235 - 0.16 stable

Posted: Fri Mar 23, 2018 10:43 pm
by Cobaltur
Better fluid physics
Would be great if we can get also a fluid filter like the inserters. Pump with a static filter like buffer chests would be great. This would improve unload and loading trains and filter unwanted mixed pipes ... maybe it allows new desing of oil factories and beacon layouts.

This also make unwanted conditons like "0.7 fluid > 0 " is false deprecated

Re: Friday Facts #235 - 0.16 stable

Posted: Fri Mar 23, 2018 10:50 pm
by MeduSalem
Hopefully the Fluid Physics rework will make it... because that is one of the things that hasn't been touched in ages... and that is why it feels like it does........ Horrible.

May not be that obvious in casual games... but when pushing the limits with Nuclear Reactors it became quite obvious.

Re: Friday Facts #235 - 0.16 stable

Posted: Fri Mar 23, 2018 10:54 pm
by orzelek
MeduSalem wrote:Hopefully the Fluid Physics rework will make it... because that is one of the things that hasn't been touched in ages... and that is why it feels like it does........ Horrible.

May not be that obvious in casual games... but when pushing the limits with Nuclear Reactors it became quite obvious.
Yup - nuclear stuff shows how strange fluids are currently.

And if you start building things on your own there are quite a few traps that can lead to setups not working properly.

Re: Friday Facts #235 - 0.16 stable

Posted: Fri Mar 23, 2018 11:05 pm
by GhengizCohen
ske wrote:Wow, the Spidertron is making a comeback!
I'm inclined to think its the new herobrine, would love to be proved wrong though.

Re: Friday Facts #235 - 0.16 stable

Posted: Fri Mar 23, 2018 11:06 pm
by Permittivity
If you are using the Microsoft debuggers, one of the standard extensions is useful here:

https://docs.microsoft.com/en-us/window ... er/-chkimg

Any time I see a crash in which the disassembly is suspect, I use !chkimg to find out if anything differs from the executable. This extension is smart enough to know that differences caused by relocations or the IAT are benign and should only tell you about real differences. It's really quite useful as a way to avoid wasting time on crashes that are single bit flips due to the interaction of cosmic radiation and non-ECC memory.

Re: Friday Facts #235 - 0.16 stable

Posted: Fri Mar 23, 2018 11:54 pm
by Avezo
Arachnophobia is not a joke, why would any developer introduce spiders to alienate part of potential customers?

Re: Friday Facts #235 - 0.16 stable

Posted: Sat Mar 24, 2018 12:02 am
by hitzu
*crosses fingers for Spidertron.