Re: Friday Facts #248 - Not Saturday Facts
Posted: Fri Jun 22, 2018 8:42 pm
We'd really appreciate a nice Graphic for the atomic bomb, if you have some capacity left - maybe i good place to test shaders too!
Already curious how the fluid physics will turn out.Twinsen wrote:There are of course other small projects that are ongoing, such as improved pipe-fluid physics and improved map generation, but more on those when they are fleshed out.
... mkay.Twinsen wrote:We thoroughly enjoyed shoving them down our throat.
I don't think we're looking for a day and time. Just an estimate would be nice: days, weeks, months, end of year, etcGergely wrote:When it's ready.mexmer wrote:0.17 when?
Stupid question. (Stop asking the developers to make promises!!)
I'd love to help you guys test this out. I have the same problem as here, which isn't Factorio's fault but it'd be nice to know if it's avoided now. I have a 5 monitor setup with a GTX 780 Ti and a cheap Radeon 5450, which I'm guessing isn't all too common. I also have a GTX 970 in a Windows machine I can swap with the 780 for further testing.A closed-beta branch was sent to a few players to test that rendering works correctly across different hardware.
I'm nearly positive 228 will be implemented because most of it is already available as a mod by Klonan.flapje wrote:are things like FFF-228 and FFF-191 still going to be implemented or are they in the same place as spidertron?
I can give you one:AngledLuffa wrote:I don't think we're looking for a day and time. Just an estimate would be nice: days, weeks, months, end of year, etcGergely wrote:When it's ready.mexmer wrote:0.17 when?
Stupid question. (Stop asking the developers to make promises!!)
One of those, for sure. Hopefully not "etc." but who knows.AngledLuffa wrote:I don't think we're looking for a day and time. Just an estimate would be nice: days, weeks, months, end of year, etc
Those should both be in 0.17.flapje wrote:are things like FFF-228 and FFF-191 still going to be implemented or are they in the same place as spidertron?
At 1920x1080 with no compromises or backoffs, everything on, nvidia-smi reports 2116MiB used without compression, 1809MiB with. You want a little left over for running other things, right?milo christiansen wrote:3GB for high res? I run high res on a 2GB card and it does not lag or anything, nice steady 60/60
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Content-Disposition: attachment; filename=fff-248-ui%20zooming.webm
I have 2GB of video memory, and it crashes on startup if I select high res graphics.milo christiansen wrote:3GB for high res? I run high res on a 2GB card and it does not lag or anything, nice steady 60/60
Still, got a nice smooth 60fps there, so we got that going for 0.17, which is nice I guess. ^^Twinsen wrote: Oh, and our coding always goes as planned without any problems.
Wohoo, awesome. One great unexpected present and finally power-free things :D.FFF248 wrote:
- Having multiple versions of a mod installed and being able to switch between them.
- Letting mods set entities to not require power.
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data:extend {
type = 'assembling-machine',
name= 'my-modded-special-machine',
associated_entities = {
{ name = 'invisible-inserter', offset = {-0.5,-0,75},
{ name = 'invisble-chest', offset = {-0.5, -1.25},
}