Friday Facts #301 - Crash site: First state

Regular reports on Factorio development.
RocketManChronicles
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Re: Friday Facts #301 - Crash site: First state

Post by RocketManChronicles » Mon Jul 01, 2019 12:08 pm

jockeril wrote:
Sun Jun 30, 2019 4:53 am
Amarula wrote:
Fri Jun 28, 2019 5:52 pm
Pinga wrote:
Fri Jun 28, 2019 4:27 pm
The numbers, what do they mean?
You are number six! Who is number one?
I am not a number, I'm a free man ! :mrgreen: :D
steinio wrote:
Fri Jun 28, 2019 4:32 pm
Kyoro wrote:
Fri Jun 28, 2019 4:29 pm
Pinga wrote:
Fri Jun 28, 2019 4:27 pm
The numbers, what do they mean?
Maybe something 'bout the launch date of the new campaign, and maybe it's justo some random number :p
You should worry where the other 77 chests are.
yblondinca wrote:
Fri Jun 28, 2019 4:37 pm
Pinga wrote:
Fri Jun 28, 2019 4:27 pm
The numbers, what do they mean?
Does this have to do with the game development? (took 79 tries to get it right?)

Maybe it has to do with the backstory where there are countless other Factorio technicians that went splat when they hit the planet?

The masses need an answer!



Alright, time to feed the curiousity a bit.

JKCS 041 is a group of galaxies, the furthest ever from Earth to have been observed (9.9 billion light-years). Maybe we were cast out to this sector of space?

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Re: Friday Facts #301 - Crash site: First state

Post by Koub » Mon Jul 01, 2019 12:39 pm

I'd really love to have the crash remnants on new maps, maybe containing the stuff we currently have in our inventory on startup. I'd find it more immersive - and I would be really sorry not to benefit from all the work the graphics department has invested in them.
Even more so with these new graphics : they are truly gorgeous, although I can't really see the inspiration between the usual buildings and the crash remnants.
Koub - Please consider English is not my native language.

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Re: Friday Facts #301 - Crash site: First state

Post by Gergely » Mon Jul 01, 2019 1:52 pm

What is the meaning of the numbers on the containers?

I want to know.

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Re: Friday Facts #301 - Crash site: First state

Post by HurkWurk » Mon Jul 01, 2019 5:16 pm

Philip017 wrote:
Fri Jun 28, 2019 10:18 pm
rseding i love that you love to fix bugs, and im sure alot of folks here appreciate it as well, keep up the good work!
so. much. this.

I cant tell you how many games i have played by people that loved creating the games, but had no one to help them debug and optimize, so they floundered.

every time i play Creeper world 3, i love the game, but after playing factorio, i just know that some basic optimizations would totally help him make the game 400% better.

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Re: Friday Facts #301 - Crash site: First state

Post by Selvek » Mon Jul 01, 2019 6:06 pm

Mod increases the number of enemies in the game by 3 orders of magnitude:

Every other dev: "You're crazy, be more careful with your mods"
Factorio dev: "OPTIMIZEEEE!!!!!

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Re: Friday Facts #301 - Crash site: First state

Post by Bokkie » Mon Jul 01, 2019 6:25 pm

Gergely wrote:
Mon Jul 01, 2019 1:52 pm
What is the meaning of the numbers on the containers?

I want to know.
Remember "Lost" and the signs in the bunker?
It's the same.

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Re: Friday Facts #301 - Crash site: First state

Post by jockeril » Mon Jul 01, 2019 6:44 pm

Koub wrote:
Mon Jul 01, 2019 12:39 pm
I'd really love to have the crash remnants on new maps, maybe containing the stuff we currently have in our inventory on startup. I'd find it more immersive - and I would be really sorry not to benefit from all the work the graphics department has invested in them.
Even more so with these new graphics : they are truly gorgeous, although I can't really see the inspiration between the usual buildings and the crash remnants.
I agree with you completely - this is probably what they are planning on doing - there is no way they put this much effort into this to only have it show up in the demo and campein...
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Re: Friday Facts #301 - Crash site: First state

Post by theolderbeholder » Mon Jul 01, 2019 6:49 pm

Selvek wrote:
Mon Jul 01, 2019 6:06 pm
Mod increases the number of enemies in the game by 3 orders of magnitude:

Every other dev: "You're crazy, be more careful with your mods"
Factorio dev: "OPTIMIZEEEE!!!!!
Maybe (just a wild theory), maybe factorio devs aren´t humans after all. Maybe they are of the engineer species, adapting to their surroundings, developing a test, sampling the natives in order to select specimens they can take home with them.
Like the backstory Battle Isle (Blue Byte, 1991) had.
Luckily, I am only adept in producing spaghetti, being save from abduction. :roll:

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Re: Friday Facts #301 - Crash site: First state

Post by eradicator » Mon Jul 01, 2019 6:59 pm

theolderbeholder wrote:
Mon Jul 01, 2019 6:49 pm
Maybe (just a wild theory), maybe factorio devs aren´t humans after all. Maybe they are of the engineer species, adapting to their surroundings, developing a test, sampling the natives in order to select specimens they can take home with them.
Like the backstory Battle Isle (Blue Byte, 1991) had.
Luckily, I am only adept in producing spaghetti, being save from abduction. :roll:
I keep complaining about the rules of the test. Demanding more customizable tests so that i can make tests i like better. How does that affect my abductability?
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Re: Friday Facts #301 - Crash site: First state

Post by Yijare » Mon Jul 01, 2019 9:44 pm

bobingabout wrote:
Sun Jun 30, 2019 12:09 pm
Yijare wrote:
Sun Jun 30, 2019 1:23 am
bobingabout wrote:
Sat Jun 29, 2019 12:31 pm
Sure it looks like crap, but it breaks things up so you don't have a dozen different entities that all look the same.
thats a problem you'll have with every 'tier' of teh same kind of machine...
indeed, but it's a different kind of machine entirely, which is why I wanted something different than "Another steel furnace", of which I already had 6 different varieties of them.
well, i get it. As i tried coding myself for factorio (and was indeed successfull, but i'm still on 0.15... ;) ) pixelart is not that hard. but with this 'hd stuff' i'm a bit at a loss.
Madness? No, just insannity!

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Re: Friday Facts #301 - Crash site: First state

Post by bobingabout » Mon Jul 01, 2019 11:48 pm

Yijare wrote:
Mon Jul 01, 2019 9:44 pm
bobingabout wrote:
Sun Jun 30, 2019 12:09 pm
Yijare wrote:
Sun Jun 30, 2019 1:23 am
bobingabout wrote:
Sat Jun 29, 2019 12:31 pm
Sure it looks like crap, but it breaks things up so you don't have a dozen different entities that all look the same.
thats a problem you'll have with every 'tier' of teh same kind of machine...
indeed, but it's a different kind of machine entirely, which is why I wanted something different than "Another steel furnace", of which I already had 6 different varieties of them.
well, i get it. As i tried coding myself for factorio (and was indeed successfull, but i'm still on 0.15... ;) ) pixelart is not that hard. but with this 'hd stuff' i'm a bit at a loss.
I have Aphantasia, even pixel art is hard for me.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: Friday Facts #301 - Crash site: First state

Post by Gergely » Tue Jul 02, 2019 11:05 am

Bokkie wrote:
Mon Jul 01, 2019 6:25 pm
Gergely wrote:
Mon Jul 01, 2019 1:52 pm
What is the meaning of the numbers on the containers?

I want to know.
Remember "Lost" and the signs in the bunker?
It's the same.
I don't know what you are talking about.

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Re: Friday Facts #301 - Crash site: First state

Post by Koub » Tue Jul 02, 2019 12:03 pm

Gergely wrote:
Tue Jul 02, 2019 11:05 am
Bokkie wrote:
Mon Jul 01, 2019 6:25 pm
Gergely wrote:
Mon Jul 01, 2019 1:52 pm
What is the meaning of the numbers on the containers?

I want to know.
Remember "Lost" and the signs in the bunker?
It's the same.
I don't know what you are talking about.
There is a tv serie called Lost, where a mysterious séquence of numbers keep coming back.
Koub - Please consider English is not my native language.

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