Friday Facts #308 - Not stable quite yet

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Friday Facts #308 - Not stable quite yet

Post by FactorioBot » Fri Aug 16, 2019 3:46 pm


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Re: Friday Facts #308 - Not stable quite yet

Post by SuperSandro2000 » Fri Aug 16, 2019 3:53 pm

Boskid found another bug. :D

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Re: Friday Facts #308 - Not stable quite yet

Post by Brent Rine » Fri Aug 16, 2019 4:03 pm

You guys are awesome, how much caffeine do you guys consume to keep up your enthusiasm in chasing bugs?

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Re: Friday Facts #308 - Not stable quite yet

Post by Oktokolo » Fri Aug 16, 2019 4:11 pm

Wonder, how many "may not build/remove things if that would lead to fluid mixing" violations boskid will have to find until they decide that adopting automatic pipe clamping from Picker Pipe Tools is easier to get right for all the edge cases.

20% of bug reports are realted to Cheat Engine?!
All the classic cheats are easy to do by modding already.
So what do people try to achieve when using it with Factorio?

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Re: Friday Facts #308 - Not stable quite yet

Post by Ryozuki » Fri Aug 16, 2019 4:13 pm

Oktokolo wrote:
Fri Aug 16, 2019 4:11 pm
20% of bug reports are realted to Cheat Engine?!
All the classic cheats are easy to do by modding already.
So what do people try to achieve when using it with Factorio?
My guess is that they want to get the achievements.

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Re: Friday Facts #308 - Not stable quite yet

Post by Klonan » Fri Aug 16, 2019 4:15 pm

Oktokolo wrote:
Fri Aug 16, 2019 4:11 pm
.
20% of bug reports are realted to Cheat Engine?!
Not 20%, 1 in 20, so 5%

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Re: Friday Facts #308 - Not stable quite yet

Post by boskid » Fri Aug 16, 2019 4:29 pm

Oh no, what have i done

is there "broken inserter" rank on forum with inserter remnants? :D that would be quite funny

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Re: Friday Facts #308 - Not stable quite yet

Post by Cgeta » Fri Aug 16, 2019 4:32 pm

Holy cow that map they made is amazing!

Makes me kinda hope that once the campaign is introduced that we'll also get all kinds of decorative objects with it.
It could really improve the flair and ambience of the game

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Re: Friday Facts #308 - Not stable quite yet

Post by Strix » Fri Aug 16, 2019 4:38 pm

Suggestion: Add higher tier "Boskid repair pack" with greater capacity and possibly faster repair speed.

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Re: Friday Facts #308 - Not stable quite yet

Post by Dixi » Fri Aug 16, 2019 4:39 pm

I'm also very surprised that in a game, where you can change or fine tune almost anything without problems, using console, LUA or mod, someone using Cheat Engine. Maybe they are too lazy or do not understand that in Factorio, one can change almost everything from a console?

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Re: Friday Facts #308 - Not stable quite yet

Post by nafira » Fri Aug 16, 2019 4:48 pm

boskid wrote:
Fri Aug 16, 2019 4:29 pm
Oh no, what have i done

is there "broken inserter" rank on forum with inserter remnants? :D that would be quite funny
Face yourself
To cross out what you've become
Erase yourself
And let go of what you've done

:mrgreen:

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Re: Friday Facts #308 - Not stable quite yet

Post by Light » Fri Aug 16, 2019 4:52 pm

Dixi wrote:
Fri Aug 16, 2019 4:39 pm
I'm also very surprised that in a game, where you can change or fine tune almost anything without problems, using console, LUA or mod, someone using Cheat Engine. Maybe they are too lazy or do not understand that in Factorio, one can change almost everything from a console?
Cheat Engine has been used for a very long time, thus some people stick to what they're used to even if there's something easier.

I've got a friend who's similar in that they use CE until they learn later that there's a console available. Likely an old habit of theirs.
Last edited by Light on Fri Aug 16, 2019 4:53 pm, edited 1 time in total.

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Re: Friday Facts #308 - Not stable quite yet

Post by Koub » Fri Aug 16, 2019 4:53 pm

Dixi wrote:
Fri Aug 16, 2019 4:39 pm
I'm also very surprised that in a game, where you can change or fine tune almost anything without problems, using console, LUA or mod, someone using Cheat Engine. Maybe they are too lazy or do not understand that in Factorio, one can change almost everything from a console?
They want to cheat, but not lose Steam Achievements.
Koub - Please consider English is not my native language.

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Re: Friday Facts #308 - Not stable quite yet

Post by gorothdablade » Fri Aug 16, 2019 5:46 pm

Strix wrote:
Fri Aug 16, 2019 4:38 pm
Suggestion: Add higher tier "Boskid repair pack" with greater capacity and possibly faster repair speed.
Or, a device that puts a map alert when an object in range is currently damaged.

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Re: Friday Facts #308 - Not stable quite yet

Post by conn11 » Fri Aug 16, 2019 5:48 pm

Because game internal achievements aren’t enough :?:
No need to understand this, I assume.

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Re: Friday Facts #308 - Not stable quite yet

Post by eradicator » Fri Aug 16, 2019 6:10 pm

Koub wrote:
Fri Aug 16, 2019 4:53 pm
Dixi wrote:
Fri Aug 16, 2019 4:39 pm
I'm also very surprised that in a game, where you can change or fine tune almost anything without problems, using console, LUA or mod, someone using Cheat Engine. Maybe they are too lazy or do not understand that in Factorio, one can change almost everything from a console?
They want to cheat, but not lose Steam Achievements.
Protip: Just change the base mod files. As far as i know steam doesn't enforce hash checks by itself.
Also doesn't cheat engine even support lua scripting? Which would mean habitual users aren't completely unlikely to know some lua already.
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Re: Friday Facts #308 - Not stable quite yet

Post by Enderdraak » Fri Aug 16, 2019 9:54 pm

Strix wrote:
Fri Aug 16, 2019 4:38 pm
Suggestion: Add higher tier "Boskid repair pack" with greater capacity and possibly faster repair speed.
I would vote for a "Boskid tower", It automaticly repair nearby entities, half the speed of a normal repair pack, effects do not stack. It is a 6*4 building with a 50° range of 20 tiles. It needs electricity and lubricent, cuz sometimes one also needs to oil things (this is not an idea of an extra turret speed, just more logical sence). This is just an sugestion I came up with, but I think if we want to discuss this further we need to move to our own forum :D.

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Re: Friday Facts #308 - Not stable quite yet

Post by Rebmes » Sat Aug 17, 2019 3:15 am

Congratulations, "1.0" is just about here it seems ^^

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Re: Friday Facts #308 - Not stable quite yet

Post by boskid » Sat Aug 17, 2019 4:12 am

How regular players play factorio:
<factorio> *pops up dialog of rocket sent*
<player> hooray!

How boskid plays factorio:
<factorio> *pops up dialog of crash*
<boskid> hooray!

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Re: Friday Facts #308 - Not stable quite yet

Post by luc » Sun Aug 18, 2019 3:47 pm

Boskid bugs, for anyone else who is interested to see the list: search.php?st=0&sk=t&sd=d&sr=topics&aut ... =firstpost

I like the ideas that people posted about a honorary mention of Boskid in the game, something related to damage or repairs. That would be a really cool thing to do :)

I was thinking, we have enrichment named after the mad scientist Kovarex, and Boskid finds ways to break things, so naming damage technology after Boskid would make sense. Maybe Uranium ammo -> Boskid ammo? Or Boskid technology, since the effect is an ammo recipe that uses uranium I guess it's clear what it does?

My girlfriend just suggested the turrets could be named Boskit Turrets, because they shoot all the alien "bugs" :lol:

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