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Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Tue May 20, 2014 10:30 am
by Alfdaur
generalmek wrote:for me its idiotism doing in game replay system. i better will use bandicam or fraps or many other program. this is only losting time, nobody not will use this. into prison architect they make replay system but i newer see letsplays on them, all use better program
The replay function is a result of the programming that is necesary for multiplayer. One of the developer/friday diaries explains this.

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Tue May 20, 2014 1:48 pm
by Nova
generalmek wrote:for me its idiotism doing in game replay system. i better will use bandicam or fraps or many other program. this is only losting time, nobody not will use this. into prison architect they make replay system but i newer see letsplays on them, all use better program
You have no idea what you are talking about. o_O
Even IF the replay system would be used for videos, it would be a much better idea to use this system than fraps and co. (Because replay files are much smaller than any video.)

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Wed May 21, 2014 11:03 am
by nepp95
generalmek wrote:for me its idiotism doing in game replay system. i better will use bandicam or fraps or many other program. this is only losting time, nobody not will use this. into prison architect they make replay system but i newer see letsplays on them, all use better program
Have you been reading the news? :mrgreen:

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Fri May 23, 2014 1:50 pm
by generalmek
Nova wrote:
generalmek wrote:for me its idiotism doing in game replay system. i better will use bandicam or fraps or many other program. this is only losting time, nobody not will use this. into prison architect they make replay system but i newer see letsplays on them, all use better program
You have no idea what you are talking about. o_O
Even IF the replay system would be used for videos, it would be a much better idea to use this system than fraps and co. (Because replay files are much smaller than any video.)
use bandicam if you hdd on 20gb )) 1hour-7gb with normal quality

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Fri May 23, 2014 4:39 pm
by Nova
Yeah, five replays of Command and Conquer - Tiberium Wars (strategy game), ~20 minutes each: 5 MB. (Perfect quality)
Oh, and the replay function is for free instead of your bandicam (if you buy the game).

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Fri May 23, 2014 8:06 pm
by kovarex
Yes, not only are replays needed for our multiplayer model.

But it also provides much better service than just video, you can watch the game from the view of the player or as observer. You can check the state of other parts of the map that the player doesn't see etc. etc.
I'v grown up on starcraft replays, and I think it is invaluable tool.
Also, the replay can be used as proof once we set some challenges. (Challange to finish game on some specific map in shortest time, or some other challanges), people could share their results with replays and compete, while watching strategies of others.
The fact, that the replay is approximately 1000 times smaller thant he video can't be omitted as well :)

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Sat May 24, 2014 5:00 am
by sciencemile
Hehe, Starcraft, makes me think there might eventually be a mode where you play the Biters, or have pvp multiplayer ;D, or for singleplayer more economically limited Biter Bases; (I:E Biters aren't just coming out of nowhere they're requiring some sort of resource that individual bases might just run out of if you're intent on waiting them out; worms can be connections linking multiple bases allowing biters from further away to join the frontlines.)

Will 0.10,11, or 12 add the "Creep" that prevents Adjacent Building?

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Sat May 24, 2014 5:12 am
by kovarex
sciencemile wrote:Will 0.10,11, or 12 add the "Creep" that prevents Adjacent Building?
Probably not, but this is one of the possibilities for the future development.

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Fri May 30, 2014 12:31 am
by Darthlawsuit
kovarex wrote:
sciencemile wrote:Will 0.10,11, or 12 add the "Creep" that prevents Adjacent Building?
Probably not, but this is one of the possibilities for the future development.
Think we need better means of assaulting the biters before adding "Creep".

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Sat May 31, 2014 5:46 am
by slpwnd
Updated the roadmap 0.10 release date. It has been postponed by one week :cry: We are sorry about that, you can read more in the latest Friday Facts: http://www.factorio.com/blog/post/fff-36

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Sun Jun 01, 2014 1:58 pm
by ray4ever
Good luck for the release next week and try to get some sleep in between :)

When you have time, could you give us some more information on
(If time allows!) more circuit logic (circuits for electricity, trains, liquids, etc.)
?

Especially what do you mean with "circuit logic" in detail? I could think of some things you might want to do with trains, but I'm not sure if I get how you want to improve the electricity circuit logic for example.

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Sun Jun 01, 2014 3:57 pm
by kovarex
Time didn't allow, we just want to clear bug reports section as much as possible to continue without big technologic debt.

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Sun Jun 01, 2014 5:33 pm
by ssilk
ray4ever wrote: Especially what do you mean with "circuit logic" in detail? I could think of some things you might want to do with trains, but I'm not sure if I get how you want to improve the electricity circuit logic for example.
No electricity, this:
https://forums.factorio.com/wiki/inde ... it_network

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Mon Jun 02, 2014 7:48 pm
by MF-
Yes, that "Circuit Network" from ssilk's link
+ integration with the mentioned areas.
(for the questioned "electricity" that would be something like exporting power information to circuit network,
cn-controlled power relays/switches)

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Wed Jun 25, 2014 5:09 pm
by Kenshaiso
Tanks (not storage tanks).

That is all i neeeeeeed

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Thu Jul 03, 2014 12:28 pm
by RawCode
more circuit logic is ok.

but what about transport belt logic, like line blockers\shifters\switches?

actually easy to implement as mod, but still, such simple and usefull feature ignored for soo long time

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Tue Jul 22, 2014 11:01 am
by Lee_newsum
can you update the roadmap 0.10 is out and 0.11 I think it may be out in August

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Tue Jul 22, 2014 11:13 am
by FishSandwich
Lee_newsum wrote:and 0.11 I think it may be out in August
Don't have a stable release of 0.10 yet. I think october is more likely.

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Thu Jul 24, 2014 3:11 pm
by slpwnd
FishSandwich wrote:
Lee_newsum wrote:and 0.11 I think it may be out in August
Don't have a stable release of 0.10 yet. I think october is more likely.
Actually we have been working on 0.11 (the first MP release) for a while. We are really motivated to get some basic MP done as soon as possible. We have kept like 60-40 focus on MP vs. 0.10. Our original target for first playable MP (very simple though) was end of August. Still kind of possible, but the amount of work is scary and considering this is a vacation season we are probably looking at september more realistically. But for instance yesterday I had a first successful test with more than 2 people in the game together (requires a fair bit of synchronization already):) The big challenge will be the corner cases once we get feedback for the basic MP version from the players eager to play it.

We are also kind of relaxed about stabilizing 0.10 - this has allowed many people to contribute many bug reports (that were present in the past as well). But yeah, it is slowly turning to ongoing bugfix release and we will push to make the stable release soon.

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Posted: Thu Jul 24, 2014 6:54 pm
by AttarCaldero
Hi,

I am new in that game but it took maybe 10min. befor I bought that game. Please try to realise a MP with one of the next updates. For the first two players would be enough. So the users could find bugs and glitches. I cant wait for the MP.

Very good work, It is awesome.

Best Regards, AC