Search found 404 matches

by gGeorg
Mon May 27, 2024 4:49 pm
Forum: General discussion
Topic: concerns over the upcoming direction of the game
Replies: 11
Views: 1045

Re: concerns over the upcoming direction of the game

Game dev team i about 25 highly talented and educated people. They are working on expansion for nearly 2 years. They prototyped, tested, iterated many times. In these days, feature list is closed I would guess. They are improving current ideas you could read in FFF. Expectation is, next release is a...
by gGeorg
Fri May 24, 2024 4:50 pm
Forum: News
Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
Replies: 58
Views: 6485

Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving

Latency hiding in combat is generally problematic, because we would need to simulate a lot of expensive stuff. The game excitement comes from various resources. In single player you develop an finely tuned blueprint or get familiar with game basics. In multiplayer you have major fun from interactio...
by gGeorg
Fri May 24, 2024 4:31 pm
Forum: News
Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
Replies: 58
Views: 6485

Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving

Undo-redo system is sounds great. When I discovered the pipette function, it changed my gameplay. It smooth out game experience, instead of repeatedly force player to click back and forth, allow use logic - I want this once more, while dont disturb your mind flow by needless UI interaction. I dont u...
by gGeorg
Sat May 18, 2024 10:48 am
Forum: News
Topic: Friday Facts #410 - Rocket turret & Target priorities
Replies: 101
Views: 14611

Re: Friday Facts #410 - Rocket turret & Target priorities

Also, my 0~drain laser turrets activated by a laser turret , ... means my solution might even have a much lower performance impact than the ability to shut off individual towers by signals. You advertice your old topic often, indeed. But it has one problem, your fence do not work. I had a dispute w...
by gGeorg
Fri May 17, 2024 4:37 pm
Forum: News
Topic: Friday Facts #411 - All about asteroids
Replies: 69
Views: 9368

Re: Friday Facts #411 - All about asteroids

I like your thinking process.
However, I hoped that you get out of box to deliver true 3D objects - they can rotate in all directions.

Perhaps you can do 3D objects as bitters. Check "Pillars of eternity" game. They use 2D world with 3D characters. Looks very good.
by gGeorg
Sat May 11, 2024 4:40 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 169
Views: 25484

Re: Friday Facts #402 - Lightspeed circuits

I see one weakness here: sometimes you don't want to explore the map further at all, especially in favour of UPS in big factories. It would be nice to be able to disable radar exploration If you are on a big factory, radar will be generating less chunks than the pollution cloud. Around anything pol...
by gGeorg
Sat May 11, 2024 2:54 am
Forum: News
Topic: Friday Facts #410 - Rocket turret & Target priorities
Replies: 101
Views: 14611

Re: Friday Facts #410 - Rocket turret & Target priorities

Shimohi wrote:
Fri May 10, 2024 6:57 pm
one day, this game will get its rts mode :praying:
A little hint : why they renamed Spidertron tool to RTS tool ?
by gGeorg
Fri May 10, 2024 6:53 pm
Forum: News
Topic: Friday Facts #410 - Rocket turret & Target priorities
Replies: 101
Views: 14611

Re: Friday Facts #410 - Rocket turret & Target priorities

Finaly we can switch off lasers on demand to save power. I have made some solution in current version, but turrets connected to circuits are new toy to play with. Could you explain more : "Set ignore unlisted target" there is a logic expression attached. Does it mean, I can say, :"Ign...
by gGeorg
Mon May 06, 2024 4:27 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 170
Views: 21765

Re: Friday Facts #409 - Diminishing beacons

Here is an adventurous idea. Whole effort you have made with beacons is about "more types of valid blueprints". Lets make a Beacon_transmitter a new building. This new beacon transmitter works same as "becon overload" e.i. only one Beacon transmitter per area. Area is 50x50. It c...
by gGeorg
Fri May 03, 2024 2:11 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 170
Views: 21765

Re: Friday Facts #409 - Diminishing beacons

the need for more clear presentation of throughput numbers becomes even more paramount, and I did not feel that concern was addressed. Agree 100% with this. You boys realize that you have now effectively required the use of online calculators for mere mortals to get accurate throughput numbers? Sin...
by gGeorg
Fri Apr 26, 2024 12:19 pm
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 152
Views: 16705

Re: Friday Facts #408 - Statistics improvements, Linux adventures

if my production comsumption ratio is 120%, I produce more and 80% means i have been low on power. It is really hard to get that information right now as they are spread in two different graphs and there is no sum of all sources. We even wrote a mod to export that information from a replay with gra...
by gGeorg
Fri Apr 26, 2024 11:47 am
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 152
Views: 16705

Re: Friday Facts #408 - Statistics improvements, Linux adventures

Stats improvement curreent item list under the graph shows two collums of items. Problem is, the second collumn which shows items in the middle of the list. It doesnt give a sense. User want to check (usualy) most produced items - then UI should show max amount of the most produced items on the scre...
by gGeorg
Fri Apr 05, 2024 12:31 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 139
Views: 17529

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

Faster subsequent rocket launches = nope - if you make the expansion such way that more rockets is needed, then rather add new tech, more tonnage ( item capacity) technology to research. - start of a rocket should stay a precious moment, always. Do not add inflation, rather make it even more precio...
by gGeorg
Fri Apr 05, 2024 12:24 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 139
Views: 17529

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

Regarding pump filters. Say I have two pumps with different filters stationed next to the same fluid car connection point. Does the filter affect which pump connects to the car? I think you can make a universal fluid train station. Set first pump with no-filter, then attach several pumps in T patte...
by gGeorg
Fri Apr 05, 2024 11:46 am
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 139
Views: 17529

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

Whole belt reader = cute - i like small fence around include gates on side feed belt, just cute - sushi is fun to make but it is somewhat unreliable&visually_ugly, until your new feature came, it really asks players to use sushi. Play factorio like new a game to develop new designs. Faster subs...
by gGeorg
Sat Mar 30, 2024 1:38 am
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 112
Views: 16700

Re: Friday Facts #404 - Frustration not found

Zeroji wrote:
Fri Mar 29, 2024 1:54 pm
"RTS Tool" seems like a weird name. The only reason I see is... new controllable entities? :shock:
RTS of cars or tanks ?
Grow a horde of domesticated bitters then RTS them against the wild ones ? :P
by gGeorg
Fri Mar 29, 2024 7:11 pm
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 112
Views: 16700

Re: Friday Facts #404 - Frustration not found

regarding RTS tool - add patrol :idea: make it so, when planed route nod is placed on existing nod of the same route, then route close in circle. Which means endless patrol route is created. :arrow: Some snapping of nods together would be wise, so it is easier to hit the same pixel to close the route.
by gGeorg
Fri Mar 22, 2024 9:28 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 130
Views: 19392

Re: Friday Facts #403 - Train stops 2.0

Dial-up wrote:
Fri Mar 22, 2024 12:44 pm
I hope next week you will remember to make a joke with 404 :)
There will be just empty screen, with a friendly text in the middle:





ARE YOU ENTERTAINED ?






.
by gGeorg
Sun Mar 17, 2024 12:19 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 169
Views: 25484

Re: Friday Facts #402 - Lightspeed circuits

To multiplex channels onto the radar you need a clock. And beware the fool that uses a local clock to demultiplex the data. One power outage and the clocks will get out of sync. You hit the nail. To enable multi channel wireless communication, you need connect those location with a wire. :roll: :lol:
by gGeorg
Sat Mar 16, 2024 1:43 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 169
Views: 25484

Re: Friday Facts #402 - Lightspeed circuits

I don't think radar signals are for people who are already using factory-wide signal networks. They are probably primarily intended at players who use circuit-wired rail blueprints "because", never use it, until at some point late in they find a usecase and then find out there are too man...

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