The mod should check, arbitrary limitations like this just restrict otherwise creative and interesting uses of mods.
The mod should check, arbitrary limitations like this just restrict otherwise creative and interesting uses of mods.
You can arrange the teams before the event starts now, but this will still be useful for if someone joins half way through.
There is a internal function set_player(player, team, mute)
So the function will look something like this
/c set_player(game.players["Klonan"], global.pvp.config.teams[1], false)
The number of the team is determined by the order in the setup GUI.
If the last parameter mute
is set to true
, then it won't print a message when the player is set to the team.
So with 12k+ automatic crash reports, how does the team handle sorting and evaluating them, and associating them to bugs?
Is it just like a sort exception type, or exception type + location (function or instruction address, etc.)? Any other criteria used to make that manageable?
We have a script that sorts them by platform and by specific crash reason, so we get a list of most common problems for that platform.
Why does the job posting want iOS experience?
Its an optional plus, its good for if we ever want to look into an iPad/iPhone port of the game.
I keep reading the FFF's and see the beta number being already up at 0.17.8...
I'm patiently waiting for 0.17 to be released as stable... hnnng... any ETA on that?
Edit: I went ahead and caved in.. Am now part of the cool 0.17 gang!
Stable? Probably not within another 6 weeks or so.
This past weekend we beat our previous record of most simultaneous players with a peak player count on Steam of 22,457 players, and no doubt another couple thousand playing the non-Steam version.
We have a proportionate number of bug reports coming in for macOS systems, and we don't have a dedicated developer responsible for the problems. The Job listing is still up on our website, and we have the desk...
Read more!Linkmod Total Automization
This mod is the only one I'm currently are of that has RTS aspects, there are probably more, have yet to try it.
The Robot failed, here is the link:
Webm/Mp4 playback not supported on your device.
So we finally released the 0.17 experimental this week. (patch notes) Hooray :)
Fun fact: The release script failed to post the release announcement on Steam and Reddit and we were wondering why. The reason is that the patch notes were so big, that it exceeded the maximum post size (40k characters). If this isn't the indication that we should split our releases into smaller chunks, than nothing is :).
Code wise, it is clearly the biggest release, and the amount of bugs we have to go through correlates with it. In other words, there are tons of bugs of all variety. We want to fix everything eventually, but it will take time, so we had to ...
Read moreWe have been playtesting a few days this week. There were some things we had to fix on the fly, but we still were able to play quite a lot, so I would say that it went surprisingly well. We have been able to get 3 multiplayer bases into a late game stage.
In 0.16 one of the the map starting settings related to pollution is called Dissipation rate. Its tooltip says "Control how f...
Read moreThis week was the time to close and finish all the things that will go to 0.17.0.
Not all of the things that we originally planned to be done were done (surprise), but we just left any non-essential stuff for later so we won't postpone the release any further. The plan is, that next week will be dedicated to the office playtesting and bugfixing. Many would argue, that we could just release instantly and let the players find the bugs for us, but we want to fix the most obvious problems in-house to avoid too many duplicate bug reports and chaos after the release. Also, some potential bugs, like save corruptions, are much more easily worked on in-house.
If the playtesting goes well, we will let you know next Friday, and if it is the case, we will aim to release the week starting 25th February.
Since there are a lot of things we would like to do before we can call 0.17 good enough, we will simply ...
Read moreWe state it on our steam page, but people are still asking about it so I want to state it officially. We don't plan any Factorio sale. I'm aware, that the sale can make a lot of money in a short period of time, but I believe that it is not worth it in the long run, and since we are not in financial pressure we can afford to think in the long run. We don't like sales for the same reason we don't like the 9.99 prices. We want to be honest with our customers. When it costs ...Read more