Klonan

Klonan



06 Mar

Comment

Originally posted by Villfuk02

Increment verion

u hwhat


27 Feb


21 Feb

Comment

Originally posted by MyNameIsTrez

I love these longer posts, I can't wait to try out the updated wave defense scenario tomorrow!

It won't be updated until next week (so you can try it out next weekend)

Comment

Originally posted by Jackeea

A reference to one of the prequels of Star Wars - in this case it's a quote from Palpatine in episode 1.

Thats not count dooku, its frank

Comment

Originally posted by omgredditgotme

Please, using the MIRV mod makes the game really hang. Regular nukes are a little better but considering I need to leg it away from an angry hoard of radiation-toughened biters it's still not ideal.

I can add the filtering to MIRV for the after the next Factorio release :)

Comment

Originally posted by ReBootYourMind

Any plans to add proper graphics to them?

nope

Comment

Originally posted by smurphy1

Are there any plans to add them in as vanilla entities?

nope

Comment

Originally posted by Loraash

Ah, OK. Is the prototype staying though for mods in 1.0?

Sure, the prototypes will stay, they are super useful debug entities for us, as well as mods etc.

Comment

Originally posted by Loraash

switching the loaders to stack inserters

wait, what?

Team production would use loaders to input and output items to the player areas. However they don't have proper graphics, so I switched them to be stack inserters

Post

Team production changes

Improving the Team production challenge was prompted by this Reddit post. Team production was made back in 2016 to test the multiplayer networking of the 0.14 update with a larger number of players without the overhead of having a large factory. Since then it has not really had much love.

So after 4 years of accruing wisdom, I started making some general improvements.

Choose your teams

I think this is one of the main suggestions people had for team production. The scenario just shuffled the players and assigned people randomly, and you could end up all alone playing against your two best friends.

... Read more

19 Feb

Comment

Originally posted by Shadowhenge

I've never been permitted to register on their forum. No clue why. I register and never get the confirmation email, not even in my spam and junk folders. I stopped bothering after the third attempt. If they can't be bothered having a working forum (or responding to the email I sent about it) then I can't be bothered to report where they expect me to. If they read this, fine... if not... oh well.

or responding to the email I sent about it

I reply to all emails, I don't see any from you about the forum registration, and if you do email I can manually activate your forum account.


18 Feb

Comment

Originally posted by credomane

Removed core lualib util.encode() and util.decode()

Why was this done out of curiosity? Also was the PVP scenario updated to not use them anymore? Last I knew it made use of these two functions.

There is the new game.encode_string() andgame.decode_string(), which replaced their functionality


17 Feb

Comment

Ryzen 7 3800X 8-core, CL 16-16-16-36 3600MHz, Base clock 4.2 GHz

stevetrovs_10K_mega_belt_base.zip

  • Performed 1000 updates in 12077.453 ms
  • avg: 12.077 ms, min: 11.287 ms, max: 28.803 ms

14 Feb

Comment

Originally posted by Schump97

One improvement I would like is high resolution icons throughout; some of them now look a bit 'basic' for a 'complete' game.

(The fact that this is my biggest gripe shows how polished the game is).

HR Icons is on the TODO for 1.0 :)

Comment

Originally posted by Jubei_

The new poison cloud looks really nice!

Now if you can apply the same love to the fugly beacons, we can call it 1.0 and move on. :P

We are applying love to the beacons, but they need a lot of it, and they are very important to us, so we are really taking our time with them.

Comment

Originally posted by jordanb716

I noticed the robot death animations have velocity, will they inherit the robots velocity if it's moving? Would look pretty odd if they died and suddenly went the opposite direction lol.

nope, death particle velocity is not affected by the speed of the robot

Comment

Originally posted by Aurunemaru

It's just me or the fight robots should kinda shutdown like its batteries ran out (then crashing in the ground) instead of exploding like they were destroyed by attacks?

In the gif they were killed by damage, so they explode and die catastrophically.

When expiring there is no explosion and they fall more calmly.


11 Feb

Comment

Originally posted by airfighter001

Scrolling on the map view of steam turbines or nuclear reactors seems to crash the game in this version. Don't know which of the two yet.

/edit: Crash also happens when zooming on a furnace-array, so might be something to do with the particles or clouds of those buildings.

Also found a crash case when opening a blueprint, working on reproducing it rn.

whoops, hotfix incoming

Comment

Originally posted by trixie_mcpixie

I think it would be cool if there were mining robots you could research. They would not by flying robots, would work within a ground range of a robo port, deposit into the logistics network, and need to recharge in a similar way to flying robots.

The pros would be very little pollution (equivalent to hand mining) and very little infrastructure (no belts, power poles, miner machines, etc.. just a robo port).

The cons would be that they can't increase productivity in the same way that mining productivity improves the electric miners, and speed could only be increased with worker robot speed / cargo size.

They would be useful for midgame outposts, allowing for simple setup and giving off little pollution, but later game the regular miners would be favoured again.


07 Feb

Comment

Thanks for the feedback, I will take a look at the scenario again before 1.0, so this post is quite useful