Nice
Nice
Nice
Nice
I wonder why Factorio PvP is not so big. (I also have never tried.)
Are there rules, like you cannot attack each other until a certain time limit or tech threshold?? I guess if the win is determined by a tech goal, that keeps things on track...?
There are many configuration options in the PvP scenario: screenshot
So you can create a match to suit the people who are going to play it.
You can also set it up so you don't even fight each other, just working cooperatively from separate factories with independent research.
This is fixed in the latest release.
The game doesn't have any built in API for building and moving, You will have to build it from constituent methods.
For instance building is just creating an entity and removing an item.
Moving is done by seting the walking state each tick: https://lua-api.factorio.com/latest/LuaControl.html#LuaControl.walking_state
Etc.
Is that splitter change already out or still to come (I don't remember reading it in relnotes)?
Its out already
The only real change for players is that Splitters need 20% more items for the belt to be fully backed up which is kind of insignificant.
I just want to make sure I understood that correctly. In order to have 30 items/s on a belt I'll need a production of 36 items/s?
No, just when backing up, the splitters will buffer a few extra items: https://gfycat.com/DizzyBossyGnatcatcher
is this per game/map or per network?
Per force.
Check the solution didn't break something else. For this we have over 1,300 integration tests which cover a large amount of the code base. We also have a server which runs tests for all platforms whenever anything is pushed to the master or any pull request.
Question: What is the pass/fail criteria of this integration test? Is it simply to check if the game will crash, or does it also check for unwanted/unexpected bahaviour of game units/assets?
It depends on the test, some check that a train is in the right position, that a certain biter dies, that the player has the crafted item, etc.
Does pollution from fire show in the pollution statistics yet?
Should do already AFAIK
Typical factory
Yeah sure. Having 50k electric miners but not one assembler 3...
Its 50k pollution from all miners, the number does not reflect the number of entities polluting
The deploy server does its automation magic, builds all the platforms and uploads it everywhere, updates the locale from Crowdin, etc
Is there a reason gog.com doesn't get updated with the experimental versions?
We upload the builds to GOG, however they don't provide us any mechanism for setting the releases live ourselves.
Our release process sends them an email asking them to deploy it at their earliest convenience.
It wasn't clear to me, after upgrading to .13, will the evolution rate be fixed even if the map was ran on .12?
Yes, it will be fixed even if you played in 0.17.12. Howeverthe evolution factor will still remain at the increased value
Probably stupid question but, do automatically reported bugs/crashes require reproducing in order to get fixed?
It depends, sometimes there is enough info in the crash log to fix it without reproducing.
This week is another week of typical bug fixing, so I thought we would make a one-time change of style and do a day-by-day account of what exactly that means for us.
We had a typical day of bug fixing for the most part. After our weekly Monday meeting, where we discuss the development plan and the Friday Facts plan, everyone settled into the normal bugfixing work, which boils down to something like this:
Can this be changed through a console command without breaking achievements?
Negatory
Added attack modifier setting into the pollution section in the map generator. This modifies how much pollution is consumed by biters attacking. (default is 50% for deathworld presets)
I assume this applies to existing games?
Existing death worlds will still remain at the default 100%
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.