Klonan

Klonan



20 Mar

Comment

Originally posted by firerebel123

is this per game/map or per network?

Per force.


18 Mar

Comment

Originally posted by ehque

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.


15 Mar

Comment

Originally posted by goose716

Does pollution from fire show in the pollution statistics yet?

Should do already AFAIK

Comment

Originally posted by pnsns

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

Comment

Originally posted by ltjbr

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.

Comment

Originally posted by LTCOakley

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

Comment

Originally posted by 911GT1

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.

Post

A week in the office

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.

Monday

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:

  1. Find a bug to work on - Either by looking through the forum or the Automated crash reports.
  2. Try to reproduce the problem, or someway figure out what went wrong.
  3. Try to fix the problem. Sometimes this is super easy, other times it can be hours/days.
  4. Check the solution is effective at fixing the bug.
  5. 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...
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14 Mar

Comment

Originally posted by Vox_Imperatoris

Can this be changed through a console command without breaking achievements?

Negatory

Comment

Originally posted by Vox_Imperatoris

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%


10 Mar

Comment

The mod should check, arbitrary limitations like this just restrict otherwise creative and interesting uses of mods.


09 Mar

Comment

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.


08 Mar

Comment

Originally posted by Laogeodritt

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.

Comment

Originally posted by mainstreetmark

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.

Comment

Originally posted by NickelDare

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.

Post
Hello,

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.

macOS Developer needed

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...

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07 Mar

Comment

Originally posted by bwc_nothgiel

!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:

https://mods.factorio.com/mod/Total_Automization