V453000

V453000



21 Dec

Comment

Originally posted by SonicDart

Wait so everything in the game is a 3d model? I always thought everything was 2d?

The actual data the game uses is all 2D images, but all of the 2D images are made by rendering 3D models (and often painting over them a bit).

Comment

Originally posted by Dizzy-Opening-8152

The explanation by Dev was nice, and I thought that it is even better to see it 1 time than hear it 10 times.

Edit: added word "even". As it sounded bad.

Thanks for posting this!


20 Dec

Comment

Originally posted by cathexis08

If you turn the tile grid on you'll see that the rails themselves are at a 90° angle to each other but the railroad ties are not aligned corner-to-corner in order to match the forced perspective of the rest of the game. In short, you're looking at an example of a perpendicular line optical illusion (specifically a Zöllner Illusion I believe).

This.

Comment

The conflict is simple yet difficult to imagine.

Basically, the game functions on a tile grid where each tile is a square. However, the images in the game are rendered with an orthographic camera under 45 degree angle.

We use axis X to be horizontal, Y and Z vertical. This means that everything that is in Y or Z is distorted by square root of 2 - a flat plane on the ground will have dimensions X=1, Y=1.41, and look like a perfect square in the game.

Generally speaking, this conflict results in some perspective magic that vast majority of the graphics have to do.

As a quick nightmare fuel: Anything you see rotate (except biters, car, tank, and combat robots), is not actually just rotating in the 3D space of Blender, but some additional tricks and modifications are happening to it, often times different rotations are using a very different 3D model.

However, specifically rails are weird because they have the conflict directly in them.

T...

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31 Oct

Comment

Originally posted by oconnor663

I cratered when my run got to arcospheres. I could never figure out an elegant solution. I really enjoyed the circuitry involved in automating rocket deliveries, even though it was quite complex. But arcospheres just killed me. Did I miss some simple mathematical insight? Or was it a mistake to try to get things to work with a few dozen spheres, and I should've farmed hundreds or thousands?

I think I got about 150 for my setup to function. I guess it depend on the system really heavily, but for example every of my 2->2 machines had its own requester chest always trying to fill, so that alone was quite some buffer to start with.

A few dozen sounds quite low, that's how much I got from the first trip for collecting some spheres


13 Oct

Comment

I just treated it as a separate closed environment. I've put it into it's own logistic network, and then figured out very basic logic to determine when should it try to use which recipe, based on some min/max that it should try to keep. As others said, a display showing the current balance is insanely helpful.

Once some minimum in the logistic network, only then I allowed it to output that arcosphere to the main logistic network. That way I'd never get into a deadlock where it'd just run out of a type.


06 Sep

Comment

This is it! Let's remove splitters in the next update.


24 Aug

Comment

I should really fix it XD it's the clamps from the rocket silo, it's just a forgotten/misplaced layer in a graphics program.


25 Jul

Comment

Originally posted by Enaero4828

the hydraulic pylons from the rocket silo. They're there because the artist thought making the banner even more cluttered spaghetti was more visually appealing, was mentioned here or in a FFF towards the end, not sure off top of my head.

Yes and no. Yes, they are the hydraulics for the rocket silo, but it's not fromt the banner, and we don't cheat in a way that we would just paste random stuff in a screenshot to make it seem busier. :)3

Comment

Originally posted by Silari82

Being a dev doesn't mean he worked on the banner. That was made by albert IIRC. Can't find where it's mentioned, only reddit posts with the same question that refer to it being mentioned before.

The banner == the original factory + some extra edits. These screenshots are specifically for 1.0 release and although they do originate from the same save, there's a bunch of stuff on top.

In this case it's both my save and I did work on those banners. :)

Comment

Originally posted by blolfighter

But what is it?

It's the arms that raise the rocket in the silo. It's just that they're a separate layer and the whole rocket silo section of these pictures is artificially put in to be able to position the rocket easily, as there were many variations of this kind of banner picture for the 1.0 release, it was very useful to have it flexible, as the rocket is one of the most important elements of the composition.


13 Jul


18 Jun

Comment

You make things identical, you get hate from colourblind people.

You make things different, you get hate from OCD people.

(:

Because it looks better to have things a bit different. Those two plates actually took a few weeks to get done, they got a LOT of attention.


13 May


05 May

Comment

Originally posted by NaturalNaturist

I agree they have done a wonderful job, but I wouldn't idealize them at all. Haven't you read their opinions when someone dares to play the game in slightly different ways than they intented to? Even though it is by far the most mod-friendly game I've ever played, some members of their staff are truly short sighted and obnoxious.

I'm curious what do you mean by that, the fact that we tried to do some balancing along the way? It's a game, with some rules, and of course some kinds of playstyles provoke the kind of thought process we believe is more interesting, and leads to more fun, so we do balance changes.

Other than that, we never really "disabled" / "removed" any kind of "inferior play style", have we?

Comment

Originally posted by Jaxck

Sure. However I would much rather have a conversation with a Paradox dev than a Factorio dev. Factorio dev’s are f**king assholes.

Why? :(


03 May

Comment

Originally posted by doc_shades

is there an example/comparison of the new technology icon graphics?

There's a lot of them so it's not so easy to make a complete preview/comparison :) Best just see it in game I guess.


01 May

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A lot of the things have internal names we called them during development, and a some stayed. :)


17 Apr

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Originally posted by Klonan

Ah recorded the whole thing with decoratives turned off

Came here to say this (:


13 Apr

Comment

Originally posted by paco7748

I have hundreds of blueprints and some of them are very large and sometimes I find a bug in my blueprint. For example: wrong value in constant combinator. Or missing rail chain signal. Or misspelled station name, etc. To fix this bug you need to put out your entire blueprint, fix bug, then create new blueprint, name it same way as old one, assign same icons, don't forget to include trains if needed, set up snapped grid size/grid position (need to remember those values) and then delete your old blueprint. This is ok 1 or 2 times, but after dozen times the overhead becomes annoying. It would be much easier to edit existing blueprint than creating a new one.

ah okay. yes, if your main issue is on editing BPs I feel your pain points. I thought you meant creating them was extremely inconvenient but you were actually referring to editing them.

I too wish /u/v453000 would update his ...

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I've mentioned a bunch of times, but yes, there are big reasons.

Most importantly, scripts can't write in to BP library. The version of my mod was using blueprints in inventory, which is very inconvenient nowadays. There's some more stuff, but this was the biggest one I think.