V453000

V453000



05 May

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

Comment

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.


11 Apr

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This looks so cool.

Comment

Originally posted by VIIbrid

Just been using the in-game sprites. Prioritizing the one we see most: the in-game functioning inserter.

There's a slightly different version seen when destroyed, with alt views for the green inserter. There's also 2 instances of one smaller stylized one, likely to make it more appealing for small icons, but is completely different.

yes :)


07 Apr

Comment

That's excellent! This is what a mall should look like.


05 Apr

Comment

That's amazing :) I'm for sure not going to use that, but this is really well done.

Comment

Looks like you'll need another visit to the restroom, or is it too late?


03 Apr

Comment

The important features are what counts.


25 Mar

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Excuse me, how the f*ck XD

That's sick.


24 Mar


19 Mar

Comment

The factory must shrink?

Sounds like heresy, doesn't it?

Comment

Originally posted by Grimmer87

OpenTTD

it costs your soul.


15 Mar

Comment

Edit-Blueprints was never compatible with the Blueprint Library, you could only use it with blueprints in the inventory. The problem is, that until late versions of 0.18 it made a lot of sense still to just not use the blueprint library, but nowadays it doesn't really make sense.

Essentially, a script can't write into blueprint library, and it's strongly unlikely we'd change that. So Edit-Blueprints isn't really interetsting for me anymore.

I'd love to see something similar too, but there are other problems - like how does it work in multiplayer? If it just teleports you to a safe surface, you can use it to escape death, if you build a lab and make it work, it contributes to real research, and a lot more of weird nuances.


11 Mar

Comment

Good luck making graphics for that. :)


06 Mar

Comment

I was considering to do this many times, exactly for this reason.

But each time I tried I came to the same conclusion that whenever rails have junctions it's not really better.

Also, not having perfect or convenient numbers generally leads to more variety in solutions.


02 Mar

Comment

Originally posted by xor50

Oh... oh god.

Well... do you at least have all achievements?

But no wonder the game is so good, often times (in non-indie studios I guess) the people who create the game are not the people who play the game. At least it feels very much like that.

Comparing that to you guys I remember some (a lot of) dev logs where you were like "so I tried this and that and... well something was missing so we just added it".

You are awesome and we appreciate that very much and that can't be said often enough.

Yeah, achievements aren't hard to get. :)

Yeah we play a lot, sometimes the most difficult part is to prevent yourself from making changes that fix your specific factory XD

Comment

Originally posted by -safan2-

when you are doing the polish, you could look into the LTN monitor mod. It shows the full inventory of all the stations in the netwerk, but also requests, trains underway etc. Its practially required to debug LTN problems, and would be a good way to approach the logistic networks.

I didn't quite confirm we'll do it, I Just admitted that it's a gui that didn't get much love.

Never say never though! :)