if not all tips are unlocked at the start, the player needs some kind of notification when new tips are unlocked, or the locked tips will stay unread forever
Yes, there is a notification.
if not all tips are unlocked at the start, the player needs some kind of notification when new tips are unlocked, or the locked tips will stay unread forever
Yes, there is a notification.
Now I'm not sure how good idea was to name the recipe this way :)
Because power poles have to connect outside the blueprint too.
They have to, but the connection inside the blueprint could be (and should be) controlled by the way the blueprint is setup.
Read moreGood thing they're not working for free, then! They've made somewhere over 2 million sales of the game, most on steam. Because of regional pricing, let's assume it's 10€ average per sale. And let's call it 2.5m sales, with steam promoting 1.0 and all. Currently the team size is 20, so let's have fun and assume that's been the case for the entire time, all 7 years. That leads to around 178K € per head per year, currently. Some of that is lost to steam, some is lost to overhead, and some is gained from having not 20 devs for all 7 years. And the average sales price might be different, as it seems most players are in europe. They also have sales of merch that I haven't taken into account. Wube isn't making the game for free.
As for possible DLCs, I'm sure there are potions out there that would not split the player-base. Without much effort put into it, maybe something like an additional campaigns or handcrafted maps using available-for-all resources would work. Or hav...
Well, you have Steam cut, taxes, offices, hardware etc.
Also, you need to factor the "Risk reward", if we decide to do anything, we never know if it is going to be financial success or not, so the successful projects need to cover for the failed attempts in the long run.
Also, the company can make profit, it doesn't need/shouldn't stay on zero in the long run obviously.
And lastly, this way of thinking is not really correct, it doesn't matter how much the company or the individual people make, the thing that matters is if the product value for the customer is big enough for its price.
Just wait for 1.1
Releasing a lot of things directly to 1.0 would make it basically experimental for some time, and it would split the community in quite an important moment. For this reason, we are trying to clear all the tasks and bugs for 1.1, which will become experimental and allow us to finish all the remaining issues.
It comes from translation of "všechno bude' to polish, which is: wszystko będzie.
"Všechno bude" means something like "(dont worry) everything will be done eventually".
Well-deserved.
They paid for that, you know...
No, you can't buy this.
Fun fact. My father is one of the biggest world experts on spiders and scorpions. He even named one Scorpion after Factorio (https://www.reddit.com/r/factorio/comments/cj9x2m/til_that_a_scorpion_has_been_named_after_factorio/) When I was implementing the prototype 4 years ago, I specifically asked him to give me pointers how the movement logic should work to make it look organic. So, when the 1.0 release was approaching, I showed him the current spidertron implementation and he approved it.
We are very well avare that this would make sense, we just had to cut things down to deliver stable product on time. This is one of the major 1.1 finalisation candidates.
Those errors won't cause any noticeable slowdown while loading the game, and they are not the cause of any long modded loading times.
If you want a significant startup time speedup, i would recommend enabling the atlast cache and mod data cache in 'The rest' settings menu.
Not to mention that editing mod contents is generally a bad idea until you have a good reason for that.
I needed it a long time, which is why I added random components, such as rail to many of my blueprints for easier alignment (at least then it is 2x2 square slide and not 1x1).
Reminds me, we need to try setting the size to an odd number while having rails in the blueprint.
One of the many things that were already fixed during bugfixing. Only evenly sized grid is accepted for a blueprint containing rail.
Put it to https://ideas.lego.com/ and I will give it all publicity I can :)
In case Kovarex, or someone else from Wube reads that, please don't forget that you're the very best team any game (and game's fans!) could ever dream to have
Mental health is often omitted in health discussions, be it among family, friends, in politics when they talk about healthcare system and basically everywhere. If you feel like life is draining you out, like there's nothing more that can give you happiness or joy, that you are not wanted/useful... Don't be afraid to seek specialist's help. Some people might have enough luck to live through suicide attempt, but sadly it doesn't happen all the time.
I really wish everyone at Wube to find their happiness in life and to remember - you're the best f**king team that ever worked on a game! Thanks for that ^^
Thanks for the support, it is appreciated. It has been decades since I was seriously considering suicide for the last time, but I know how hard can things get.
Interesting fact: We were friends with my current wife very long time before we got together, at some point I promised her, that whenever I would like to kill myself, I first had to call her. The idea, that I would have to call her and explain was so uncomfortable, that it stopped me from even considering it a few times. My wife is a wise woman.
Fun Fact - I was able to count 93 cases of the word "Blueprint" in this FFF.
This wall of text is about my personal struggle with Factorio and life, feel free to skip to the next subject if you wish to see the actual Factorio content.
Beginning about two years ago, I started to have these problems, it was harder and harder to force myself to work on the game and I didn't enjoy it that much. So I was looking for a way to have a break.
I know exactly when I disappeared from the Factorio development, it was August 26, 2019, the release date of World of Warcraft classic. The planned 3 weeks of playing kind of extended to be more like 3 months. One of the big reasons was, that I already had 60 level priest when I realized that tanks are so hard to come by, so I re-rolled a tank learned how to play it and levelled it to 60. It was a great fun to finish all the dungeon content and acquire the pre-bis (pre raid best in slot). This all just to find out tanks are far from a hot commodity when it comes t...
Read moreWhen I created the modules for the first time, it could go into everything and also beacons.It was super fun at start, but very quickly collapsed into the best strategy, which was everything made in an assembling machine with 12 becaons with productivity modules around, so the productivity bonus would be maximized. The fact, that you would basically have to build all the factory this way if you wanted to maximize the productivity would make the factories and the gameplay kind of ... stupid.
Weird things could also happen regarding relative item values. When you create fast transport belt from normal belt + some gear wheels, it is obvious, that the fast belt is more expensive. But ... with enough of productivity (I don't know where exactly is the turning point, but probably below 500% productivity), the the fast transport belt could actually be cheaper than the basic one which is really weird to be honest.
Because of the two problems above, we didn't know what to do,...
Read moreAs you probably know, we actually implemnted this already few days ago.
I was actually suggesting to only show the item selection part only when the item isn't selected yet, so the item selection window isn't in your way when you are only updating the count. But, at least for now, it was decided to keep it this way for consistency.
I also had problem with the slider, it contained so many values (0 to 10 .. 20 to 100 .. 200 to 1000 etc), that it was impossible to get the precise value you typically wanted (some small amount of stacks). I was using the textboxes almost always, rending the slider close to useless.
So additional Qol (I believe) is, that the slider now has only 10 values with notches for 0 to 10 stacks of the item. This way, the slider actually is useful for something, as special values can still be specified using the textboxes.
I hoped someone would do this someday, and now it is a reality. I can't express how much I love this :)
And obviously, I would love to know how much room for improvement there is :)