Writing a 3D game engine / rendering pipeline is way more work than a 2D game engine.
With the game engine being written from scratch by a only a few people (in the beginning), 2D was the natural choice for speed of a working prototype.
Writing a 3D game engine / rendering pipeline is way more work than a 2D game engine.
With the game engine being written from scratch by a only a few people (in the beginning), 2D was the natural choice for speed of a working prototype.
Hello,
We know you love to blow things up, and the Space Age expansion will be bringing ever more advanced and powerful ways of bearing arms against your enemies.
The rocket turret does what it says, it shoots rockets:
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Graphics by Jarosław; Sound effects by Ian
It is very useful as an upgrade for Space Platforms, as laser and gun turrets alone start to struggle on larger asteroids. Each size of asteroid has resistances to different types of damage, but more on that another week.
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T...
Read moreis that confirmed anywhere? if so then i will need to tweak the graph, as i used 1.5, 1.75, 2, 2.25, 2.5
I can confirm, +0.2 per quality level (Legendary is a double bonus).
Gorgeous!
- Ugly
- Inefficient
- Tedious
- Obscures the items on the belts
- Doesn't work for underground belts
At the first glance I thought these are the revisited quality names lol
:D
Hello,
Today we have quite a range of new features and improvements coming in 2.0.
Often times, you want to read the contents of a whole line of belts. Maybe you're doing some sushi set up, or just want to get an accurate gauge on how much stuff you have without buffering to a chest.
The way to do it, is to read every belt, but this has some drawbacks:
So we decided to make it work nicer. Boskid added a new mode you can choose when selecting the 'Read belt contents' mode.
It will read all the belts in the same 'Transport line' as ...
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Hello,
Today we have another dose of anti-frustration improvements for you.
Lets be honest, the Spidertron selection and control in 1.1 is a bit janky. As fans of RTS games, we know we can do better, and its not like we're reinventing the wheel here.
So we have rebranded the 'Spidertron remote' as the new 'RTS Tool', and the control should feel very intuitive.
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The RTS tool remembers the last selection of Spidertrons, so pressing ALT + A again will have the previous group of Spidertrons already selected. Another detail is that...
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Hello,
When playing with trains, you tend to spend a lot of time building train stops.
In my latest playtesting, I noticed a few annoyances and pain points, which we will go in to today, along with some other improvements for 2.0.
The Train stop GUI got a new lick of paint for the 2.0 update. Generally this was to make it conform to the typical layout of the entity GUIs, but I also took the opportunity to add a feature we were missing a little bit, that is the 'Trains on the way' tab.
Now you can tell which trains are coming to this specific stop.
There is an important order of operations when setting up a new train stop, and if you do it wrong, you can lead yourself to an unpleasant situation:
...
Read moreCan somebody do the math for how much power is that foundry eating up? For the sake of argument, let’s just assume it consumes as a refinery.
37.6MW
https://cdn.factorio.com/assets/blog-sync/fff-400-alerts-gui.png
How are these alerts grouped? Do you do try to merge alerts in the same area or do you split them for each missing item type?
I forgot to mention it, the alerts are grouped by position, so 20 damage alerts for 1 wall being attacked don't spam up the list
Hello,
Another trains FFF!
We first showcased the new Schedule interrupts in FFF-389. They allow you to control your trains using conditions and target destinations.
We have played with schedule interrupts extensively, and they work very well for controlling larger numbers of trains and train systems. One small problem/annoyance/crime is that you need to add an interrupt for each type of item manually. So if you want the train to handle Iron gear wheel, you ne...
Read moreI am not crazy! I know he's using blueprints. I knew it was a 2:3 ratio. Perfectly balanced. As if he could ever achieve such precision. Never. Never! I just couldn't prove it. He covered his tracks, he secretly snuck in a third assembler when I wasn't looking. You think this is something? You think this is bad? This? This chicanery? He's done worse. That smelting array! Are you telling me that just happens naturally? No! He planned it! Jimmy! He automated through a blueprint! And I saved him! And I shouldn't have. I let him into my factory! What was I thinking? He'll never change. He'll never change! Ever since he started, always the same! Couldn't keep his hands off the blueprint library! But not our Jimmy! Couldn't be precious Jimmy! Copying them blind! And HE gets to build a mega-base? What a sick joke! I should've stopped him when I had the chance!
Is this circuit connection limited to assemblers, or does it also work with chemical plants, refineries, centrifuges, etc.
It applied for all of them, internally they are all 'assembling-machines'
Does this mean that Bulk inserters can pick up upto four stacks of the same item? (Ex: 4 Artillery shells. Stack inserters are limited to one stack.)
No, the opposite, they are still limited by the stack size of the item
Do items with no inventory stack size still stack on belts?
I would very much like to know the implications of having a stack of nuclear reactors carefully balanced on top of each other.
Belt stacks are additionally limited by the normal stack size of the items, so things like armor, blueprints, artillery shells, cannot stack on belts.
Factorio doesn't use much GPU power normally, so at times GPUs go to a 'low-power mode' and ramp down available power, then when it needs a little bit more (Zooming out or something), it will use more GPU as a percentage until the GPU goes back to normal power mode.
we just forgot to re-enable the requests again after recovering the corpse, and have to figure out what is going one, and why aren't we supplied with our stuff.
Automate the typo out!
fixed
Cliff explosives are not unlocked from the start of the game, and with the expansion there are even more delayed.
Minor typo!
fixed
Surprisingly nothing crashed and burned