This is what the game development includes (pun intended) as well.Īlbert has defeated the deamons of the water and now he started integrating the new terrains together. Kuba was playing with some existing clang include analyzers while Kovarex wrote his own small tool to gather include statistics and try the trial and error include removal (remove - try compile - iterate). To battle this we have spent quite some time pruning the includes in the past days (it has not been the first time). But most of the time I just kill those 8 minutes by surfing the web or staring at the rolling compilation log. Sometime I take the time to wash the dishes or do a bit of exercise. My 2011 MacBookPro 13" takes already around 8 minutes to build the whole project from scratch. At the moment the Factorio core code base has almost 130k lines of code and it takes a fair amount of time to compile. ![]() Compile time is very unproductive kind of time. This means that the compile time goes up fast with the growing codebase. Factorio is written in C++ which has an old-school-textually-include-stuff approach to referencing objects in other files. So we will release the new editor into the wild, gather the feedback from people on the forum and then incorporate it back in if necessary. Maybe it is a subjective feeling, because I had to do some maps with the old editor:) Anyway the mechanism of layers and tools is in place and easy to extend in the future. Now it is actually a pleasure to work with. This occupied the majority of my time over the past week. Most of the map editor functionality, mentioned in the last post is done. We took a beer and snacks in a pub by the river and had a good chat about the game (and life - the usual topic of pub chats). In the beginning it was supposed to be just me and Kovarex but in the end all the Factorio team was present and even two more of our fans from Prague came (my brother and a friend of his:)). So we agreed to grab a beer on Tuesday night. In the reaction to the previous Friday post we got a message from one of our players on the forums, that he would be coming to Prague for the week. It was not really a conference, more like a spontaneous meeting. On Tuesday the first ever "FactorioCon" took place. It will be Kovarexs' birthday the day before that, so there will be two reasons to celebrate on that Friday night:). The date has been set to the Friday, the 6th of December. The good news is that we have a definitive release date now. There is a good news and an even better news regarding the 0.8 release. So here we are again with the handful of fresh news from the Factorio back stage. ![]() eg copying the recipe or attributes to something out of reach on say, the map.Since we started with the Friday Facts series, it seems to me that the Fridays have been coming more and more often. I'm using this regularly for copies of elements that I don't plan to use again. All elements and their attributes are copied nonetheless. Once dropped or dismissed, it is gone for good. ie deletion, and editing is possible, and transferring to the shared library is all present.Īn added bonus that I've discovered is that by holding shift during the population of the blueprint makes it temporary ie it works like the copy or cut function, but does not add it to the history buffer. Manipulation of a created blueprint works exactly as it did before.
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