Search found 8143 matches
- Sun Apr 22, 2018 7:28 pm
- Forum: Alpha discussion
- Topic: New developer blog video! (67)
- Replies: 3
- Views: 130
New developer blog video! (67)
This week I'm showing off the new defects system as it will appear in the next update (although it will need some balance, maybe some bug checking and GUI improvements before its done completely)
- Fri Apr 20, 2018 8:26 am
- Forum: Alpha discussion
- Topic: Defects and re-work coming soon :D
- Replies: 3
- Views: 185
Re: Defects and re-work coming soon :D
Yup, the severity of each fault increases as it passes along the line. Each new task carried out on the car increases the severity. Thats basically a measurement of how long it takes to fix.
Currently a rework station fixes all faults, but allowing some to be missed is definitely interesting.
Currently a rework station fixes all faults, but allowing some to be missed is definitely interesting.
- Thu Apr 19, 2018 4:51 pm
- Forum: Alpha discussion
- Topic: Defects and re-work coming soon :D
- Replies: 3
- Views: 185
Defects and re-work coming soon :D
I've been making good progress on the code for cars getting defects and those defects getting fixed by a new 'rework' station you will have access to soon :D
- Sun Apr 15, 2018 2:12 pm
- Forum: Alpha discussion
- Topic: Latest Developer Blog Video (#66! Defects!)
- Replies: 1
- Views: 130
Latest Developer Blog Video (#66! Defects!)
Enjoy the latest dev video :D
- Sun Apr 15, 2018 12:25 pm
- Forum: Alpha discussion
- Topic: Designing the QA system in Production Line
- Replies: 4
- Views: 251
Re: Designing the QA system in Production Line
Thanks. I definitely think that 2 elements are needed regarding vehicle quality (component quality is interesting, but something I think can be handled after vehicle quality is done). Firstly I think we definitely need a way to reduce the amount of defects along a line as the car is assembled. Secon...
- Sat Apr 14, 2018 2:47 pm
- Forum: Bug Reports
- Topic: [Bug 1.48] Blueprint mode not showing none blueprint slots
- Replies: 4
- Views: 948
Re: [Bug 1.48] Blueprint mode not showing none blueprint slots
This may be a rendering bug. I shall take a look. It seems to render just fine for me (see screenshot): screenshot_14-04-2018_15-45-56.png Is this maybe related to your PC spec? In your email you said the biog map takes a while to load, but it loads really fast for me. What video card & CPU do y...
- Fri Apr 13, 2018 4:04 pm
- Forum: Bug Reports
- Topic: [Bug 1.48] Planning bug with blueprints
- Replies: 1
- Views: 4686
Re: [Bug 1.48] Planning bug with blueprints
Hi, do you mean you cannot place a blueprint on top of an existing slot? This is by design, but I can see how you may want to do that. The trouble is there are many situations where you want to see existing slots so you can plan around them...
- Fri Apr 13, 2018 4:03 pm
- Forum: Bug Reports
- Topic: has stopped working
- Replies: 14
- Views: 373
Re: has stopped working
Hi, any chance you could send this save game to cliff AT positech dot co dot uk. You will find the savegames at
z\my documents\my games\production line\savegames
Cheers
z\my documents\my games\production line\savegames
Cheers
- Fri Apr 13, 2018 4:00 pm
- Forum: Bug Reports
- Topic: [Bug 1.48] Blueprint mode not showing none blueprint slots
- Replies: 4
- Views: 948
Re: [Bug 1.48] Blueprint mode not showing none blueprint slots
Hi thats pretty weird. Do you have a savegame that can reproduce this? if so can you email it to me at cliff At positech dot co dot uk. The savegames are found in
\my documents\my games\production line\savegames
If it uses a custom map can you attach that too?
Thanks
\my documents\my games\production line\savegames
If it uses a custom map can you attach that too?
Thanks
- Fri Apr 13, 2018 8:59 am
- Forum: Alpha discussion
- Topic: Designing the QA system in Production Line
- Replies: 4
- Views: 251
Designing the QA system in Production Line
(re-post from blog at https://www.positech.co.uk/cliffsblog/2018/04/13/designing-the-qa-system-in-production-line/) This is a big feature in my car factory game Production Line that I have been putting off until I could really set aside some time to think about the design seriously. I think I’ve fin...
- Thu Apr 12, 2018 4:44 pm
- Forum: Suggestions
- Topic: The research ideas thread
- Replies: 37
- Views: 21958
Re: The research ideas thread
There are some great ideas here, thanks everyone. I'll definitely be putting some of these into the game.
- Tue Apr 10, 2018 9:44 am
- Forum: Alpha discussion
- Topic: New marketing finished screen
- Replies: 2
- Views: 166
New marketing finished screen
Coming soon.... The numbers are hacked in this screenshot, final numbers make more sense :D
Also better marketing screen...
Also better marketing screen...
- Sun Apr 08, 2018 3:19 pm
- Forum: Alpha discussion
- Topic: New Developer blog (#65)
- Replies: 1
- Views: 3643
New Developer blog (#65)
Enjoy!
- Sun Apr 08, 2018 8:59 am
- Forum: Alpha discussion
- Topic: A late-game balance issue that I am thinking about...
- Replies: 4
- Views: 3180
Re: A late-game balance issue that I am thinking about...
Thanks for the feedback. I agree that I definitely need to adjust those numbers so that all 3 seem like reasonable choices rather than just one being a clear winner. I would also like to increase car export speed, although I have not yet decided the best way to do this. it could be adding more expor...
- Fri Apr 06, 2018 1:38 pm
- Forum: Alpha discussion
- Topic: A late-game balance issue that I am thinking about...
- Replies: 4
- Views: 3180
A late-game balance issue that I am thinking about...
By looking at lots of peoples games, and also doing a lot of long playthroughs myself, I've concluded that the marketing part of the game is under-utilised and not particularity fun right now. It seems like in mid to late game, most people have bought a marketing facility or two, but few are running...