Friday Facts #219 - Cliffs

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ske
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Re: Friday Facts #219 - Cliffs

Post by ske » Fri Dec 01, 2017 9:11 pm

Cliffs confirmed! Praise the LOrd of bits!
in Factorio nothing should stand in the way of automation, so if you don't like cliffs, you can always blow them up
I don't know how to feel about that. It just doesn't feel right. This is just like landfill. Very useful in certain situations but given enough resources it makes the whole map flat and void of features. Good for a sandbox where you copy-paste blueprints but it takes away from the challenge. I'd rather have landfill and cliff-explosives as a mod that needs to be enabled.

Anyways... Hoooray for the cliffs!
Last edited by ske on Fri Dec 01, 2017 9:24 pm, edited 1 time in total.

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bigyihsuan
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Re: Friday Facts #219 - Cliffs

Post by bigyihsuan » Fri Dec 01, 2017 9:12 pm

Those cliffs look amazing.

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Re: Friday Facts #219 - Cliffs

Post by tvardero » Fri Dec 01, 2017 9:14 pm

Bridges? Ramps? Tunnels? Leap of faith (and fall damage)?

upd: New enemy type - spiders that can climb up walls and cliffs?
Nest inside cliffs? Caves? omg i have too many ideas to ask
Last edited by tvardero on Fri Dec 01, 2017 9:16 pm, edited 1 time in total.

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Re: Friday Facts #219 - Cliffs

Post by White_lapin » Fri Dec 01, 2017 9:15 pm

As a suggestion, could the player make a ramp that can be driven up etc to ue the multiple layers, or a belt that can traverse the slope? The cliffs are a brilliant idea though and look cool

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Re: Friday Facts #219 - Cliffs

Post by sillyfly » Fri Dec 01, 2017 9:19 pm

This looks awesome!
But I'm a bit feverish, so I really hope I'm not hallucinating it.
Cliffs! In Factorio! Awesome!

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Re: Friday Facts #219 - Cliffs

Post by tobsimon » Fri Dec 01, 2017 9:19 pm

Yeah, Cliffs! :D :D :D

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Re: Friday Facts #219 - Cliffs

Post by torham » Fri Dec 01, 2017 9:19 pm

Love the cliffs and the new decals. Anything that makes the map more interesting is good.

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Re: Friday Facts #219 - Cliffs

Post by Mooncat » Fri Dec 01, 2017 9:19 pm

It is the most exciting feature in 0.16!

Now we need enemies that will ignore the cliffs, e.g. flying aliens.
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Re: Friday Facts #219 - Cliffs

Post by Ghoulish » Fri Dec 01, 2017 9:20 pm

A big change so late in the day! Can't wait to see what the final design will be like.
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Re: Friday Facts #219 - Cliffs

Post by Sparen » Fri Dec 01, 2017 9:23 pm

This is really getting my hopes up for some kind of proper grade separation~

Perhaps artificial craftable cliffs (cough cough ramps) and railway viaducts may be coming? :)

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Re: Friday Facts #219 - Cliffs

Post by DasMonzta » Fri Dec 01, 2017 9:24 pm

Excellent those cliffs. First good idea since years.

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Re: Friday Facts #219 - Cliffs

Post by mietok » Fri Dec 01, 2017 9:25 pm

OMG, love it!! :shock: :D Flying monsters next?! Maybe attacks from the sea :mrgreen:

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Re: Friday Facts #219 - Cliffs

Post by ske » Fri Dec 01, 2017 9:26 pm

DasMonzta wrote:Excellent those cliffs. First good idea since years.
What have the Romans ever done for us?

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Re: Friday Facts #219 - Cliffs

Post by JimmyJoJameson » Fri Dec 01, 2017 9:27 pm

No more than five minutes before this week's FF, I lamented the lack of proper terrain elevation. Then this happens. Truly, there is a god and I'm in his favor.

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Re: Friday Facts #219 - Cliffs

Post by wlfbck » Fri Dec 01, 2017 9:28 pm

mietok wrote:OMG, love it!! :shock: :D Flying monsters next?! Maybe attacks from the sea :mrgreen:
This! And then it's only a matter of time until someone makes a Age of Factorio mod :D

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Re: Friday Facts #219 - Cliffs

Post by aklesey1 » Fri Dec 01, 2017 9:29 pm

tvardero wrote:Bridges? Ramps? Tunnels? Leap of faith (and fall damage)?

upd: New enemy type - spiders that can climb up walls and cliffs?
Nest inside cliffs? Caves? omg i have too many ideas to ask
Spiders?
If devs will add new enemies like spiders or birds or huge lizard-like bats it'll be awesome
I think we really need flying enemies that can fly over water and through walls
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ske
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Re: Friday Facts #219 - Cliffs

Post by ske » Fri Dec 01, 2017 9:30 pm

mietok wrote:Maybe attacks from the sea :mrgreen:
I actually think this is a very good idea. Right now when claiming a lot of land, a square perimeter of turrets is the most efficient shape. You only need to defend the borders but not the area. When creatures start crawling out of the sea, the cost of defense goes up proportional with the area instead of the square root of it. This would be quite the game-changer.

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Re: Friday Facts #219 - Cliffs

Post by mietok » Fri Dec 01, 2017 9:36 pm

ske wrote:
mietok wrote:Maybe attacks from the sea :mrgreen:
I actually think this is a very good idea. Right now when claiming a lot of land, a square perimeter of turrets is the most efficient shape. You only need to defend the borders but not the area. When creatures start crawling out of the sea, the cost of defense goes up proportional with the area instead of the square root of it. This would be quite the game-changer.
Yeees, floating turrets and seawalls :D No more mainland choke points

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Re: Friday Facts #219 - Cliffs

Post by ske » Fri Dec 01, 2017 9:41 pm

mietok wrote:No more mainland choke points
The creatures coming seaways could be very weak and very rare. They would be very easy to defend against in the early game. Using lakes as chokes in early game would still work. But those little creatures start nesting if you don't shoot them down and then the trouble begins.

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