Friday Facts #282 - 0.17 in sight
Re: Friday Facts #282 - 0.17 in sight
I really like the island setup for the starting area, and map in general. We should have an update focused on water based content, such as bridges, seabases, ships, submarines, etc.
We have a mod that already does some of that, but I prefer the quality of an official update
We have a mod that already does some of that, but I prefer the quality of an official update
Re: Friday Facts #282 - 0.17 in sight
Will it be possible (in an easy way) to have two different versions installed at the same time.
I don’t want to upgrade my 16.51 (Steam) 300+ hours playthrough but I still want to try the new 0.17 when it is released.
I don’t want to upgrade my 16.51 (Steam) 300+ hours playthrough but I still want to try the new 0.17 when it is released.
Re: Friday Facts #282 - 0.17 in sight
Speaking of the slider ranges: did you decrease the amount of resources you get with the lowest setting? You've included more slider positions for more granularity which is very nice, but as of now the even "very low" has quite a lot of resources. So with the added steps I think "very low" could be less and the previous "very low" could be step 3 or something
Re: Friday Facts #282 - 0.17 in sight
You can have as many installations as you like when using the factorio.com download version. You can only have one installation on steam.
Re: Friday Facts #282 - 0.17 in sight
FFF mentions positions were 50% to 200% of baseline and will be 17% to 600%.Serenity wrote: ↑Sun Feb 17, 2019 5:06 pm Speaking of the slider ranges: did you decrease the amount of resources you get with the lowest setting? You've included more slider positions for more granularity which is very nice, but as of now the even "very low" has quite a lot of resources. So with the added steps I think "very low" could be less and the previous "very low" could be step 3 or something
-
- Inserter
- Posts: 46
- Joined: Mon Jul 04, 2016 7:29 pm
- Contact:
Re: Friday Facts #282 - 0.17 in sight
AWWEEESSSOOMMMEEEE!!!!!
Now that I got that out of my system XD -
Super excited for the .17 release- almost here!!! Very happy with what you best-devs-ever are doing. Factorio is my favoritest game ever!
Please keep up your amazing work!
Now that I got that out of my system XD -
Super excited for the .17 release- almost here!!! Very happy with what you best-devs-ever are doing. Factorio is my favoritest game ever!
Please keep up your amazing work!
Re: Friday Facts #282 - 0.17 in sight
So TOGoS messaged me the old maps will keep using 0.16 generator (with some tweaks), so there won't be so sudden transitions as in previous map generator updates.
Re: Friday Facts #282 - 0.17 in sight
I like the Island startup option.
Would be awesome if there was something similar for a Ribbon World?
I tried specifying dimensions for a ribbon world recently, but after flicking through 50+ previews, trying to find one that had all the needed resources, and failing - I gave up. Would be awesome if there was a similar "option" for this, to make it easier to find a suitable map?
Would be awesome if there was something similar for a Ribbon World?
I tried specifying dimensions for a ribbon world recently, but after flicking through 50+ previews, trying to find one that had all the needed resources, and failing - I gave up. Would be awesome if there was a similar "option" for this, to make it easier to find a suitable map?
Re: Friday Facts #282 - 0.17 in sight
So exciting!
Is automated blueprint deployment on the radar? Will recursive blueprints work with the new library?
Is automated blueprint deployment on the radar? Will recursive blueprints work with the new library?
-
- Burner Inserter
- Posts: 11
- Joined: Sun Sep 16, 2018 9:29 am
- Contact:
Re: Friday Facts #282 - 0.17 in sight
First and foremost, I'm as always amazed at all the work done by the dev team, and the quality of the FFF every week (which no doubt takes a lot of dedication to be delivered in such good form).
Please keep your release process as sturdy as it is. The "release early, release often" philosophy might work for open source projects, but for a game like yours, what you've been doing so far is fine. Especially given that a single game can take hundreds of hours, I don't see the point of having a small change cropping up every so often that could modify the gameplay (doing that for the UI changes seems fine, on the other hand).
All this talk about water bodies reminded me of a little "inconsistency" in vanilla mode: we can use landfill, but we cannot dig wells or channels. So I know that there are mods out there, but I was wondering whether we could eventually have some vanilla terraforming tools of sorts.
Please keep your release process as sturdy as it is. The "release early, release often" philosophy might work for open source projects, but for a game like yours, what you've been doing so far is fine. Especially given that a single game can take hundreds of hours, I don't see the point of having a small change cropping up every so often that could modify the gameplay (doing that for the UI changes seems fine, on the other hand).
All this talk about water bodies reminded me of a little "inconsistency" in vanilla mode: we can use landfill, but we cannot dig wells or channels. So I know that there are mods out there, but I was wondering whether we could eventually have some vanilla terraforming tools of sorts.
Re: Friday Facts #282 - 0.17 in sight
The only way this could work is if the biters could walk over shallow water the digging would create, otherwise you create an impassible terrain that negates any threat.funky.bibimbap wrote: ↑Mon Feb 18, 2019 4:48 amAll this talk about water bodies reminded me of a little "inconsistency" in vanilla mode: we can use landfill, but we cannot dig wells or channels. So I know that there are mods out there, but I was wondering whether we could eventually have some vanilla terraforming tools of sorts.
I believe there's a mod that does permit shallow water walking, so it's a bit unusual that it's not a vanilla feature. It is funny how just a single tile of water between two islands is enough to stop biters that are longer than the tile itself. Much like seeing a person walk around a tiny puddle instead of just walking right over it.
Re: Friday Facts #282 - 0.17 in sight
Since the changes will basically be gui/mini tutorials or small things, it shouldn't interfere with games.funky.bibimbap wrote: ↑Mon Feb 18, 2019 4:48 am Please keep your release process as sturdy as it is. The "release early, release often" philosophy might work for open source projects, but for a game like yours, what you've been doing so far is fine. Especially given that a single game can take hundreds of hours, I don't see the point of having a small change cropping up every so often that could modify the gameplay (doing that for the UI changes seems fine, on the other hand).
Re: Friday Facts #282 - 0.17 in sight
The hand tool sounds great, and I think the idea can be extended for the bots themselves. For example, when deconstructing a huge forest, your inventory will quickly fill with wood, then the bots themselves can't go back in because it's full. Currently I need to manually allocate space for them.
Speaking of which, perhaps the whole deconstruct logic could be improved in a way personal bots won't try to deconstruct stuff if there's no space in your personal inventory. A basic premise could be "if a bot goes out, it will always be able to come back".
Speaking of which, perhaps the whole deconstruct logic could be improved in a way personal bots won't try to deconstruct stuff if there's no space in your personal inventory. A basic premise could be "if a bot goes out, it will always be able to come back".
Re: Friday Facts #282 - 0.17 in sight
So to change that we'll have to use the map editor unless the generator can be changed by mods (I haven't looked that up yet).
I'm kind of unhappy about that, I am one of the people who have carried a map over many versions. Terrain changes are part of that and removing those from 0.17 feels like you are taking part of the 0.17 experience away from me. I'm posting this here because I'm wondering if I'm the only person who feels like that.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
Re: Friday Facts #282 - 0.17 in sight
Shallow water has been presented in some earlier FFF as part of the new player experience. IIRC it is supposed to be walkable but would still need a mod to place it as part of map generation in vanilla freeplay.
-
- Inserter
- Posts: 21
- Joined: Tue Dec 20, 2016 3:52 pm
- Contact:
Re: Friday Facts #282 - 0.17 in sight
I played for hundreds of hours and never thought about the great idea of allocating inventory space.... or realised that it was possible/to try itPinga wrote: ↑Mon Feb 18, 2019 7:05 am The hand tool sounds great, and I think the idea can be extended for the bots themselves. For example, when deconstructing a huge forest, your inventory will quickly fill with wood, then the bots themselves can't go back in because it's full. Currently I need to manually allocate space for them.
factorio_2018-01-07_01-08-08.png
Speaking of which, perhaps the whole deconstruct logic could be improved in a way personal bots won't try to deconstruct stuff if there's no space in your personal inventory. A basic premise could be "if a bot goes out, it will always be able to come back".
I feel so stupid now
- 5thHorseman
- Smart Inserter
- Posts: 1193
- Joined: Fri Jun 10, 2016 11:21 pm
- Contact:
Re: Friday Facts #282 - 0.17 in sight
Don't. The lack of it in chests makes it seem like a trains-only thing.pieterhulsen wrote: ↑Mon Feb 18, 2019 9:16 am I played for hundreds of hours and never thought about the great idea of allocating inventory space.... or realised that it was possible/to try it
I feel so stupid now
PS can we have item slot filtering in chests?
Re: Friday Facts #282 - 0.17 in sight
That are great news.
Will it be still possible to use different terrain for different surfaces? Like disable grass and desert?
Would be great if that is still possible.
Will it be still possible to use different terrain for different surfaces? Like disable grass and desert?
Would be great if that is still possible.
-
- Filter Inserter
- Posts: 264
- Joined: Thu Sep 15, 2016 3:04 pm
- Contact:
Re: Friday Facts #282 - 0.17 in sight
Great. This probably means the 0.16 generator is in as a game option too, right? If not, count me in as one who would like that to happen. It is an interesting variation, especially for train network building without using landfill.
Re: Friday Facts #282 - 0.17 in sight
I figured some people would want to switch to the new generator (I have 9-year-old Minecraft worlds that have been added to that same way), but that's what /editor or other console commands are for.Bilka wrote: ↑Mon Feb 18, 2019 7:25 amSo to change that we'll have to use the map editor unless the generator can be changed by mods (I haven't looked that up yet).
I'm kind of unhappy about that, I am one of the people who have carried a map over many versions. Terrain changes are part of that and removing those from 0.17 feels like you are taking part of the 0.17 experience away from me. I'm posting this here because I'm wondering if I'm the only person who feels like that.