Friday Facts #359 - Crash site: The beginning
- Unknow0059
- Fast Inserter
- Posts: 101
- Joined: Tue Aug 08, 2017 7:37 pm
- Contact:
Re: Friday Facts #359 - Crash site: The beginning
I'm very happy with the new drill design. Glad you guys adjusted it!
Re: Friday Facts #359 - Crash site: The beginning
Nice. The crash site addition to free-play will make all the speedruns results obsolete with 1.0 release. It will be fun watching who will be the first to get all the records.
Re: Friday Facts #359 - Crash site: The beginning
This must be intentional Easter Egg. It signifies that when you research logistic 1, you do not know how to use underground belts and make many mistakes.
Re: Friday Facts #359 - Crash site: The beginning
append "boom!" meme at the end of this FFF.
wow
wow
Re: Friday Facts #359 - Crash site: The beginning
Really, really like the re-revised mining drill graphics. One thing that I immediately noticed was the chute that feeds the ore from the rails to the output roller. I thought "that's a lovely detail." Only then did I realize that it was there in the previous design, because it was so obscured by the high structure as to be nearly invisible to me. So in short: making the structure flatter to the ground not only improves the recognizability and the practicality by revealing more of the surrounding tiles, it also makes the detail of the internal structure of the sprite more readable, and so to my eyes more beautiful. Kudos to the artists once again!
Miniloader β UPS-friendly 1x1 loaders
Bulk Rail Loaders β Rapid train loading and unloading
Beltlayer & Pipelayer β Route items and fluids freely underground
Bulk Rail Loaders β Rapid train loading and unloading
Beltlayer & Pipelayer β Route items and fluids freely underground
Re: Friday Facts #359 - Crash site: The beginning
The emergency brakes is actually concealed rocket boosters that are automatically activated when a player is on the tracks in front of a train.eradicator wrote: βFri Aug 07, 2020 12:56 pm I'm looking forward to the new emergency break features. Complete with sparks and high-pitched squeaking.
No. You can not un-announce it now :p. Also the hover-shoes research looks interesting too.
Miniloader β UPS-friendly 1x1 loaders
Bulk Rail Loaders β Rapid train loading and unloading
Beltlayer & Pipelayer β Route items and fluids freely underground
Bulk Rail Loaders β Rapid train loading and unloading
Beltlayer & Pipelayer β Route items and fluids freely underground
Re: Friday Facts #359 - Crash site: The beginning
One way to find out - submit a bug report and see what happens with it
Leading Hebrew translator of Factorio.
Re: Friday Facts #359 - Crash site: The beginning
I liked the old drills. I don't know what's happened :p
In fact, they weren't really drills at all. They seemed like surface sweepers of some kind, and that made sense - this doesn't really, somehow.
but everything else looks great
In fact, they weren't really drills at all. They seemed like surface sweepers of some kind, and that made sense - this doesn't really, somehow.
but everything else looks great
Re: Friday Facts #359 - Crash site: The beginning
The drills are much better now. Look a lot less convoluted.
Re: Friday Facts #359 - Crash site: The beginning
Finally a worthy mining drill redesign!
Very excited about all the new graphics.
Very excited about all the new graphics.
Re: Friday Facts #359 - Crash site: The beginning
Im nitpicking, ignore me.
Should all tech icons face same direction (be shot from same angle)? Looks random, disorderly, not database like, not fitting engineer. Not sure if thats the proper way of distinguishing one from another. What would work better for new players? Veterans dont have to learn or decipher them. Im speaking about first contact impression.
Should all tech icons face same direction (be shot from same angle)? Looks random, disorderly, not database like, not fitting engineer. Not sure if thats the proper way of distinguishing one from another. What would work better for new players? Veterans dont have to learn or decipher them. Im speaking about first contact impression.
Re: Friday Facts #359 - Crash site: The beginning
It's the old tech icon but with different lighting and a slightly different angle. Not the new assembling machine, alas.Omarflyjoemacky wrote: βFri Aug 07, 2020 1:25 pmAlso - is that the new assembly machine graphic I see?!
-
- Fast Inserter
- Posts: 143
- Joined: Wed Feb 03, 2016 7:16 pm
- Contact:
Re: Friday Facts #359 - Crash site: The beginning
serious.... every other game after such long time of development "we polished the font in the main menu oh and micro transactions"... and here we get 7 days before the release new awesome stuff. Like the crash site.
Factorio is one of the few games where i would gladly scream for a DLC if it funds further development
Factorio is one of the few games where i would gladly scream for a DLC if it funds further development
Re: Friday Facts #359 - Crash site: The beginning
I'd really like to have the NPE machines (lab, generator, special assembling machines...) as an accelerated start option. It'd be very organic and fit well into the game IMO.
Re: Friday Facts #359 - Crash site: The beginning
The factorio_version is for Factorio version. Dependency on base if for dependency on base mod. Different things. Factorio can be played without base mod, provided you install some other mod.someone1337 wrote: βFri Aug 07, 2020 11:05 am
@mods: is there still a reason for game version field in the info.json?
Cant it all be solved by a "base>=..."-dependency?
As in: why not remove that field and allow for smooth transitions going forward?
There were enought mod breaking changes that required the use of the base-style-dependency anyway and on the other hand: most mods dont break (except for the fix to the game veraion string) just because the game gets a new "major" release.
So if you made the it mandatory to use the versioned base dependency and made the game + mod portal read + use that info instead of the game version field, i think it would be overall better. (More like real software engineering where you only live by versioned dependencies)
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
-
- Fast Inserter
- Posts: 124
- Joined: Wed Mar 30, 2016 7:54 pm
- Contact:
Re: Friday Facts #359 - Crash site: The beginning
Woohoo! The mining drill change makes the ore on the belts so much more visible! Thank you for that change!
Love the crash site. Glad it's getting added to Freeplay -- gives a visual context to the story. Really excited to see the cutscene!
Love the crash site. Glad it's getting added to Freeplay -- gives a visual context to the story. Really excited to see the cutscene!
Tutorials, wild playthroughs, and more! https://www.youtube.com/@KatherineOfSky
Re: Friday Facts #359 - Crash site: The beginning
Awesome! Just awesome
Re: Friday Facts #359 - Crash site: The beginning
What happens if you blueprint the crash site?
- eradicator
- Smart Inserter
- Posts: 5211
- Joined: Tue Jul 12, 2016 9:03 am
- Contact:
Re: Friday Facts #359 - Crash site: The beginning
You get an empty blueprint :P.
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: ζ₯ζ¬θͺ, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Mod support languages: ζ₯ζ¬θͺ, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Re: Friday Facts #359 - Crash site: The beginning
I hope #360 isn't going to be the last FF. It's become a defining part of my Fridays ;(