Here's one simple feature that we love: You can dump items overboard with inserters.
Now I really want to be able to use a similar mechanic to dump unwanted items into a lake! Or maybe over the edge of a cliff
Here's one simple feature that we love: You can dump items overboard with inserters.
The gameplay of this was designed by me, kovarex and v453000 together. It's more about what is right for a streamlined experience. This is an example of what I meant in FFF373 and the different game design goals. If you have different goals and different engine capabilities then you choose different options for the way things work.
Belts could be considered as having little clamps, hooks, magnetic plates, etc on them without really having to change anything. Bots in space require a new entity (as the ones we have now are turbine powered) that should somehow be able to fly around and keep up with the movements of the platform (seems it's flying separately from the platform thus does not immediately get thrust changes applied) even when low on power.StahnAileron wrote: ↑Fri Oct 20, 2023 1:00 pm Exposed belts in space. Things would be flying about. It feels like bots-only in space would make more sense in terms of believability. But I get the point of making it belt-only. But exposed belt in space as a concept is just utterly wrong. It breaks the immersion for me. (Granted, I probably won't care THAT much once we can actually play the game.) I think something like a pseudo-pipe system with loaders would make more sense conceptually, but that's probably asking for a lot, practically. New graphics, new entities, etc. I'm not really asking for change (it's an aesthetic thing that, if "corrected", would affect gameplay), just something that crossed my mind.
My response to this about bots in space is the same as above.rigrig wrote: ↑Fri Oct 20, 2023 1:04 pmI agree, not looking for more complexity*, but just for the look of things it would be nice if stuff was built by e.g. thruster bots instead of space-magic.FuryoftheStars wrote: ↑Fri Oct 20, 2023 12:29 pmConsidering the platform also acts as power delivery, I can see the platform also having it's own built in constructors.
* Just having the hub magically supply unlimited bots would be fine with me, to avoid build queues and bot counting. But I could see not everybody agreeing with that, and then we're going down the rabbit hole…
* Cosmoteer: Starship Architect & Commander -- a fantastic ship-building game that Factorio players would loveSpace platforms can specialize in different tasks, so it can be motivating to optimize them for different design goals. You can aim to make a huge platform that can load thousands of items, or a small platform with capacity sacrificed for speed. Would you like a minimal platform so you could get to that first planet as soon as possible, or do you perhaps fancy a gigantic platform that can craft its own components mid-flight?
Any particular reasoning? I think it would have been neat to be able to create platforms with various holes in them.Space platforms cannot have holes in tiles
I'd also like to know. And if yes, can goods be transported from one platform to another? I imagine having one large static platform in Nauvis' orbit for space science production and smaller moving platforms ("spaceships") for cargo transportation but can those goods actually be transferred from platform to platform? Or is transport only possible via rocket from platform to planet and vice versa?cbass wrote: ↑Fri Oct 20, 2023 11:54 amOne thing that I might have missed, is it possible to have multiple space platforms? I tried to find if it was explicitly called out. In the post, it does refer to "platforms", but will it be possible to have multiple platforms? I can imagine how useful it would be to have purpose-built platforms for different things (ie, to have a small but nimble transport platform and a massive giga-factory platform and maybe one in between?)
We're talking about Factorio here. If we don't pollute every single corner of galaxy with our incredible inefficient technology, what's even the point?StahnAileron wrote: ↑Fri Oct 20, 2023 1:00 pm Two: The thruster exhaust plume. The exhaust itself looks amazing. The plume behind it, not so much. In my head, it means you have some really bad combustion ratios going, being very inefficient. It also looks messy to me for some reason.
I am glad to hear that. I like your work as well, obviously.Earendel wrote: ↑Fri Oct 20, 2023 1:23 pmThe gameplay of this was designed by me, kovarex and v453000 together. It's more about what is right for a streamlined experience. This is an example of what I meant in FFF373 and the different game design goals. If you have different goals and different engine capabilities then you choose different options for the way things work.
Maybe have the plum reduced with each increase in Quality.StahnAileron wrote: ↑Fri Oct 20, 2023 1:00 pm
Two: The thruster exhaust plume. The exhaust itself looks amazing. The plume behind it, not so much. In my head, it means you have some really bad combustion ratios going, being very inefficient. It also looks messy to me for some reason. (Maybe because it's a giant expanding cloud of smoke in space...) Again, just an aesthetic thing. However, changing it won't harm gameplay, so I do kind of hope you take this criticism into consideration.