Friday Facts #383 - Super force building

Regular reports on Factorio development.
User avatar
Gergely
Filter Inserter
Filter Inserter
Posts: 616
Joined: Sun Apr 10, 2016 8:31 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by Gergely »

Remember this post?
XelSelenius
Burner Inserter
Burner Inserter
Posts: 7
Joined: Sat Oct 14, 2023 10:08 am
Contact:

Re: Friday Facts #383 - Super force building

Post by XelSelenius »

2 questions:

1: Would Waterfill be implemented in the game?
2: Will the space platform have the option to have a cleaner look (aka fewer details on the surface)? For example, if I choose to remove all the decorations from the land, I make my factory look way cleaner.
Brambor
Fast Inserter
Fast Inserter
Posts: 181
Joined: Thu May 07, 2015 1:52 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by Brambor »

XelSelenius wrote: Fri Nov 03, 2023 8:57 pm 2 questions:

1: Would Waterfill be implemented in the game?
2: Will the space platform have the option to have a cleaner look (aka fewer details on the surface)? For example, if I choose to remove all the decorations from the land, I make my factory look way cleaner.
1: I think they mentioned in past FFF (somewhere around implementing landfill) that it would be too OP. You would be able to wall off your factory from biters essentially for free.
VampireSilence
Inserter
Inserter
Posts: 28
Joined: Wed Feb 03, 2021 7:54 am
Contact:

Re: Friday Facts #383 - Super force building

Post by VampireSilence »

@kovarex @klonan
I just wanted to say i love you. Marry me. Both of you. <3
Just kidding, i love you all at Wube, you are just awesome.
You just published one of my most-wanted features of all time!
computeraddict
Fast Inserter
Fast Inserter
Posts: 204
Joined: Sat Oct 07, 2023 6:44 am
Contact:

Re: Friday Facts #383 - Super force building

Post by computeraddict »

Brambor wrote: Fri Nov 03, 2023 9:11 pm 1: I think they mentioned in past FFF (somewhere around implementing landfill) that it would be too OP. You would be able to wall off your factory from biters essentially for free.
Waterfill with shallow water wouldn't break anything other than the importance of natural water sources (and mods that limit water as part of a challenge). I don't see much use for vanilla waterfill like that, though, other than trivializing getting water to power plants and oil refineries.
Shadow_Man
Fast Inserter
Fast Inserter
Posts: 126
Joined: Fri Mar 02, 2018 2:55 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by Shadow_Man »

Now every week when I read FFF, I think, "wow, this is the coolest thing ever."
Wube meanwhile: Ha ha, sit down and hold ALL my beers, we have many more Fridays ahead of us.
:D
Carnivale
Burner Inserter
Burner Inserter
Posts: 15
Joined: Thu Mar 31, 2016 8:30 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by Carnivale »

That is Factorio porn right there.
User avatar
Zemerson
Long Handed Inserter
Long Handed Inserter
Posts: 52
Joined: Thu Nov 28, 2013 9:57 am
Contact:

Re: Friday Facts #383 - Super force building

Post by Zemerson »

Instead of Super Force building, couldn't it just be force building, with a toggle for removing what's already there?
User avatar
Ohead
Burner Inserter
Burner Inserter
Posts: 5
Joined: Sun Sep 03, 2023 11:35 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by Ohead »

Man, that angry ghost is adorable. If possible, I would be elated to see the angry ghost as a smiley here on the forums
Zaflis
Filter Inserter
Filter Inserter
Posts: 510
Joined: Sun Apr 24, 2016 12:51 am
Contact:

Re: Friday Facts #383 - Super force building

Post by Zaflis »

I'm not too excited about Ctrl+Shift keybind for the super-forced blueprint placing. Why would i still need the regular forced mode over it? I will just change Shift modifier to super forced and unbind the forced one? Even if it potentially removes things out of the way that still sounds much more preferrable to me.
User avatar
Hares
Filter Inserter
Filter Inserter
Posts: 338
Joined: Sat Oct 22, 2022 8:05 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by Hares »

That's how I see today's FFF:

Code: Select all

make install
make install --force
sudo make install --force
FasterJump
Fast Inserter
Fast Inserter
Posts: 235
Joined: Sat Jul 09, 2016 11:43 am
Contact:

Re: Friday Facts #383 - Super force building

Post by FasterJump »

I agree that it would be cool if we could restore the ground texture after it has been altered by Nukes, Artillery or biter nest expansion
FritzHugo3
Fast Inserter
Fast Inserter
Posts: 125
Joined: Tue Jan 09, 2018 4:30 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by FritzHugo3 »

The blue wabbleing for blueprints it's absolut not my. Please make an option for disable this. (I dont want an annimation for bp it should be still for me - too tiring for my eyes)

The complete rest are great.
Last edited by FritzHugo3 on Fri Nov 03, 2023 11:29 pm, edited 1 time in total.
Qon
Smart Inserter
Smart Inserter
Posts: 2164
Joined: Thu Mar 17, 2016 6:27 am
Contact:

Re: Friday Facts #383 - Super force building

Post by Qon »

Zemerson wrote: Fri Nov 03, 2023 10:01 pm Instead of Super Force building, couldn't it just be force building, with a toggle for removing what's already there?
What is the difference? Sounds like you described super force with your "suggestion". It's "toggled" on when ctrl is pressed down, toggled off when ctrl is released.
Zaflis wrote: Fri Nov 03, 2023 10:05 pm I'm not too excited about Ctrl+Shift keybind for the super-forced blueprint placing. Why would i still need the regular forced mode over it? I will just change Shift modifier to super forced and unbind the forced one? Even if it potentially removes things out of the way that still sounds much more preferrable to me.
That is the purpose of keybinds, yes. You do that.

I like the suggested default keybinds for this, makes sense to me.
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
SkerrittT
Inserter
Inserter
Posts: 49
Joined: Fri Mar 02, 2018 1:24 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by SkerrittT »

Really enjoying your Friday Facts. Every FF is making me more excited about the coming update. It certainly looks like its going to be terrific. Thank you.

Are you going to provide your players early adopter / pre order opportunities?
iestynne
Burner Inserter
Burner Inserter
Posts: 14
Joined: Fri Oct 27, 2023 10:10 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by iestynne »

These are the happiest GIFs I have ever witnessed.
AvengerStar
Inserter
Inserter
Posts: 20
Joined: Sat Dec 30, 2017 1:18 am
Contact:

Re: Friday Facts #383 - Super force building

Post by AvengerStar »

This is just an all around fantastic addition. Glad it''ll be in the game.

As a purely personal aside, I would like it if there was some option to have super replacement consider the full length of the undergrounds rather than only the minimum distance required to build around super replacing entities. That, or have underground belts have a variant cost based on the length of the underground, somehow (perhaps by pulling from regular belts, instead). But regardless if something like that is considered or not, it doesn't detract anything from this feature, in my opinion.
foxoftheasterisk
Manual Inserter
Manual Inserter
Posts: 2
Joined: Sat Nov 04, 2023 12:48 am
Contact:

Re: Friday Facts #383 - Super force building

Post by foxoftheasterisk »

This looks fantastic!

One corollary feature request though - can we get an option to add landfills/platform tiles on regular force build? (Or even make that default behaviour, if you prefer.) I know for sure I will have times I want to build over a lake or extend a platform, but not replace any previously built machines - especially when working with large patterned blueprints, I don't want to destroy large portions of my base because I misaligned the blueprint by a tile.
User avatar
Neutronium
Long Handed Inserter
Long Handed Inserter
Posts: 50
Joined: Thu Oct 19, 2023 4:16 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by Neutronium »

These FFFs are psychological torture knowing I need to wait another ~10-12 months
Megouski
Burner Inserter
Burner Inserter
Posts: 11
Joined: Wed Nov 29, 2017 7:34 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by Megouski »

This is great but changes like this should not take this long, and im a dev. Teams roughly the same size are doing far more complex things in the span for 3-4 month cycles. What is it about Factorio that adds months to something like this?
Post Reply

Return to “News”