Friday Facts #383 - Super force building
Re: Friday Facts #383 - Super force building
Another great FFF.
Will the Super force building be implemented in the base game, too?
Can't wait to try it out. Especially the mining of laandfill. More than once i did a wrong click and had a tile of landfill where I didn't wanted it to be. Now I can simply mine it. Great.
Will the Super force building be implemented in the base game, too?
Can't wait to try it out. Especially the mining of laandfill. More than once i did a wrong click and had a tile of landfill where I didn't wanted it to be. Now I can simply mine it. Great.
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Re: Friday Facts #383 - Super force building
Small, but so necessary changes!
Can Landfill ghosts be placed under Concrete tile ghosts?
Can Landfill ghosts be placed under Concrete tile ghosts?
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Re: Friday Facts #383 - Super force building
Just realized landfill is now removable, excellent! I can finally use it without fearing to permanently break the map.
I hope trees can soon be revived (can player's true enemy be so easily defeated? ). Nah more seriously, being able to revive trees/cliff would make the map look better around our beloved factory buildings.
I hope trees can soon be revived (can player's true enemy be so easily defeated? ). Nah more seriously, being able to revive trees/cliff would make the map look better around our beloved factory buildings.
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Re: Friday Facts #383 - Super force building
Years ago looking at the various iterations of the official trailer I remarked how it really lets you compare the old and new graphics and all those subtle improvements that were implemented between the releases. How the old sprites looked great at the time, but then somehow they were improved even more.
The last few FFFs were like that too, and the automatic underground belts when building over them just reminded me of that! I had no idea what I was missing until I saw it
The last few FFFs were like that too, and the automatic underground belts when building over them just reminded me of that! I had no idea what I was missing until I saw it
Re: Friday Facts #383 - Super force building
I'm really hyped. This feature seems to have very nice applications in speedrun, especially 100% where blueprints are allowed... I cannot imagine yet all the possibilities given with this
Re: Friday Facts #383 - Super force building
Can you mine a landfill with nuclear waste on top of it?
Last edited by Hares on Fri Nov 03, 2023 1:04 pm, edited 1 time in total.
Re: Friday Facts #383 - Super force building
Will super-force build update or deconstruct and construct similar machines? I.e., if I have an iron chest, and use super-force build of a blueprint with a steel chest on top of it.
Update: Kovarex already answered it, see below.
Update: Kovarex already answered it, see below.
Last edited by Hares on Fri Nov 03, 2023 1:00 pm, edited 1 time in total.
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Re: Friday Facts #383 - Super force building
There is no nuclear waste in Factorio, is there?
Edit: No, there isn't (not counting mods).
Edit: No, there isn't (not counting mods).
Last edited by FasterJump on Fri Nov 03, 2023 12:48 pm, edited 1 time in total.
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Re: Friday Facts #383 - Super force building
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Re: Friday Facts #383 - Super force building
Can't wait to have this in the game. Landfilling to put blueprints over water is such a pain now.
Re: Friday Facts #383 - Super force building
It would be great if it marks similar machines to be replaced like using upgrade-planner.
In addition to this question; with super-force building can we add/remove or change the modules on entities? I think this becomes more critical since with quality modules there are lots of variations and combinations for modules.
Re: Friday Facts #383 - Super force building
Changes approved
Re: Friday Facts #383 - Super force building
If you shoot a NUCLEAR MISSILE from your rocket launcher, it will destroy everything in a ~30-tile radius and will create a 24-tile-wide circle of dark-grey contaminated tiles as a reminder.FasterJump wrote: ↑Fri Nov 03, 2023 12:46 pmThere is no nuclear waste in Factorio, is there?
Edit: No, there isn't (not counting mods).
Fun fact -- this burnt land actually consumes pollution while the landfill doesn't.
Edit: Adjusted the size of regions.
Last edited by Hares on Fri Nov 03, 2023 12:55 pm, edited 1 time in total.
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Re: Friday Facts #383 - Super force building
I also appreciate the humor in that the FFF nearest to Halloween is about Angry Ghost Placement, which is what I would like to call Super Force Building from now on.
Re: Friday Facts #383 - Super force building
I don't think you'll be able to summon water anywhere you want. If you check the last animation on the post, you can notice that the area is prefilled with landfill (dirt tile instead of grass), and placing the pump removes landfill from the water input tiles under the pumphusnikadam wrote: ↑Fri Nov 03, 2023 12:11 pmHuge refineries builds (on landfilled areas) will be so much easier now as you can summon water anywhere you want!
Re: Friday Facts #383 - Super force building
Yes, obviously.
It is doing upgrade when it can. In the case of plowing through the bus with another belt of the same kind, it doesn't rotate the belt, but makes a new one adeconstrcut the old one, which is specifically changed to prevent mixing items on different belts.thedoh wrote: ↑Fri Nov 03, 2023 12:16 pmDoes this FFF imply in-place upgrading of entities as well? Such as super force blueprinting red belt over over yellow belt causes it to be upgrade planned? Or does it (effectively) deconstruct and then reprint red belt? The former sort of seems like a reasonable consequence of the mechanics, but the latter is also very strongly implied as a fallback.
You can do that, we should have included it in the video, but somehow we forgot.
Super force building on top of undergrounds will just just extend the undergrounds as long as the overall connection length doesn't exceed the limit of the specific underground belt type.
Re: Friday Facts #383 - Super force building
The "super-force" feature looks amazing!
My only concern was at the very end where you were able to force down pumps. It kind of trivializes having to plan your build are where water is/isn't. No more needing to this "I need to put this near water" since if you need water, you just make it.
Obviously, I can simply choose not to use that aspect of the feature (and I will most certainly avoid it), but it just felt like 1 step too far in my opinion.
Regardless, amazing work!
My only concern was at the very end where you were able to force down pumps. It kind of trivializes having to plan your build are where water is/isn't. No more needing to this "I need to put this near water" since if you need water, you just make it.
Obviously, I can simply choose not to use that aspect of the feature (and I will most certainly avoid it), but it just felt like 1 step too far in my opinion.
Regardless, amazing work!
Re: Friday Facts #383 - Super force building
I expect it won’t create water where there wasn’t originally any. Only punch back down through landfilled water.Somtuk wrote: ↑Fri Nov 03, 2023 1:09 pmThe "super-force" feature looks amazing!
My only concern was at the very end where you were able to force down pumps. It kind of trivializes having to plan your build are where water is/isn't. No more needing to this "I need to put this near water" since if you need water, you just make it.
Re: Friday Facts #383 - Super force building
That's something I didn't consider. The animation made it seem like making water wherever you want. I was ready with a whole argument about how water is a resource and this would be spawning in resources for free.Tricorius wrote: ↑Fri Nov 03, 2023 1:15 pmI expect it won’t create water where there wasn’t originally any. Only punch back down through landfilled water.Somtuk wrote: ↑Fri Nov 03, 2023 1:09 pmThe "super-force" feature looks amazing!
My only concern was at the very end where you were able to force down pumps. It kind of trivializes having to plan your build are where water is/isn't. No more needing to this "I need to put this near water" since if you need water, you just make it.
I hope you're right.