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Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 12:30 pm
by picklock
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.

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 12:32 pm
by IForgotMyName
Small, but so necessary changes!
Can Landfill ghosts be placed under Concrete tile ghosts?

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 12:33 pm
by FasterJump
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? :twisted: ). Nah more seriously, being able to revive trees/cliff would make the map look better around our beloved factory buildings.

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 12:38 pm
by Wechselstrom
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 :D

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 12:40 pm
by DanGio
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

Posted: Fri Nov 03, 2023 12:40 pm
by Hares
Can you mine a landfill with nuclear waste on top of it?

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 12:43 pm
by Hares
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.
kovarex wrote:
Fri Nov 03, 2023 12:55 pm
It is doing upgrade when it can

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 12:43 pm
by mexmer
madpav3l wrote:
Fri Nov 03, 2023 12:17 pm
Super force building over belts automatically places undergrounds
What if you super force build over underground belts?
you wil get under under belts?

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 12:46 pm
by FasterJump
There is no nuclear waste in Factorio, is there?

Edit: No, there isn't (not counting mods).

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 12:48 pm
by SuperSandro2000
Noise

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 12:49 pm
by Niyu.Cuatro
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

Posted: Fri Nov 03, 2023 12:50 pm
by ElderAxe
Hares wrote:
Fri Nov 03, 2023 12:43 pm
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.
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

Posted: Fri Nov 03, 2023 12:51 pm
by Sopenas
Changes approved

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 12:52 pm
by Hares
FasterJump wrote:
Fri Nov 03, 2023 12:46 pm
There is no nuclear waste in Factorio, is there?

Edit: No, there isn't (not counting mods).
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.
Fun fact -- this burnt land actually consumes pollution while the landfill doesn't.

Edit: Adjusted the size of regions.

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 12:54 pm
by Wechselstrom
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

Posted: Fri Nov 03, 2023 12:54 pm
by ElderAxe
husnikadam wrote:
Fri Nov 03, 2023 12:11 pm
Huge refineries builds (on landfilled areas) will be so much easier now as you can summon water anywhere you want!
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 pump

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 12:55 pm
by kovarex
gGeorg wrote:
Fri Nov 03, 2023 12:12 pm
BTW: can we do mining "land" of space platform ?
Yes, obviously.
thedoh wrote:
Fri Nov 03, 2023 12:16 pm
Does 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.
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.
madpav3l wrote:
Fri Nov 03, 2023 12:17 pm
Super force building over belts automatically places undergrounds
What if you super force build over underground belts?
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

Posted: Fri Nov 03, 2023 1:09 pm
by Somtuk
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!

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 1:15 pm
by Tricorius
Somtuk wrote:
Fri Nov 03, 2023 1:09 pm
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.
I expect it won’t create water where there wasn’t originally any. Only punch back down through landfilled water.

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 1:17 pm
by Somtuk
Tricorius wrote:
Fri Nov 03, 2023 1:15 pm
Somtuk wrote:
Fri Nov 03, 2023 1:09 pm
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.
I expect it won’t create water where there wasn’t originally any. Only punch back down through landfilled water.
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. :)

I hope you're right.