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Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 8:09 pm
by Gergely
Remember this post?

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 8:57 pm
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.

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 9:11 pm
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.

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 9:26 pm
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!

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 9:27 pm
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.

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 9:28 pm
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

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 9:51 pm
by Carnivale
That is Factorio porn right there.

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 10:01 pm
by Zemerson
Instead of Super Force building, couldn't it just be force building, with a toggle for removing what's already there?

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 10:04 pm
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

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 10:05 pm
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.

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 10:18 pm
by Hares
That's how I see today's FFF:

Code: Select all

make install
make install --force
sudo make install --force

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 10:42 pm
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

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 11:11 pm
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.

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 11:14 pm
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.

Re: Friday Facts #383 - Super force building

Posted: Fri Nov 03, 2023 11:56 pm
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?

Re: Friday Facts #383 - Super force building

Posted: Sat Nov 04, 2023 12:05 am
by iestynne
These are the happiest GIFs I have ever witnessed.

Re: Friday Facts #383 - Super force building

Posted: Sat Nov 04, 2023 12:41 am
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.

Re: Friday Facts #383 - Super force building

Posted: Sat Nov 04, 2023 12:57 am
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.

Re: Friday Facts #383 - Super force building

Posted: Sat Nov 04, 2023 2:43 am
by Neutronium
These FFFs are psychological torture knowing I need to wait another ~10-12 months

Re: Friday Facts #383 - Super force building

Posted: Sat Nov 04, 2023 3:15 am
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?