Friday Facts #125 - Achievements

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Re: Friday Facts #125 - Achievements

Post by nobodx » Fri Feb 12, 2016 10:07 pm

If the smart inserters get removed, do the normal ones get the option to filter specific items ?

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Re: Friday Facts #125 - Achievements

Post by kovarex » Fri Feb 12, 2016 10:08 pm

nobodx wrote:If the smart inserters get removed, do the normal ones get the option to filter specific items ?
They might be replaced by the filter inserters.

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Re: Friday Facts #125 - Achievements

Post by coolidge » Fri Feb 12, 2016 10:09 pm

I think it's really great how you made a public announcement of how something is going to be, received feedback, and reverted a change as a result of said feedback after discussing it internally, and then told everyone that's what happened. While I had no strong feelings one way or another on that particular issue, the fact you listened to those who did and reopened it for discussion is just one of the many reasons you guys are awesome.

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Re: Friday Facts #125 - Achievements

Post by kovarex » Fri Feb 12, 2016 10:09 pm

psorek wrote:What about making flamed biters randomly run around and set trees on fire? ^^
That is part of the plan :)

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Re: Friday Facts #125 - Achievements

Post by golfmiketango » Fri Feb 12, 2016 10:10 pm

Erigalus wrote:exploding oil tanks could be fun. :3

this!

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Re: Friday Facts #125 - Achievements

Post by Zeblote » Fri Feb 12, 2016 10:11 pm

kovarex wrote:
psorek wrote:What about making flamed biters randomly run around and set trees on fire? ^^
That is part of the plan :)
How about... incendiary laser turrets!!

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Re: Friday Facts #125 - Achievements

Post by ssilk » Fri Feb 12, 2016 11:05 pm

I would like them, cause that kind of laser looks much more realistic as the "riffle-of-laser-shooting-ones" now. :)

Ah, see you made a suggestion out of it:
https://forums.factorio.com/forum/viewtop ... =6&t=20073
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Re: Friday Facts #125 - Achievements

Post by MeduSalem » Fri Feb 12, 2016 11:21 pm

The fire effect looks really nice...

... sounds like I am going to become an arsonist soon. :twisted:

kovarex wrote:The new plan is, that almost every machine will be directly connectable to the circuit network the same way as before. This still means, that the smart inserter and smart chest will be removed, as everything will be connectable, even the regular chests, inserters or even belts. There will be some general graphics of tiny antenna attached to the object once it is connected to the wire, so it doesn't look too funny.
Sounds like a good solution to me. :D

With the plan of connecting everything directly I can perfectly live with Smart Inserters/Chests being removed as they become really redundant that way.

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Re: Friday Facts #125 - Achievements

Post by bobingabout » Fri Feb 12, 2016 11:35 pm

Wait, I thought you weren't going to get rid of the smart inserter, now you're telling us you are?

Will normal inserters be able to Filter then? And how would connecting to the roboport network work, currently a smart inserter within the logistic zone is connected to it.

I can understand getting rid of the smart chest, but the smart inserter plays a much larger role.
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Re: Friday Facts #125 - Achievements

Post by dunpealhunter » Sat Feb 13, 2016 12:01 am

Seems appropriate:

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Re: Friday Facts #125 - Achievements

Post by Legoman165 » Sat Feb 13, 2016 12:29 am

A suggestion for a exploration achievement could be like minecraft's travel 1km in one direction on rails. For factorio it would have to be further since factorio trains are self powered. Maybe something like 100km.

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Re: Friday Facts #125 - Achievements

Post by DaveMcW » Sat Feb 13, 2016 12:37 am

The Civilization series always has a nice looking technology tree. Their secret is, they design the tree first, and add dependencies later in a way that does not overlap.

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Re: Friday Facts #125 - Achievements

Post by Ekelbatzen » Sat Feb 13, 2016 12:56 am

I think you could add a whole lot of challenge achievements more if you want to.
Often I read through the list of achievements I didn't get yet in a game and get interested that you can even do such things these achievements challenge me to do.

With the challenge-category there could be many achievements that boost player creativity, such as efficient setups, autonomic productions/turrets, good blueprints, good network management, least amount of steps walked, creative belt-sorting-logic, etc.
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Re: Friday Facts #125 - Achievements

Post by Chaoseed » Sat Feb 13, 2016 1:34 am

Nice, I love achievements. I think it's fine to have a few achievements that are really easy.

How about an achievement which is "Play with a mod"? Any mod at all, just start a game with a mod enabled. It's easy, it doesn't require you guys to wonder whether the mod is overpowered or whatever, yet it encourages the player to play the game in a new way. ;) It's a thought, anyway.

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Re: Friday Facts #125 - Achievements

Post by Zeeth_Kyrah » Sat Feb 13, 2016 1:40 am

The one issue I'd have with fire is how extreme (fast/far) the spread could get. Sometimes we want to keep the trees around! So I'm with the person who wanted some way to create a fire-break or extinguish fires.
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Re: Friday Facts #125 - Achievements

Post by Xterminator » Sat Feb 13, 2016 3:29 am

bobingabout wrote:Wait, I thought you weren't going to get rid of the smart inserter, now you're telling us you are?

Will normal inserters be able to Filter then? And how would connecting to the roboport network work, currently a smart inserter within the logistic zone is connected to it.

I can understand getting rid of the smart chest, but the smart inserter plays a much larger role.
I agree and have the same question. I think it will still be very useful to filter items so hopefully either normal Inserters will be able to do it or there will be some type of filter Inserter implemented for that.

He also brings up a good point about connecting to the Logistics Network. How will that work?

Great FF though. The tech tree sounds interesting, and the achievements sound pretty awesome.Can't wait to see why other ones the community comes up with.
Also the fire mechanics and graphics seem epic. :D I will probably end up spending an unhealthy amount of time running around catch stuff on fire. Hehe
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Re: Friday Facts #125 - Achievements

Post by Fatmice » Sat Feb 13, 2016 4:57 am

I'm totally digging that fire...hm looks quite infernal. :twisted:
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Re: Friday Facts #125 - Achievements

Post by TheTom » Sat Feb 13, 2016 6:44 am

Couple of throughts:

* Fire - NICE. i like it. But as it is trees are getting rare at some point. TIme for some growth mechanism? Have a background thread regularly plant new trees close to existing ones? Something like that. Without that - this is a nice mechanic that will see limited use. And no, I will NOT use it for clearing trees. Mostly because I use Bob's mod.... trees are valuable ;)

* Connecting everything to logistics. Better. What about making it a MODULE? Or extension. Plug that INTO an object and you get the antenna ;)

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Re: Friday Facts #125 - Achievements

Post by nobodx » Sat Feb 13, 2016 8:00 am

Btw I already asked about the filter-thing of the smart inserters.

We'll probably get filter-inserters instead.
kovarex wrote:
nobodx wrote:If the smart inserters get removed, do the normal ones get the option to filter specific items ?
They might be replaced by the filter inserters.

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Re: Friday Facts #125 - Achievements

Post by florus2901 » Sat Feb 13, 2016 9:51 am

I like the "new" forest fire mechanic, some people want to see the world burn. In the past i was looking for a way to easy clear a forest without getting a lot of chest with wood or shooting trees with a shotgun.

Also some feedback on the Techtree, look to other games how they translated Research, for example Civilization games. And do not forget that there is no goldenrule in how you visualize it.

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