Friday Facts #131 - Roadmap shuffle

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Friday Facts #131 - Roadmap shuffle

Post by kovarex » Fri Mar 25, 2016 4:29 pm

Send programmers and 3d artists our way!
https://www.factorio.com/blog/post/fff-131

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Re: Friday Facts #131 - Roadmap shuffle

Post by Smarty » Fri Mar 25, 2016 4:39 pm

Awesome for the modules thing!

The drag and place for underground pipes and belts are amazing aswell.

And really Nice work from albert with the Achievements i love them!

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Re: Friday Facts #131 - Roadmap shuffle

Post by ratchetfreak » Fri Mar 25, 2016 4:45 pm

It seems odd that the fluid wagon got pushed back to 0.14

Especially since there are already modded tanker wagons.

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Re: Friday Facts #131 - Roadmap shuffle

Post by Choumiko » Fri Mar 25, 2016 4:49 pm

I'm so gonna do the last achievement icon before the rocket one! :D
Redo of the train graphics and fixing the train distances, so they are whole tiles and vertical and horizontal distances are the same.
Soo, same number of inserters/wagon no matter if they are horizontal or vertical?

Modules in blueprints: Will they be also added if you place them over already existing assemblers, including the removal of old modules?

With all the other stuff, June can't come soon enough!

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Re: Friday Facts #131 - Roadmap shuffle

Post by daniel34 » Fri Mar 25, 2016 4:54 pm

Nice FFF and I like the small (and unexpected) ease-of-use changes very much.

One question though:
Will the control+click replacing of the modules only work on the same module type / only upgrades, or can we also downgrade them or completely replace them with other module types (productivity --> speed) with control+click? (the text in the FFF says 'upgrade')

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Re: Friday Facts #131 - Roadmap shuffle

Post by _aD » Fri Mar 25, 2016 4:55 pm

A very exciting FFF! I'm not a cheev hunter but the icons look great. So long and thanks for all the Facts.

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Re: Friday Facts #131 - Roadmap shuffle

Post by bluewales » Fri Mar 25, 2016 5:00 pm

I hope they allow creating module needs in existing buildings. Just like how you can shift click with a building to create a ghost that your construction bots will build if they can. You need to be able to do the same with modules.

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Re: Friday Facts #131 - Roadmap shuffle

Post by Rseding91 » Fri Mar 25, 2016 5:00 pm

Choumiko wrote:... Modules in blueprints: Will they be also added if you place them over already existing assemblers, including the removal of old modules? ...
Not currently. These things need to be answered and addressed in a meaningful way in order to do that:
  • Should the modules be applied even if the machine recipes don't match real vs blueprint?
  • Should the modules be applied even if the assembling machine type or the rotation doesn't match what's in the blueprint?
  • Should the modules be applied even if the existing assembling machine already has some modules or some modules on the way?
  • Should *all* of the modules be applied even if the existing assembling machine already has some of the ones to be applied? Or just the missing ones?
I wasn't able to come up with a satisfactory answer to those questions that would make everyone happy and left it at "just remove and replace the machines with the version that includes the modules you want" for now.
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Re: Friday Facts #131 - Roadmap shuffle

Post by Ghoulish » Fri Mar 25, 2016 5:02 pm

So many new shinies!

The underground pipe laying feature, OH. MY. GOD, I know it's been on the to-do list for a while.. So happy it'll be in 0.13. It was a real chore to mess with pipe over any distance.The blue print booklet, is just what the doctor ordered! Any chance of a sneak peak, a little gif maybe? Pretty please? With sugar on top?
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Re: Friday Facts #131 - Roadmap shuffle

Post by Rhamphoryncus » Fri Mar 25, 2016 5:04 pm

Fixing the train size? I never thought I'd see the day! :D

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Re: Friday Facts #131 - Roadmap shuffle

Post by HeilTec » Fri Mar 25, 2016 5:09 pm

I guess the dolphin in the achievement icons is saying: "Thanks for all the fish"

I wonder if you have to eat fish or not to get that one.
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Re: Friday Facts #131 - Roadmap shuffle

Post by bumpinthenight » Fri Mar 25, 2016 5:09 pm

I didn't even know you could plant poles like that already, sweet! Really looking forward to 0.13 and I enjoy reading these weekly posts. Thank you for an already great game!

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Re: Friday Facts #131 - Roadmap shuffle

Post by Impatient » Fri Mar 25, 2016 5:13 pm

guys! i was hopeing for some modding api features!

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Re: Friday Facts #131 - Roadmap shuffle

Post by Zeblote » Fri Mar 25, 2016 5:16 pm

HeilTec wrote:I wonder if you have to eat fish or not to get that one.
No, you have to put a fish in a rocket and launch it to space!
Last edited by Zeblote on Fri Mar 25, 2016 5:18 pm, edited 1 time in total.

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Re: Friday Facts #131 - Roadmap shuffle

Post by Choumiko » Fri Mar 25, 2016 5:17 pm

Zeblote wrote:No, you have to put a fish in a rocket and launch it to space!
Spoiler Alert dude! (Not that it's hard to figure out :D )
Impatient wrote:guys! i was hopeing for some modding api features!
I'm pretty pretty sure there are going to be lots of them.

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Re: Friday Facts #131 - Roadmap shuffle

Post by McRib » Fri Mar 25, 2016 5:19 pm

i have one question. The inifity research you are planning. Will it be in 0.13 or 0.14?

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Re: Friday Facts #131 - Roadmap shuffle

Post by Tev » Fri Mar 25, 2016 5:20 pm

Rhamphoryncus wrote:Fixing the train size? I never thought I'd see the day! :D
I'm worried about backwards compatibility . . . but they handled turret resizing pretty gracefuly, so I think all will be well :)

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Re: Friday Facts #131 - Roadmap shuffle

Post by Rseding91 » Fri Mar 25, 2016 5:21 pm

Impatient wrote:guys! i was hopeing for some modding api features!
There are a lot of those as well just most that read FFs tend not to care about the API stuff :)
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Re: Friday Facts #131 - Roadmap shuffle

Post by daniel34 » Fri Mar 25, 2016 5:23 pm

McRib wrote:i have one question. The inifity research you are planning. Will it be in 0.13 or 0.14?
I don't know of any infinite research. Do you have a link / statement from the devs?

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Re: Friday Facts #131 - Roadmap shuffle

Post by madpav3l » Fri Mar 25, 2016 5:27 pm

daniel34 wrote:
McRib wrote:i have one question. The inifity research you are planning. Will it be in 0.13 or 0.14?
I don't know of any infinite research. Do you have a link / statement from the devs?
I think he means this...
From http://www.factorio.com/blog/post/fff-129
I can imagine, that one of the solutions could be to allow infinite technologies. You can, for example, research laser turret damage for as long as you would like, but every level is twice as expensive compared to the previous one. This solves the problem, as you can't just "finish all the research".

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