Friday Facts #142 - Playtesting

Regular reports on Factorio development.
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kovarex
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Re: Friday Facts #142 - Playtesting

Post by kovarex » Mon Jun 13, 2016 6:47 am

Recon777 wrote:Speaking of faster mining of rails... Can you please do the same for walls? Since the segments are only 1x1, it takes AGES to correct a misaligned or otherwise unwanted wall until you finally get the deconstruction planner.
Yes I did also wall as part of the change.
Recon777 wrote: Also, I was thinking... the deconstruction planner itself is super cheap since it is infinitely reusable. I wonder if it might be better to have it stackable and partially use up just like the repair packs. Maybe have them capable of marking 500 objects for deconstruction before they are used up, and allow 100x planners in a stack. Or something.
It doesn't sound like a good idea to me.

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Re: Friday Facts #142 - Playtesting

Post by Neotix » Mon Jun 13, 2016 7:11 am

I saw this post viewtopic.php?f=5&t=1878&start=70#p168302 and i'm wonder where you unveil that wagon graphic?

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Re: Friday Facts #142 - Playtesting

Post by Mion » Mon Jun 13, 2016 7:19 am

kovarex wrote:
Recon777 wrote: Also, I was thinking... the deconstruction planner itself is super cheap since it is infinitely reusable. I wonder if it might be better to have it stackable and partially use up just like the repair packs. Maybe have them capable of marking 500 objects for deconstruction before they are used up, and allow 100x planners in a stack. Or something.
It doesn't sound like a good idea to me.
Ok, what about making blueprints (empty) stackable?

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Re: Friday Facts #142 - Playtesting

Post by itsnotvalid » Mon Jun 13, 2016 7:50 am

I am checking the blog like every single day now... I know it sounds pathetic but all the good stuff coming is gonna be a very exciting update...

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Re: Friday Facts #142 - Playtesting

Post by Klonan » Mon Jun 13, 2016 7:56 am

Neotix wrote:I saw this post viewtopic.php?f=5&t=1878&start=70#p168302 and i'm wonder where you unveil that wagon graphic?

They aren't revealed yet :D

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Re: Friday Facts #142 - Playtesting

Post by MeduSalem » Mon Jun 13, 2016 9:31 am

Klonan wrote:
Neotix wrote:I saw this post viewtopic.php?f=5&t=1878&start=70#p168302 and i'm wonder where you unveil that wagon graphic?

They aren't revealed yet :D
BimDZJPIIAABfS6.jpg
BimDZJPIIAABfS6.jpg (38.47 KiB) Viewed 2506 times
Together with that "loading crane" train-thingy I somehow get an interesting feeling/idea about what is to come. And if my theory is going to turn out to be correct they did a well job on keeping it a secret.

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Re: Friday Facts #142 - Playtesting

Post by aka13 » Mon Jun 13, 2016 10:01 am

MiiNiPaa wrote:If you limit your factory pollution, so it stops spreading, and destroy nests already influenced by pollution, then no new biters will attack (as long as you prevent base-building. I do not rememeber if non-aggravated bases send builders).
They do, occasionally. As long as you prevent basebuilding inside your cloud it should not matter too much.
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Re: Friday Facts #142 - Playtesting

Post by Tontaube » Mon Jun 13, 2016 10:02 am

itsnotvalid wrote:I am checking the blog like every single day now... I know it sounds pathetic but all the good stuff coming is gonna be a very exciting update...
...I am totally with you, bro :-)

Waiting for .13: viewtopic.php?f=5&t=1878&start=70#p168302

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Re: Friday Facts #142 - Playtesting

Post by slindenau » Mon Jun 13, 2016 11:01 am

kovarex wrote:
Recon777 wrote: Also, I was thinking... the deconstruction planner itself is super cheap since it is infinitely reusable. I wonder if it might be better to have it stackable and partially use up just like the repair packs. Maybe have them capable of marking 500 objects for deconstruction before they are used up, and allow 100x planners in a stack. Or something.
It doesn't sound like a good idea to me.
Then what is the point in having to craft a deconstruction planner? Can't it just be something you get for free once you've reached logistics? By making it a button/keypress "mode" you can enter.
My mod: "Auto Deploy Destroyers" (follower robots) viewtopic.php?f=97&t=24545

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Re: Friday Facts #142 - Playtesting

Post by malecord » Mon Jun 13, 2016 11:58 am

slindenau wrote:
kovarex wrote:
Recon777 wrote: Also, I was thinking... the deconstruction planner itself is super cheap since it is infinitely reusable. I wonder if it might be better to have it stackable and partially use up just like the repair packs. Maybe have them capable of marking 500 objects for deconstruction before they are used up, and allow 100x planners in a stack. Or something.
It doesn't sound like a good idea to me.
Then what is the point in having to craft a deconstruction planner? Can't it just be something you get for free once you've reached logistics? By making it a button/keypress "mode" you can enter.
Yeah... It's depicted like a piece of red paper but it really is just a remote control.

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Re: Friday Facts #142 - Playtesting

Post by pr0n » Mon Jun 13, 2016 5:12 pm

Are we there yet?

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Re: Friday Facts #142 - Playtesting

Post by tekbot » Mon Jun 13, 2016 8:39 pm

pr0n wrote:Are we there yet?
Don't make me turn this car formation update around!

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Re: Friday Facts #142 - Playtesting

Post by Ninja_Dog81 » Tue Jun 14, 2016 2:10 pm

Come on guys, throw us a bone!? :) I don't think my heart can take the strain any longer :) Waiting with immense amounts of anticipation for those lovely words "Factorio - Update Queued" only to be turned into "Factorio - Downloading", only to be turned into GAME TIME!

Can't wait!

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Re: Friday Facts #142 - Playtesting

Post by malecord » Tue Jun 14, 2016 3:15 pm

You know that by continuously updating these threads we're just derping each other right? :lol:

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Re: Friday Facts #142 - Playtesting

Post by torham » Tue Jun 14, 2016 3:43 pm

what really bugs me is that last gif from Factorio development explained in gifs. What sort of magic trick are they reacting to?

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Re: Friday Facts #142 - Playtesting

Post by Ninja_Dog81 » Tue Jun 14, 2016 7:14 pm

@Malecord

Too true. I'm so excited for this release (TRAINS!) that I almost can't contain myself (TRAINS!). Plus I have a huge TRAINS fixation haha

I have four days off this weekend, was hoping I'd be accompanied by Factorio, but pointless starting another map until the update drops.

P.S. TRAINS!

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Re: Friday Facts #142 - Playtesting

Post by fishycat » Tue Jun 14, 2016 11:19 pm

Message from 0.13 :D

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Re: Friday Facts #142 - Playtesting

Post by ShunterAlhena » Wed Jun 15, 2016 7:41 am

Registered on the forum to subscribe to this thread to get an update immediately upon release :) :)
Got a whole-day Factorio bash planned for Saturday w/ friends, hopefully 0.13 drops by then :)

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Re: Friday Facts #142 - Playtesting

Post by thereaverofdarkness » Wed Jun 15, 2016 5:06 pm

fishycat wrote:Message from 0.13 :D
update from 0.13

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Re: Friday Facts #142 - Playtesting

Post by Mooncat » Thu Jun 16, 2016 1:58 am

While waiting for the coming Friday.... did anyone notice the shadow angle of the wall (or gate?) is different from the other objects? Most of the shadow is point to east, but the wall's is 45degree rotated. (Yes, I am bored. Friday please come early!)

malecord wrote:
slindenau wrote:
kovarex wrote:
Recon777 wrote: Also, I was thinking... the deconstruction planner itself is super cheap since it is infinitely reusable. I wonder if it might be better to have it stackable and partially use up just like the repair packs. Maybe have them capable of marking 500 objects for deconstruction before they are used up, and allow 100x planners in a stack. Or something.
It doesn't sound like a good idea to me.
Then what is the point in having to craft a deconstruction planner? Can't it just be something you get for free once you've reached logistics? By making it a button/keypress "mode" you can enter.
Yeah... It's depicted like a piece of red paper but it really is just a remote control.
Maybe it will be a part of the blueprint book?
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