Friday Facts #165 - Death by a thousand cuts

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Deadly-Bagel
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Re: Friday Facts #165 - Death by a thousand cuts

Post by Deadly-Bagel » Wed Nov 23, 2016 3:09 pm

Optera wrote:A mod enabling achievements wouldn't hurt at this point. If you want to cheat to get achievements there are countless ways to do so.
For example, build a base with creative mode, remove it, reap all achievements.
You still have to come up with a setup for doing this with adequate supply and logistics to deal with the throughput, it's not like you could make a recipe where 1 iron plate makes 1,000 green circuits, and there aren't any mods on the mod portal for attaining achievements (which would be really tacky and annoying).
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Re: Friday Facts #165 - Death by a thousand cuts

Post by matjojo » Wed Nov 23, 2016 3:40 pm

Deadly-Bagel wrote:
Optera wrote:A mod enabling achievements wouldn't hurt at this point. If you want to cheat to get achievements there are countless ways to do so.
For example, build a base with creative mode, remove it, reap all achievements.
You still have to come up with a setup for doing this with adequate supply and logistics to deal with the throughput, it's not like you could make a recipe where 1 iron plate makes 1,000 green circuits, and there aren't any mods on the mod portal for attaining achievements (which would be really tacky and annoying).

you can though, although it won't report it on steam ofc

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Re: Friday Facts #165 - Death by a thousand cuts

Post by vanatteveldt » Wed Nov 23, 2016 5:06 pm

Optera wrote: I always imagined trains to have proportions similar to steam engines and boxcars. Seeing them this flattened feels a bit weird.
Reminds me of the Glasgow subway (which is quite cute :))
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Re: Friday Facts #165 - Death by a thousand cuts

Post by tk0421 » Thu Nov 24, 2016 3:43 am

just to clarify, its great that the developers are concerned about 3rd parties ability to make better mods. but personally a big part of my decision about what game i might play at any time has to do with what achievements i have and what is left to do, its just what makes gameplay fun for me.

it has nothing to do with "cheating achieves" or "fairness" or however you want to put it. my achievements have no bearing or affect on your achievements, and visa versa. its just about information and goals.

there are a lot of mods i like, some game changing, some not. but since the patch that added the steam achieves i havnt used any for that simple reason. and i really miss a couple and wish i could still play with them.

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Re: Friday Facts #165 - Death by a thousand cuts

Post by Driewolf » Thu Nov 24, 2016 3:21 pm

Is the fluid car pictured going to be included i 0.16? Is it even real? there's not existing mod with that art style
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Re: Friday Facts #165 - Death by a thousand cuts

Post by Deadly-Bagel » Thu Nov 24, 2016 3:32 pm

Read through the FFFs, there were graphics on the new tanker and how it would be unloaded.

https://www.factorio.com/blog/post/fff-157 - unloading
https://www.factorio.com/blog/post/fff-159 - graphics
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Re: Friday Facts #165 - Death by a thousand cuts

Post by Driewolf » Thu Nov 24, 2016 3:49 pm

Deadly-Bagel wrote:Read through the FFFs, there were graphics on the new tanker and how it would be unloaded.
Thanks very much for the links! I'm relatively new tothe forum and didn't think to look backwards

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Re: Friday Facts #165 - Death by a thousand cuts

Post by Andrzejef » Thu Nov 24, 2016 9:00 pm

Not a problem, and welcome to this lovely station :)
Now that you're brought up to speed, pick a wagon and hop on the hype train - train, mind you - for a hell of a ride :)

Unless you're not a Factorio Railway enthusiast. Hype car, then? Or maybe a hype tank? Or hype biter, if you like it extreme :P
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Re: Friday Facts #165 - Death by a thousand cuts

Post by Optera » Fri Nov 25, 2016 6:34 am

Andrzejef wrote:Not a problem, and welcome to this lovely station :)
Now that you're brought up to speed, pick a wagon and hop on the hype train - train, mind you - for a hell of a ride :)

Unless you're not a Factorio Railway enthusiast. Hype car, then? Or maybe a hype tank? Or hype biter, if you like it extreme :P
Ridable biters would be one heck of a mechanic.
Tame your own behemoth and ride into battle. :lol:

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Re: Friday Facts #165 - Death by a thousand cuts

Post by Andrzejef » Fri Nov 25, 2016 11:35 am

You know - I posted this as a joke, but now that I seriously think of it, biter pens are not a bad idea. Really, it's quite the opposite.
After all, haven't man tamed wild animals, to do his biding (limited as it may be)? :P
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Re: Friday Facts #165 - Death by a thousand cuts

Post by Matthias_Wlkp » Fri Nov 25, 2016 1:58 pm

Yes, lets turn Factorio into farming simulator by implementing Biter herding and Nest growing. Making robots act like sheep dogs will create full Factorio Farmer experience.

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Re: Friday Facts #165 - Death by a thousand cuts

Post by Deadly-Bagel » Fri Nov 25, 2016 2:35 pm

Mod request: Farmtario
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Re: Friday Facts #165 - Death by a thousand cuts

Post by Wackerstamfer » Fri Nov 25, 2016 2:39 pm

Deadly-Bagel wrote:Mod request: Farmtario
Farmtorio ofcourse :!:

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Re: Friday Facts #165 - Death by a thousand cuts

Post by Deadly-Bagel » Fri Nov 25, 2016 2:50 pm

Hmm what I meant to write but a bit fizzled out atm ^^
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Re: Friday Facts #165 - Death by a thousand cuts

Post by DeathMers » Fri Nov 25, 2016 5:28 pm

I think it would be very interesting if they implement something like age of empires 2 wololo conversion on creatures, so you can use some of them as inventory extension, base protectors , attack prediction (you know, hive mind and psychological shit), weapon testing and development....

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Re: Friday Facts #165 - Death by a thousand cuts

Post by Andrzejef » Fri Nov 25, 2016 7:42 pm

DeathMers wrote:I think it would be very interesting if they implement something like age of empires 2 wololo conversion on creatures, so you can use some of them as inventory extension, base protectors , attack prediction (you know, hive mind and psychological shit), weapon testing and development....
But we already DO test our weapons (and sometimes vechicles) on animals (tho I prefer the term "hostile fauna") :)
And - mind you - we also save on field testing, as we're doing both at the same time :)

Also, being serious, didn't we tame wild animals in past? Used them for our own needs, e.g. as a mean of town protection? Are biters really "that" different?
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Re: Friday Facts #165 - Death by a thousand cuts

Post by MalcolmCooks » Sun Nov 27, 2016 4:22 pm

That's a really nice looking train. Trains are my favourite part about Factorio, imo all the other things in the game are just to give trains something useful to do :lol: :lol: :lol: Are the new models going to fix the horizontal/vertical size difference?

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Re: Friday Facts #165 - Death by a thousand cuts

Post by steinio » Sun Nov 27, 2016 4:25 pm

MalcolmCooks wrote:Are the new models going to fix the horizontal/vertical size difference?
That's already fixed.
Example: https://www.factorio.com/blog/post/fff-144
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Re: Friday Facts #165 - Death by a thousand cuts

Post by MalcolmCooks » Sun Nov 27, 2016 5:15 pm

steinio wrote:
MalcolmCooks wrote:Are the new models going to fix the horizontal/vertical size difference?
That's already fixed.
Example: https://www.factorio.com/blog/post/fff-144
wow I'm really behind on what's been going on. I haven't played in only a few months but a lot has changed!

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Re: Friday Facts #165 - Death by a thousand cuts

Post by Deadly-Bagel » Mon Nov 28, 2016 1:18 pm

Yeah but 0.15 is gearing up to be a bigger overhaul than 0.13
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