Re: Friday Facts #217 - Just another Friday Facts
Posted: Sat Nov 18, 2017 12:33 am
Please don't mess too much with expensive setting, rather fix the base settings disbalance.
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Just be sure to implement it in a way that the pollution generated from the burning forests won't trigger biter attacks.Klonan wrote:Hmm, let me try that outIronCartographer wrote:I've said it before and I'll say it again: If a scenario included crash landing and a debris field, the explosions and resulting fires would make a nice clear area in which to start building, while adding some initial excitement.FFF wrote:Making sure the starting area is not covered by trees.
IronCartographer wrote:I've said it before and I'll say it again: If a scenario included crash landing and a debris field, the explosions and resulting fires would make a nice clear area in which to start building, while adding some initial excitement.FFF wrote:Making sure the starting area is not covered by trees.
I would strongly oppose that as we have sorting technology already with the filter inserters, circuit networks and recipies. Having mixed ores would add to the fun.stretch611 wrote:How about adding some type of "filter miner" to the tech tree.
That would be nice for electric furnaces. There are no electronics in earlier smelters though so it wouldn't make sense with them.ske wrote:What I would suggest is to be able to select specific recipies in smelters since a smelter will happily pick up anything (e.g. iron plates) and try to smelt it. On mixed belts they may become stuck often when not using dedicated filter inserters.
Wait. Something like this from Supreme Commander?Klonan wrote:Hmm, let me try that outIronCartographer wrote:I've said it before and I'll say it again: If a scenario included crash landing and a debris field, the explosions and resulting fires would make a nice clear area in which to start building, while adding some initial excitement.FFF wrote:Making sure the starting area is not covered by trees.
I've said something similar, but I was talking about adding an impact crater to the start area, and a using the impact to justify a start area that was mostly clear of trees (with perhaps some burnt trees still standing, and the normal scatter of logs). The impact crater could also provides a suitable site for some water in the start area.A crashed ship would be a nice touch, possibly with a debris field. (But those would probably require new art assets). In my opinion you don't necessarily need explosions etc in the start area, though showing the crash and fireball could be a nice start to the game.Klonan wrote:Hmm, let me try that outIronCartographer wrote:I've said it before and I'll say it again: If a scenario included crash landing and a debris field, the explosions and resulting fires would make a nice clear area in which to start building, while adding some initial excitement.FFF wrote:Making sure the starting area is not covered by trees.
This would also neatly explain why biter nests are more sparse around the crash area, to the point of non-existence in the center.Zavian wrote:I've said something similar, but I was talking about adding an impact crater to the start area, and a using the impact to justify a start area that was mostly clear of trees (with perhaps some burnt trees still standing, and the normal scatter of logs). The impact crater could also provides a suitable site for some water in the start area.A crashed ship would be a nice touch, possibly with a debris field. (But those would probably require new art assets). In my opinion you don't necessarily need explosions etc in the start area, though showing the crash and fireball could be a nice start to the game.
Best STR everTomik wrote:Wait. Something like this from Supreme Commander?
I like this idea. A forest burn near the crash site can be similar to the effects of when you torch a forest with a flamethrower. This would be an ideal way to thin out the nearby forest instead of removing them completely.Zavian wrote:I've said something similar, but I was talking about adding an impact crater to the start area, and a using the impact to justify a start area that was mostly clear of trees (with perhaps some burnt trees still standing, and the normal scatter of logs). The impact crater could also provides a suitable site for some water in the start area.A crashed ship would be a nice touch, possibly with a debris field. (But those would probably require new art assets). In my opinion you don't necessarily need explosions etc in the start area, though showing the crash and fireball could be a nice start to the game.Klonan wrote:Hmm, let me try that outIronCartographer wrote:I've said it before and I'll say it again: If a scenario included crash landing and a debris field, the explosions and resulting fires would make a nice clear area in which to start building, while adding some initial excitement.FFF wrote:Making sure the starting area is not covered by trees.
While this is interesting, the problem I foresee is how it can be implemented with Map Exchange Strings. If someone explores east first, and someone else explores west, they will get different ore patches. A Map Exchange string would no longer give the same challenge when reused or passed to a friend.Slimey wrote:An interesting suggestion is to to have a dynamic ore generation based on the lowest amount of ore currently present on the map.
More iron than copper = higher chance of a copper ore patch to spawn.
Stone/uranium/coal might have a modifier to avoid having too much ore spawned.
I like this idea, too.Klonan wrote:IronCartographer wrote:I've said it before and I'll say it again: If a scenario included crash landing and a debris field, the explosions and resulting fires would make a nice clear area in which to start building, while adding some initial excitement.FFF wrote:Making sure the starting area is not covered by trees.
Hmm, let me try that out
There will be a toggle that can switch who controls the weapons(driver or passenger). So the driver can drive while the passenger can shoot.chris13524 wrote:What are the controls like on the tank? Can the driver control the wheels while the passenger controls the cannon? That would be super cool!
Will it be possible for the driver to control one weapon while the passenger controls another (e.g. driver fires main cannon while passenger fires machine gun)?Twinsen wrote:There will be a toggle that can switch who controls the weapons(driver or passenger). So the driver can drive while the passenger can shoot.chris13524 wrote:What are the controls like on the tank? Can the driver control the wheels while the passenger controls the cannon? That would be super cool!