Friday Facts #256 - The little things 3

Regular reports on Factorio development.

Gebus
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Re: Friday Facts #256 - The little things 3

Post by Gebus » Fri Aug 17, 2018 2:31 pm

Thanks guys! 0.17 must be close?...

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provet
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Re: Friday Facts #256 - The little things 3

Post by provet » Fri Aug 17, 2018 2:32 pm

Awesome as always!

Quick question, is the roboport priority for personal roboports something that can be set for other mobile roboports outside the main network (like the one in bobs mods with trains and other vehicles)?

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Tomik
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Re: Friday Facts #256 - The little things 3

Post by Tomik » Fri Aug 17, 2018 2:34 pm

*BELT IMMUNITY EQ*

YES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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MrGrim
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Re: Friday Facts #256 - The little things 3

Post by MrGrim » Fri Aug 17, 2018 2:39 pm

Very nice. :) The spillage thing is a good change, but there's that part of me that always thinks a lesson hard learned sticks the best. :D

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Re: Friday Facts #256 - The little things 3

Post by rcbrito91 » Fri Aug 17, 2018 2:40 pm

Gebus wrote:Thanks guys! 0.17 must be close?...
We can only hope, mate

Faark
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Re: Friday Facts #256 - The little things 3

Post by Faark » Fri Aug 17, 2018 2:48 pm

Belt Immunity
Does that "stabilizer" only apply when standing or do we also loose the "running on belt" speed bonus?
Tile ghost tweak
I always wondered why different logistic networks don't have separate queues. That basically prevents critical modifications on my outpost while having huge long term projects (concrete solar farm) queued. Per network just seems so natural. A per force limit could still apply, if necessary.

purdueme91
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Re: Friday Facts #256 - The little things 3

Post by purdueme91 » Fri Aug 17, 2018 2:48 pm

Can we make the belt immunity able to be toggled on and off with a hotkey? I love the version in nanobots most of the time but there are times when I want to use the belts to run faster across the base

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DRY411S
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Re: Friday Facts #256 - The little things 3

Post by DRY411S » Fri Aug 17, 2018 2:49 pm

Items not spilling on belts.

Nice, but I'd prefer it if the game just stopped you from swapping armor if the consequence will be spilled inventory.

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Drury
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Re: Friday Facts #256 - The little things 3

Post by Drury » Fri Aug 17, 2018 2:58 pm

in 0.17 if you do end up spilling your beans, they won't land on your spaghetti
you should get a promotion for this
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Deadly-Bagel
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Re: Friday Facts #256 - The little things 3

Post by Deadly-Bagel » Fri Aug 17, 2018 3:00 pm

purdueme91 wrote:Can we make the belt immunity able to be toggled on and off with a hotkey? I love the version in nanobots most of the time but there are times when I want to use the belts to run faster across the base
This.

Also good to see future players won't do what I did when I opened my production statistics and almost fell over at the amount of U-235 I was using and producing xD
Money might be the root of all evil, but ignorance is the heart.

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ledow
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Re: Friday Facts #256 - The little things 3

Post by ledow » Fri Aug 17, 2018 3:05 pm

Yes to all.

But it would be nice to have a feature that games have had since the early days (The Settlers on DOS, for instance).

Priorities.

There should be a global list of what's a priority to collect/deliver and what's not (e.g. wood). It would only take a choice-list of the existing item-types: Priority, Normal, Background. Everything's in normal, unless you drag it to priority, when those items will be collected/delivered first. Anything in background will be done only when the priority and normals are done.

Have one for logistics and one for construction - then you can prioritise as appropriate. Hell, you could even make blueprints have a priority too, so that your "defence" blueprints are built first before bots mess about laying your concrete in your base.

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DRY411S
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Re: Friday Facts #256 - The little things 3

Post by DRY411S » Fri Aug 17, 2018 3:07 pm

Drury wrote:
in 0.17 if you do end up spilling your beans, they won't land on your spaghetti
you should get a promotion for this
+1 (even though I'd rather you just couldn't unequip if it meant spilling anything)

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BlueTemplar
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Re: Friday Facts #256 - The little things 3

Post by BlueTemplar » Fri Aug 17, 2018 3:11 pm

Yay!

A small detail though : there will be a lot of cringing among the more obsessive-compulsive of us if the Belt Immunity Equipment is only 1x1 !
(the only thing that we are going to be able to put in the remaining spot in the 10x10 Power Armor Mk2 will be a pretty useless Solar Panel!)

I suggest making it 2x1 !
And I already have a sprite in mind for this Belt Immunity Equipment :
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imajor
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Re: Friday Facts #256 - The little things 3

Post by imajor » Fri Aug 17, 2018 3:12 pm

Belt Immunity Equipment
Does it mean we can say goodbye to the spidertron?

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Oktokolo
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Re: Friday Facts #256 - The little things 3

Post by Oktokolo » Fri Aug 17, 2018 3:14 pm

ledow wrote:But it would be nice to have a feature that games have had since the early days (The Settlers on DOS, for instance). Priorities.
Yes, construction priorities would be the real solution. Maybe by pressing a hotkey when placing a blueprint.

Would also be great, if we could get a list dialog for build orders (one build order listed for each unfinished blueprint placed), where we can cancel orders and and change their priorities.

PacifyerGrey
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Re: Friday Facts #256 - The little things 3

Post by PacifyerGrey » Fri Aug 17, 2018 3:18 pm

Belt immunity! At last! Thanks a ton!

Now add electric grid charger and you can see one more happy panda!

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CorrettoSambuca
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Re: Friday Facts #256 - The little things 3

Post by CorrettoSambuca » Fri Aug 17, 2018 3:37 pm

Belt Immunity should be called the Belt Motion Compensator. Or any other name, but not Belt Immunity.

Absolutely love the idea, tho. Good job.

Recon777
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Re: Friday Facts #256 - The little things 3

Post by Recon777 » Fri Aug 17, 2018 3:38 pm

Speaking of ghost tweaks, would it be possible to make destroyed items leave ghosts from the very start of the game?

I use the Bluebuild mod, which makes your player auto pickup items marked for deconstruction if they are within reach. Also auto placing blueprints/ghosts if the player has the inventory and stands within placing distance.

This would be VERY nice to use in the early game to replace destroyed items prior to when bots are unlocked. Currently I think ghosts for destroyed items only show up after bots are unlocked.

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Cabanur
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Re: Friday Facts #256 - The little things 3

Post by Cabanur » Fri Aug 17, 2018 3:41 pm

I feel like the belt immunity should just be part of the exoskeletons. Having a 1x1 equipment greatly nerfs all the rest of equipments because it will inevitably lead to empty spaces in your grid.

From a suspension of disbelief perspective you could say it's the exoskeleton what actively compensates for belt movement anyway.

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