Friday Facts #267 - Experiments, Explosives & Extended tags

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zOldBulldog
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by zOldBulldog » Sun Nov 04, 2018 11:03 am

5thHorseman wrote:
Sat Nov 03, 2018 12:57 pm
RaviorMetal wrote:
Sat Nov 03, 2018 7:09 am
Whats that in the last gif in those armor slots?
It's the Portable Fusion Reactor and yes, it was inspired by BTTF. As was the 1.21 gigajoules from nuclear fuel.
We need a mod that replaces the car with a DeLorian :).
And of course, the Flux capacitor must be an ingredient.

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steinio
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by steinio » Sun Nov 04, 2018 11:07 am

zOldBulldog wrote:
Sun Nov 04, 2018 11:03 am
5thHorseman wrote:
Sat Nov 03, 2018 12:57 pm
RaviorMetal wrote:
Sat Nov 03, 2018 7:09 am
Whats that in the last gif in those armor slots?
It's the Portable Fusion Reactor and yes, it was inspired by BTTF. As was the 1.21 gigajoules from nuclear fuel.
We need a mod that replaces the car with a DeLorian :).
And of course, the Flux capacitor must be an ingredient.
https://mods.factorio.com/mod/delorean
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by ske » Sun Nov 04, 2018 11:12 am

Can we use cliff explosives on biter bases?

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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by zOldBulldog » Sun Nov 04, 2018 1:41 pm

steinio wrote:
Sun Nov 04, 2018 11:07 am
zOldBulldog wrote:
Sun Nov 04, 2018 11:03 am
5thHorseman wrote:
Sat Nov 03, 2018 12:57 pm
RaviorMetal wrote:
Sat Nov 03, 2018 7:09 am
Whats that in the last gif in those armor slots?
It's the Portable Fusion Reactor and yes, it was inspired by BTTF. As was the 1.21 gigajoules from nuclear fuel.
We need a mod that replaces the car with a DeLorian :).
And of course, the Flux capacitor must be an ingredient.
https://mods.factorio.com/mod/delorean
ROFL!!!

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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by SHiRKiT » Sun Nov 04, 2018 2:47 pm

Interactive tags seems like a great thing for Mods to further evolve.

I'm sure map ping art is not final, right?

And construction bots building 3 inserters? Huuuuummm, that actually changes a lot, and kinda makes sense. But what would happen if their cargo capacity is 20 and you place like 20 inserters in a 40x40 square?

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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by Sigma1 » Sun Nov 04, 2018 9:12 pm

The tags seem very useful, especially the map ping. I'll finally be able to precisely point out which block of instant noodles I'm complaining about to my friend.

Also, petition to bring back the pickaxe.
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by IG2 » Mon Nov 05, 2018 2:06 am

"After making this system it has made me think if I could apply some variant of it to robots building things, so a robot could theoretically grab 3 inserters and build all 3 quickly in series."

I always asked my selnfe: "Why are able Robots to carry multiple items/buildings but unable to build those stubid inserters"
Big thumbs up for this!

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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by Uggeli » Mon Nov 05, 2018 5:57 am

The real question is when experimental 0.17 is released?

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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by Koub » Mon Nov 05, 2018 6:46 am

Uggeli wrote:
Mon Nov 05, 2018 5:57 am
The real question is when experimental 0.17 is released?
When it's ready, somewhere in the future. No date announced.
Koub - Please consider English is not my native language.

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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by Zool » Mon Nov 05, 2018 9:19 am

cheetored20 wrote:
Fri Nov 02, 2018 6:41 pm
So now that there is a space above the armor slot, where the pickax used to be, will the battery charge display be moved there?
Or even better, both shield and battery could be displayed there as little gauges

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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by factoriouzr » Mon Nov 05, 2018 11:43 am

Can you also please add the ability to set recipes on factories from blueprints before research is done. This has been requested many times and it is a great quality of life feature that makes complete sense to have.

what about the spidertron tease? Are we getting this sometime? It seemed like the mechanics were done at least but not the graphics.

What about using rockets or similar to establish remote bases easier then manually lugging everything with you, going to train, getting items, having personal robots put them out, going back to train for more items etc. It was suggested in a Friday facts a while back about making establishing other bases, mining outposts etc easier by launching a building rocket or something along those lines.

Thanks :)

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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by ske » Mon Nov 05, 2018 11:54 am

Koub wrote:
Mon Nov 05, 2018 6:46 am
Uggeli wrote:
Mon Nov 05, 2018 5:57 am
The real question is when experimental 0.17 is released?
When it's ready, somewhere in the future. No date announced.
Is the projected date coming closer or is it currently pushed back faster than the clock turns?

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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by 5thHorseman » Mon Nov 05, 2018 12:09 pm

ske wrote:
Mon Nov 05, 2018 11:54 am
Koub wrote:
Mon Nov 05, 2018 6:46 am
Uggeli wrote:
Mon Nov 05, 2018 5:57 am
The real question is when experimental 0.17 is released?
When it's ready, somewhere in the future. No date announced.
Is the projected date coming closer or is it currently pushed back faster than the clock turns?
They have not announced when they will announce the game. And before you ask, they have also not announced when they will announce that announcement.
"So you completed the game with a spaghetti factory? Well I hand crafted a rocket and threw it into space with my bare hands!"

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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by Koub » Mon Nov 05, 2018 1:24 pm

5thHorseman wrote:
Mon Nov 05, 2018 12:09 pm
ske wrote:
Mon Nov 05, 2018 11:54 am
Koub wrote:
Mon Nov 05, 2018 6:46 am
Uggeli wrote:
Mon Nov 05, 2018 5:57 am
The real question is when experimental 0.17 is released?
When it's ready, somewhere in the future. No date announced.
Is the projected date coming closer or is it currently pushed back faster than the clock turns?
They have not announced when they will announce the game. And before you ask, they have also not announced when they will announce that announcement.
And there hasn't been given any clue on when the announcement of the date of the announcement was expected to be announced either.
Here, have a painkiller for your headache :)
Koub - Please consider English is not my native language.

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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by Darinth » Mon Nov 05, 2018 2:40 pm

I'm gonna echo the same sentiment as a lot of others. Along with the ability to drop off multiple items on one trip, can construction bots be given the ability to deconstruct multiple items in a single trip? For personal roboports, this would be a pretty substantial boon IMO.

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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by Nexarius » Mon Nov 05, 2018 8:51 pm

factoriouzr wrote:
Mon Nov 05, 2018 11:43 am
Can you also please add the ability to set recipes on factories from blueprints before research is done. This has been requested many times and it is a great quality of life feature that makes complete sense to have.
Yes please!

It would really make planing and placing a MALL easier.

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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by ScaryBuh » Tue Nov 06, 2018 2:15 pm

Not to brag about, but almost one year ago I suggested the feature "information at cursor"
viewtopic.php?f=6&t=54931
Maybe Koub at that time only thought about the feature problems for himself, but as Kovarax said - "I started to realize that different people have different expectations, and their brains are wired differently".

So this is in fact a lesson to learn for us all. I agree with giving the user the option to configure the way they want information to be seen, let them play with it, they may even suggest new ones.

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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by Koub » Wed Nov 07, 2018 8:02 am

ScaryBuh wrote:
Tue Nov 06, 2018 2:15 pm
Not to brag about, but almost one year ago I suggested the feature "information at cursor"
viewtopic.php?f=6&t=54931
Maybe Koub at that time only thought about the feature problems for himself, but as Kovarax said - "I started to realize that different people have different expectations, and their brains are wired differently".
Yup, and I haven't changed my mind since then ^^. Bear in mind, however, that I'm not a dev, just a player who gives his opinion. I have absolutely no more (and no less) influence on the future development of the game than anyone else :).
Koub - Please consider English is not my native language.

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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by bobingabout » Wed Nov 07, 2018 8:45 am

what were the options again?

I think either... point to something instantly gets information on the panel at the right and/or after 2/3 seconds, a popup appears at the cursor with the information.
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Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Post by ske » Wed Nov 07, 2018 8:20 pm

Koub wrote:
Mon Nov 05, 2018 1:24 pm
And there hasn't been given any clue on when the announcement of the date of the announcement was expected to be announced either.
Here, have a painkiller for your headache :)
Any indication on when you will not make any announcements about the date?

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