Friday Facts #269 - Roadmap update & Transport belt perspective

Regular reports on Factorio development.
User avatar
Drury
Filter Inserter
Filter Inserter
Posts: 794
Joined: Tue Mar 25, 2014 8:01 pm
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by Drury »

Gergely wrote:
Fri Nov 16, 2018 4:09 pm
Awww.... what is this?!
Factorio.PNG
just a brotherly hug

User avatar
V453000
Factorio Staff
Factorio Staff
Posts: 271
Joined: Fri Sep 04, 2015 5:51 pm
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by V453000 »

Gergely wrote:
Fri Nov 16, 2018 4:09 pm
Awww.... what is this?!
Factorio.PNG
Physics, yo!

Devis
Manual Inserter
Manual Inserter
Posts: 4
Joined: Sun Jul 22, 2018 4:02 pm
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by Devis »

The new belt "loops" looks really good, but this bothers me...
Will entities fall off the ground at the end of a belt, as there are no shown "boundaries" to keep them on place?
Last edited by Devis on Fri Nov 16, 2018 4:21 pm, edited 1 time in total.

Sander_Bouwhuis
Filter Inserter
Filter Inserter
Posts: 292
Joined: Mon Dec 07, 2015 10:45 pm
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by Sander_Bouwhuis »

Is there any way you could release a beta right before Christmas?
I have very little time to play, but will have some times between Christmas and New Year.

I think there are more people who will have time to play for a bit then, but not in January.

Also, will v0.17 have the 'separate mods and settings per save' option so that we can have multiple saves?
Also, when hosting a server for friends, will the mods and settings be pushed?

Anyway, thanks for this great game.

Tekky
Smart Inserter
Smart Inserter
Posts: 1040
Joined: Sun Jul 31, 2016 10:53 am
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by Tekky »

Thank you very much for the roadmap update. Although I am a bit disappointed that there will be no 0.17 release before Christmas, I guess it is for the best. It is better to release a high quality 0.17 in January than a half-baked one in December.

Will the temporary train stop (i.e. train hijacking) feature mentioned in Factorio Friday Facts #212 be available in 0.17 or 0.18?

coderpatsy
Long Handed Inserter
Long Handed Inserter
Posts: 69
Joined: Tue Apr 17, 2018 11:45 pm
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by coderpatsy »

You accidentally a double word in the 0.18 plan:
kovarex wrote:All remaining high res graphics graphics and final polish
(emphasis added)

A very good FFF all around. Though I'm with others that it's somewhat sad if 1.0 means a long-term slowdown or even stop of development.

SpyMaster356
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri May 05, 2017 7:57 pm
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by SpyMaster356 »

mirroring Devis's opinion, with these new graphics it looks weird that the items don't fall off the end of a belt now. When you're sideloading now, there looks to be a physical wall stopping the items.

Also I didn't like the sideloading mechanic previously, as it looked like a hack, or an unintentional side effect, but now with this change, it clears that up. Now I shall go and sideload everything!

Serenity
Smart Inserter
Smart Inserter
Posts: 1013
Joined: Fri Apr 15, 2016 6:16 am
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by Serenity »

Looks neat. I agree about the underground belt skirts always only being the size of one lane. That could make the side-load-blocking thing a bit more intuitive

Are there are news about the improved map generation including the terrain (and especially the water!) instead of just the resources? You always mention improvements to resources, but it's the water that's really broken since the last release

ratchetfreak
Filter Inserter
Filter Inserter
Posts: 952
Joined: Sat May 23, 2015 12:10 pm
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by ratchetfreak »

Devis wrote:
Fri Nov 16, 2018 4:18 pm
The new belts looks really good, but this bothers me...
Will entities fall off the ground at the end of a belt, as there are no shown "boundaries" to keep them on place?
Yeah a barrier of some kind would make it immediately obvious that there is a stop there. It would make the belt end with items look more natural as well.

Agamemnon
Inserter
Inserter
Posts: 37
Joined: Fri Jun 29, 2018 9:48 pm
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by Agamemnon »

Nice improvement. But now that the belts are more threedimensional I kind of ask myself why any items on the belt don't fall off the end. You can see in the pictures that the last piece of something just hovers while the belt swings away from under it. Maybe add some kind of blocker to the end pieces... I dunno...

Edit: eh, didn't read the thread before. You guys are already on it.

User avatar
V453000
Factorio Staff
Factorio Staff
Posts: 271
Joined: Fri Sep 04, 2015 5:51 pm
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by V453000 »

I’ll think about it and try something but no promises :)

Speadge
Fast Inserter
Fast Inserter
Posts: 135
Joined: Tue Mar 29, 2016 10:01 am
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by Speadge »

please take all the time you need.
For me, the game is finished already and eveything on top is a "nicetohave" but not essential nor a dealbreaker!

Thanks for your time!

User avatar
Drury
Filter Inserter
Filter Inserter
Posts: 794
Joined: Tue Mar 25, 2014 8:01 pm
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by Drury »

If you come up with a unique texture for the barrier, you could put it on the side of the underground belt cover to make it more obvious that it too blocks items.

Koub
Global Moderator
Global Moderator
Posts: 7736
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by Koub »

Very creative and clever solution you found. I'm always impressed on how you sometimes think out of the box, great job !
Koub - Please consider English is not my native language.

meganothing
Filter Inserter
Filter Inserter
Posts: 259
Joined: Thu Sep 15, 2016 3:04 pm
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by meganothing »

Mmmh, the picture links on the FF seem broken. The links are to eu1.factorio.com, but the pictures seem to be stored on eu2.factorio.com.

keyboardhack
Filter Inserter
Filter Inserter
Posts: 478
Joined: Sat Aug 23, 2014 11:43 pm
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by keyboardhack »

I remember when 0.12 was supposed to be the final release.
The quality of the game just keeps increasing so i can't complain :D
Last edited by keyboardhack on Fri Nov 16, 2018 5:29 pm, edited 2 times in total.
Waste of bytes : P

dood
Filter Inserter
Filter Inserter
Posts: 360
Joined: Wed Mar 21, 2018 8:36 am
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by dood »

Why did you insist on one huge megapatch that slams it all in our faces anyway?
Why not add small things such as the hi res laser turrets incrementally so we can focus on this one new thing and have more time catching bugs?

User avatar
WIZ4
Fast Inserter
Fast Inserter
Posts: 209
Joined: Thu Apr 07, 2016 1:36 pm
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by WIZ4 »

This belt is not enough engine
sf-K5LmHvlc.jpg
sf-K5LmHvlc.jpg (41.39 KiB) Viewed 10205 times
belt-engine.gif
belt-engine.gif (216.95 KiB) Viewed 10010 times
Last edited by WIZ4 on Fri Nov 16, 2018 6:32 pm, edited 1 time in total.
My native language is russian. Sorry if my messages are difficult to read.

adam_bise
Filter Inserter
Filter Inserter
Posts: 422
Joined: Fri Jun 08, 2018 10:42 pm
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by adam_bise »

Love the new belt graphics! Excited to hear about .17 as well. Thanks for the updates!

User avatar
<NO_NAME>
Filter Inserter
Filter Inserter
Posts: 295
Joined: Tue Aug 02, 2016 9:52 am
Contact:

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Post by <NO_NAME> »

ratchetfreak wrote:
Fri Nov 16, 2018 4:40 pm
Devis wrote:
Fri Nov 16, 2018 4:18 pm
The new belts looks really good, but this bothers me...
Will entities fall off the ground at the end of a belt, as there are no shown "boundaries" to keep them on place?
Yeah a barrier of some kind would make it immediately obvious that there is a stop there. It would make the belt end with items look more natural as well.
My exact though immediately after I saw the new graphic. I popped into my head even though I have a few hundred hours in the game and I know exactly how belts work.
The limiting bar at the end is a necessity unless you want to confuse the hell out of new players.
I am a translator. And what did you do for Factorio?
Check out my mod "Realistic Ores" and my other mods!

Post Reply

Return to “News”