Friday Facts #269 - Roadmap update & Transport belt perspective

Regular reports on Factorio development.
roslow82
Manual Inserter
Manual Inserter
Posts: 3
Joined: Tue May 08, 2018 5:22 pm
Contact:

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

Post by roslow82 »

I LOVE THE WAY THE NEW BELTS LOOK!!!! :) :) But in the interest of realism, what about adding a rail guard to the front belt in a series, to indicate that items won't fall off, even though the belt is still moving. In that last picture there is an inserter that is pulling from a belt, but it looks like the items would be dumped on the ground if the inserter isn't fast enough.

Imagine something like this.
Image
Last edited by roslow82 on Fri Nov 16, 2018 8:02 pm, edited 3 times in total.

Alivo
Burner Inserter
Burner Inserter
Posts: 8
Joined: Mon Jan 22, 2018 8:25 pm
Contact:

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

Post by Alivo »

Again, you made my Friday evening better. I have one thought though - should not belts consume some sort of energy?
They cannot just run on their own, I think. They can be perhaps propelled by some machine that would be attached to belt ends or the belt would run through them. These machines can be propelled by coal or wood, later replaced with electricity. P.S. wind turbines would be sick af :D
Thanks as always for an awesome job!!!

Codemaster
Inserter
Inserter
Posts: 21
Joined: Fri Feb 19, 2016 7:52 pm
Contact:

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

Post by Codemaster »

Some of my thoughts if you'll have them regarding the belts:
  • They do look to be too tall now. Inserters just shrunk.
    Therefore in the curves, when the belt goes from vertical to horizontal, I feel that the understructure comes out too much.
  • The sideloading has to be even-leveled. Otherwise you could expect the items to be stacked on top of each other.

User avatar
QGamer
Fast Inserter
Fast Inserter
Posts: 213
Joined: Fri Apr 14, 2017 9:27 pm
Contact:

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

Post by QGamer »

I love the belts so much!
Don't try to go too fast when developing the game. After all, you can't rush perfection.
But please don't forget the Spidertron! I've wanted to have one ever since I saw it in the FFF #120.
"Adam fell that men might be; and men are, that they might have joy."

miturion
Long Handed Inserter
Long Handed Inserter
Posts: 79
Joined: Mon Aug 03, 2015 5:46 pm
Contact:

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

Post by miturion »

I like the new belt look.
I dont care about super realistic physics of them, but a blocker at the end would be nice, just like on the train rails.

Tekky
Smart Inserter
Smart Inserter
Posts: 1039
Joined: Sun Jul 31, 2016 10:53 am
Contact:

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

Post by Tekky »

QGamer wrote:
Fri Nov 16, 2018 8:11 pm
But please don't forget the Spidertron! I've wanted to have one ever since I saw it in the FFF #120.
I don't think that a Spidertron would fit well into Factorio.

Although I like the idea of being able to traverse the map without obstacles, I believe that a jetpack or a helicopter would be more appropriate than a Spidertron. This is already being discussed in the Spidertron news thread, so it would not be appropriate to duplicate this discussion here.

However, I have nothing against the Spidertron being implemented as an optional mod.

Omarflyjoemacky
Fast Inserter
Fast Inserter
Posts: 104
Joined: Tue Nov 15, 2016 10:56 pm
Contact:

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

Post by Omarflyjoemacky »

zebez wrote:
Fri Nov 16, 2018 3:32 pm
like most of us say, take ur fucking time. The game is great already.
THIS.

The new belts look so good. Salivating isn't the right word to use... beyond excited doesn't match either. Can't wait!

Thank you, thank you, thank you.
"And then Bender ran."

User avatar
thecatlover1996
Long Handed Inserter
Long Handed Inserter
Posts: 58
Joined: Sun Sep 18, 2016 12:50 pm
Contact:

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

Post by thecatlover1996 »

I like the fact that you're trying to reduce your release cycle time :D good to hear that you've cleared up for yourselves (and for us!) what you like to have finished when :D

User avatar
Drury
Filter Inserter
Filter Inserter
Posts: 782
Joined: Tue Mar 25, 2014 8:01 pm
Contact:

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

Post by Drury »

V453000 wrote:
Fri Nov 16, 2018 7:07 pm
Khaim wrote:
Fri Nov 16, 2018 6:54 pm
As a bonus, the underground belt structure has a variant which shows a hole when you side-load into the underground belt.
No! The underground belt structure should always have the side-load hole. Otherwise how are new players ever going to figure it out?
The hole is quite an edge case that you rarely use, and the design without hole looks much better. If you accidentally build it, you discover it. Not everything needs to be fed to you from the beginning. :)
yeah but

do it anyway

User avatar
eradicator
Smart Inserter
Smart Inserter
Posts: 5206
Joined: Tue Jul 12, 2016 9:03 am
Contact:

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

Post by eradicator »

@V453000:

Btw, would it be possible to include built-in support for tinting (i.e. have the arrows on a seperate layer)? So that mods can easily make new colors of belts without having to copy the whole sprite sheet and manually edit it in $paint. Would also save some VRAM if not every mod had it's own full copy of the sheet.
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.

BigmanSam
Manual Inserter
Manual Inserter
Posts: 2
Joined: Wed Mar 15, 2017 11:39 pm
Contact:

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

Post by BigmanSam »

It's one of those things I kind of overlooked in the past, but the new belts and undergrounds do look really good now!

User avatar
Drury
Filter Inserter
Filter Inserter
Posts: 782
Joined: Tue Mar 25, 2014 8:01 pm
Contact:

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

Post by Drury »

eradicator wrote:
Fri Nov 16, 2018 9:19 pm
@V453000:

Btw, would it be possible to include built-in support for tinting (i.e. have the arrows on a seperate layer)? So that mods can easily make new colors of belts without having to copy the whole sprite sheet and manually edit it in $paint. Would also save some VRAM if not every mod had it's own full copy of the sheet.
Seeing as just recoloring existing graphics is a hot thing in many mods, maybe in the service of saving VRAM it might be useful for the game to be able to take a 1bit mask and color a sprite using the mask + rgba information from lua.

unless something like that is already possible

or impossible

or pointless

I don't know I literally don't do mods

Khaim
Inserter
Inserter
Posts: 31
Joined: Sun Jan 04, 2015 6:31 pm
Contact:

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

Post by Khaim »

Drury wrote:
Fri Nov 16, 2018 8:41 pm
V453000 wrote:
Fri Nov 16, 2018 7:07 pm
Khaim wrote:
Fri Nov 16, 2018 6:54 pm
As a bonus, the underground belt structure has a variant which shows a hole when you side-load into the underground belt.
No! The underground belt structure should always have the side-load hole. Otherwise how are new players ever going to figure it out?
The hole is quite an edge case that you rarely use, and the design without hole looks much better. If you accidentally build it, you discover it. Not everything needs to be fed to you from the beginning. :)
yeah but

do it anyway
Yes! I couldn't have put it better myself.

JareX
Inserter
Inserter
Posts: 22
Joined: Sat Dec 16, 2017 12:52 am
Contact:

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

Post by JareX »

I just wanted to post a huge thank you to the developers.

The new belts look great, I really apreciate all the effort done.

I love this game :)

Blacky007
Fast Inserter
Fast Inserter
Posts: 177
Joined: Fri Dec 29, 2017 8:05 pm
Contact:

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

Post by Blacky007 »

kovarex wrote:
Fri Nov 16, 2018 7:41 pm
Tekky wrote:
Fri Nov 16, 2018 4:24 pm
Will the temporary train stop (i.e. train hijacking) feature mentioned in Factorio Friday Facts #212 be available in 0.17 or 0.18?
Yes, it is still part of the plan.
I use a unconnected station in Base its name is #FULLSTOP
work fine - the trains stops the Moment it try to get to that station
btw.
We need a train-waypoint to get the traffic out of large crossings.
My color birthday was May 2nd 2020 - Thank you Enchroma

mixyad3
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri Nov 16, 2018 11:51 pm
Contact:

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

Post by mixyad3 »

I'm loving these new belt graphics. My only question is: how would a belt that's connected to the circuit network look?

Tekky
Smart Inserter
Smart Inserter
Posts: 1039
Joined: Sun Jul 31, 2016 10:53 am
Contact:

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

Post by Tekky »

Blacky007 wrote:
Fri Nov 16, 2018 11:11 pm
btw.
We need a train-waypoint to get the traffic out of large crossings.
I agree.

Related suggestion threads:
viewtopic.php?f=6&t=21831 Train waypoints
viewtopic.php?f=6&t=37562 Train waypoint/(no)stop feature request
viewtopic.php?f=6&t=59541 Train navigation checkpoint

Ripshaft
Inserter
Inserter
Posts: 49
Joined: Tue May 23, 2017 9:09 pm
Contact:

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

Post by Ripshaft »

I was a bit uneasy with the initial belt images, but seeing them all put together in the final picture really drives home how well these incorporate into the existing aesthetic - looking forward to how they look once they go public!

User avatar
Oktokolo
Filter Inserter
Filter Inserter
Posts: 883
Joined: Wed Jul 12, 2017 5:45 pm
Contact:

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

Post by Oktokolo »

Nice new belt grafics - metoo would suggest always showing the sideloading holes on that underneathies.

ThorsDragon
Inserter
Inserter
Posts: 45
Joined: Mon Jul 04, 2016 7:29 pm
Contact:

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

Post by ThorsDragon »

Wow! Those belts look SO GOOD once combined with the other sprites! I was iffy at first. They look great! :D
Also, please take your time with the updates! WE LOVE THE WORK YOU DO!!!!!!
Also also- thank you for clearing things up! It's good to know that you're wanting to speed things up.
I am curious to know though- what will you guys do once you've officially release 1.0 Factorio???

Post Reply

Return to “News”