Re: Friday Facts #306 - Experimental Demo
Posted: Fri Aug 02, 2019 7:25 pm
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I'd actually say something meaningful was removed, basic oil processing, as Advanced oil processing has now become needed, previously it was optional (though not using it was suboptimal), but like electric furnaces or beacons, a player could ignore it if they wanted to for some reason, there's also the fact that "Moved later" can also mean moved to a point past where it'd be fun to get, or past a point where the player no longer has any interest in the game if it means having to deal with that tedium. And I for one am firmly in the camp that the delay in bots (and excess oil products to turn into fuel) happens too late now
Thinking on this post, has made me realize two main things about my dislike of the oil changes, for the first one, it may just be that part of my issue with all this is that I have trouble wrapping my head around old BOP being unsustainable, my first few playthroughs I got oil with the intent of using solid fuel to fuel my boilers/smelters so hearing people mention back up just seems like that's a failure to communicate the usage of solid fuel than anything else. Maybe my experience learning factorio is just atypical, but this feels like such a minor enough problem that a short "You can make oil products now! And use any excess of the THREE outputs as fuel for boilers/furnaces" popup like we get when we first get trains would fix everything to me.V453000 wrote: ↑Fri Aug 02, 2019 6:54 pm In short, the changes make oil less annoying to set up in the basic form. I hate hearing that this is only for newcomers, I think it’s just generally better, not having to worry about as many things.
In case of no changes, the basic oil processing was annoying yet completely unsustainable, deadlocking all the time. This lead to just spamming tanks which is a really weak solution, and forced the player to rush advanced oil processing, thus rushing blue science. However with all the things in green the player is generally in a good spot.
Fair, hope you have a good one and sorry for any stress we may have caused
This is the reason many of us have argued that moving con bots behind the blue science wall is counter productive. The whole blue science part asks for many things from the player, including a noticeable capacity expansion of the existing production. If we had con bots available around this time, this would be a lower barrier step for all players, new or veterans playing a non-moded game.Lorash wrote: ↑Fri Aug 02, 2019 7:25 pmThat's a bold claim. I for one, welcome the oil changes, and I'm sure I'm not alone, content people just tend to not voice their opinions. I didn't until now for instance. You're still forced to use advanced oil processing, so nothing meaningful was removed from the game, just moved later. Plenty of people hit a brick wall around blue science and give up, not because it's too difficult to do, but because it's no longer fun.But you should understand that you have left a vast majority of your most loyal community
Please play the new Demo before you comment on anything in the tech tree. The icon you speak of is a placeholder for something else (it is still experimental).lacika2000 wrote: ↑Fri Aug 02, 2019 7:52 pm But to stay on topic, look at the Demo tech tree: you have robot cargo expansion as a red science item!!! In the actual game (as of 0.17.60) this is a blue science item.
I'm just whipping up a fix for this. My bus to Frankfurt (and then on to Australia for holidays) leaves in 40 minutes so I think i can squeeze in a bug fix for you all.
Enjoy your holiday! I hope you can sleep on the bus. Otherwise it will be a loooong night..
Koub, by saying this, you are expressing an opinion on the oil topic. I support the oil changes - evidently we both do - but this statement must make people who don't support it feel very angry. :\
This week there is no topic more urgent than getting feedback on the demo, which is why I wrote about it in the FFF. I would super appreciate any oil change discussion going to the proper channels. Thank you to everyone who respects this wish.
It does !
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The scenario level caused a non-recoverable error.
Please report this error to the scenario author.
Error while running event level::on_tick (ID 0)
LuaUnitGroup API call when LuaUnitGroup was invalid.
stack traceback:
__base__/lualib/npe/cutscenes/west_spawner_close.lua:85: in function 'init'
__core__/lualib/story_2.lua:231: in function 'jump_to_node'
__core__/lualib/story_2.lua:196: in function 'update'
__base__/lualib/npe/storytable.lua:138: in function '?'
__base__/lualib/event_handler.lua:7: in function <__base__/lualib/event_handler.lua:4>
stack traceback:
[C]: in function '__index'
__base__/lualib/npe/cutscenes/west_spawner_close.lua:85: in function 'init'
__core__/lualib/story_2.lua:231: in function 'jump_to_node'
__core__/lualib/story_2.lua:196: in function 'update'
__base__/lualib/npe/storytable.lua:138: in function '?'
__base__/lualib/event_handler.lua:7: in function <__base__/lualib/event_handler.lua:4>
I don't fully agree with the first part of this quote, but all in all, I do agree that I should be more neutral when moderating, therefore I moderated myself .BattleFluffy wrote: ↑Fri Aug 02, 2019 8:20 pm Koub, by saying this, you are expressing an opinion on the oil topic. I support the oil changes - evidently we both do - but this statement must make people who don't support it feel very angry. :\
As a moderator it might be better to stick to neutral language on such a sensitive topic.
Ahh I think you finished the quest to put turrets near iron, then moved the turrets further out afterwards (or had turrets in both places). I will look into it but it isn't one that everyone will suffer from. Try reloading and removing your outer most turrets in the meantime.Faark wrote: ↑Fri Aug 02, 2019 8:32 pm Think i got a different one than most reported crashes (happened after arming turrets with a overly expanded and defended base... based on last versions trauma ):Other campaign feedback so far:Code: Select all
The scenario level caused a non-recoverable error. Please report this error to the scenario author. Error while running event level::on_tick (ID 0) LuaUnitGroup API call when LuaUnitGroup was invalid. stack traceback: __base__/lualib/npe/cutscenes/west_spawner_close.lua:85: in function 'init' __core__/lualib/story_2.lua:231: in function 'jump_to_node' __core__/lualib/story_2.lua:196: in function 'update' __base__/lualib/npe/storytable.lua:138: in function '?' __base__/lualib/event_handler.lua:7: in function <__base__/lualib/event_handler.lua:4> stack traceback: [C]: in function '__index' __base__/lualib/npe/cutscenes/west_spawner_close.lua:85: in function 'init' __core__/lualib/story_2.lua:231: in function 'jump_to_node' __core__/lualib/story_2.lua:196: in function 'update' __base__/lualib/npe/storytable.lua:138: in function '?' __base__/lualib/event_handler.lua:7: in function <__base__/lualib/event_handler.lua:4>
- A bunch of researches could use a more fitting images (e.g. basic mining has an electric drill?)
- Compilatron was standing on top of an empty inserter... the one loading into a quest-boxe. Refueling that was a pain (thankfully he only covered most of it).
- The evacuation certainly feels more dangerous, since I don't remember being spit at in earlier versions. But not sure if urgent enough. Have you considered some form of perceivable timer?
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706.975 Error MainLoop.cpp:1223: Exception at tick 5191099: The scenario level caused a non-recoverable error.
Please report this error to the scenario author.
Error while running event level::on_tick (ID 0)
Unknown entity name: rocket-silo
stack traceback:
__base__/lualib/colony_controller.lua:48: in function 'breed_spawner'
__base__/lualib/colony_controller.lua:203: in function 'plan_colony'
__base__/lualib/colony_controller.lua:441: in function 'register'
...__/lualib/npe/cutscenes/base_destroyed_east_revealed.lua:215: in function 'init'
__core__/lualib/story_2.lua:231: in function 'jump_to_node'
__core__/lualib/story_2.lua:196: in function 'update'
__base__/lualib/npe/storytable.lua:138: in function '?'
__base__/lualib/event_handler.lua:7: in function <__base__/lualib/event_handler.lua:4>
stack traceback:
[C]: in function 'find_non_colliding_position_in_box'
__base__/lualib/colony_controller.lua:48: in function 'breed_spawner'
__base__/lualib/colony_controller.lua:203: in function 'plan_colony'
__base__/lualib/colony_controller.lua:441: in function 'register'
...__/lualib/npe/cutscenes/base_destroyed_east_revealed.lua:215: in function 'init'
__core__/lualib/story_2.lua:231: in function 'jump_to_node'
__core__/lualib/story_2.lua:196: in function 'update'
__base__/lualib/npe/storytable.lua:138: in function '?'
__base__/lualib/event_handler.lua:7: in function <__base__/lualib/event_handler.lua:4
3740.673 Loading map D:\Downloads\HTTP\Factorio_0.17.61\saves\1.zip: 1641260 bytes.
3740.822 Loading level.dat: 3803756 bytes.
3740.824 Info Scenario.cpp:187: Map version 0.17.61-4
3740.863 Loading script.dat: 57571 bytes.
3740.878 Checksum for script D:/Downloads/HTTP/Factorio_0.17.61/temp/currently-playing/control.lua: 1742074333
3770.990 Info AppManagerStates.cpp:1754: Saving finished
3793.344 Info AppManagerStates.cpp:1754: Saving finished
3811.935 Info AppManagerStates.cpp:1754: Saving finished
3857.614 Error MainLoop.cpp:1223: Exception at tick 5190682: The scenario level caused a non-recoverable error.
Please report this error to the scenario author.