Friday Facts #350 - Electric mining drill redesign

Regular reports on Factorio development.
Antyradek
Inserter
Inserter
Posts: 24
Joined: Mon Mar 18, 2019 10:35 pm
Contact:

Re: Friday Facts #350 - Electric mining drill redesign

Post by Antyradek »

Well, now it looks as if harvesting only tiny line in the middle, instead of full 5×5.
I guess the drill should move from side to side too.

Otherwise it looks really cool.

Blacky007
Fast Inserter
Fast Inserter
Posts: 159
Joined: Fri Dec 29, 2017 8:05 pm
Contact:

Re: Friday Facts #350 - Electric mining drill redesign

Post by Blacky007 »

Klonan wrote:
Fri Jun 05, 2020 12:23 pm
PaqpuK wrote:
Fri Jun 05, 2020 12:11 pm
Would be interesting to see the animations at max speed :D
can you show the speed with a full blue belt going out from the miner?
I have 900% prod. by research und with some beacons I get a full belt.
Greetings
My color birthday was May 2nd 2020 - Thank you Enchroma

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

Re: Friday Facts #350 - Electric mining drill redesign

Post by Omarflyjoemacky »

Love the new design!

Is it just me, or does the drill start clockwise and end in counter-clockwise?
"And then Bender ran."

qw3ry
Manual Inserter
Manual Inserter
Posts: 1
Joined: Wed Aug 07, 2019 3:50 pm
Contact:

Re: Friday Facts #350 - Electric mining drill redesign

Post by qw3ry »

For the sound of a single entity: It will probably sound better if you (visually) leave the drill on when it's lifted.
Also, it makes more sense from the engineering perspective. Why stop the motor if you can keep it running? No breaks needed, no energy-heavy wind up, ...
Still, I think it looks great!

Shoooter13
Burner Inserter
Burner Inserter
Posts: 15
Joined: Sat Dec 23, 2017 3:07 am
Contact:

Re: Friday Facts #350 - Electric mining drill redesign

Post by Shoooter13 »


Jap2.0
Smart Inserter
Smart Inserter
Posts: 2243
Joined: Tue Jun 20, 2017 12:02 am
Contact:

Re: Friday Facts #350 - Electric mining drill redesign

Post by Jap2.0 »

Very nice.

Agreed that it could stay in one spot a bit longer; maybe a bigger problem for me is that it seems to "bounce" when it hits the ground. Big spinning hunks of metal being falling downward should not bounce. I don't really see that in Klonan's video, though, so maybe it's my imagination?

Also, obligatory bottleneck comment.
There are 10 types of people: those who get this joke and those who don't.

User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2699
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Re: Friday Facts #350 - Electric mining drill redesign

Post by Optera »

legrems wrote:
Fri Jun 05, 2020 2:41 pm
What about the additionnal computing time required ? Is it more (less or equal) CPU-friendly ?
All animations in Factorio are done by shifting through sprite sheets.
The only time cpu is involved is when the sprites have to be moved to and from memory. With enough memory that's only during load.
Jap2.0 wrote:
Fri Jun 05, 2020 4:15 pm
Also, obligatory bottleneck comment.
Indeed, Now I kinda want that activity light on all buildings.

User avatar
5thHorseman
Smart Inserter
Smart Inserter
Posts: 1138
Joined: Fri Jun 10, 2016 11:21 pm
Contact:

Re: Friday Facts #350 - Electric mining drill redesign

Post by 5thHorseman »

I'm a bit sad that the iconic miner design is gone.

But damn that's a sexy machine.

I really like every aspect of it, though it does seem to imply it doesn't mine the whole 5x5 area. Whatever you do, don't change that area to match the animation!
Image Image

Phasma Felis
Inserter
Inserter
Posts: 36
Joined: Wed Feb 25, 2015 1:02 am
Contact:

Re: Friday Facts #350 - Electric mining drill redesign

Post by Phasma Felis »

The original mining drill is also very flat like a top-down square. In general we try to avoid square entities like the plague, as they tend to look disintegrated with the world because they don’t try to hide that their perspective isn’t correct.
I kinda wish you had fixed it early on to foreshorten "vertical"/north-south distances to match the apparent camera angle, like the middle example in the first image here: http://clintbellanger.net/articles/isometric_intro/ As it is, It's always jarring to see two diagonal rail lines cross, where the rails are clearly at 90-degree angles but the ties clearly aren't.

Probably much too late now, though. You'd have to redo all the art in the game.

Monara
Burner Inserter
Burner Inserter
Posts: 16
Joined: Sat Jan 06, 2018 12:43 pm
Contact:

Re: Friday Facts #350 - Electric mining drill redesign

Post by Monara »

Gotta agree the model itself looks great, but the animation at full speed looks more like it's injecting something into the soil than drilling. It's spending more time jumping from place to place than actually drilling.

User avatar
Omnifarious
Filter Inserter
Filter Inserter
Posts: 254
Joined: Wed Jul 26, 2017 3:24 pm
Contact:

Re: Friday Facts #350 - Electric mining drill redesign

Post by Omnifarious »

Klonan wrote:
Fri Jun 05, 2020 12:23 pm
PaqpuK wrote:
Fri Jun 05, 2020 12:11 pm
Would be interesting to see the animations at max speed :D
<.... nifty animation elided ....>
I really like the new mining drill. I'm still not necessarily sold on the new icon. But, it does indeed much more closely resemble the actual entity than the old icon.

Is there any fluid sloshing or spattering about in the animation for uranium mining? :-) That's what I'm most curious about.

J-H
Long Handed Inserter
Long Handed Inserter
Posts: 56
Joined: Fri Apr 21, 2017 11:48 pm
Contact:

Re: Friday Facts #350 - Electric mining drill redesign

Post by J-H »

Agreed on longer dwell time in the ground.

How is the ore getting from the drill head to the "dumps onto the spinning crusher" area? The long rails that the drillhead travels along do not have a pipe, conveyor, or anything else animated to get the ore bits there. They just teleport from drillhead to the dumping area.

I'd like to see some sort of pipe, tube, internal conveyor, or auger (like on a combine harvester) moving them there.

LostInTheForums
Burner Inserter
Burner Inserter
Posts: 8
Joined: Wed Oct 02, 2019 5:22 pm
Contact:

Re: Friday Facts #350 - Electric mining drill redesign

Post by LostInTheForums »

Would like acid tanks to be bigger on uranium mining drill, maybe even replace all with just a single shiny vertical tank in the corner? New ones are too small compared to pipes connscting to the minining drill.

Toshis8
Manual Inserter
Manual Inserter
Posts: 3
Joined: Fri Jun 05, 2020 5:12 pm
Contact:

Re: Friday Facts #350 - Electric mining drill redesign

Post by Toshis8 »

recent design trend seems to be a bit too cartoonish (just an honest opinion)

warlordship
Inserter
Inserter
Posts: 30
Joined: Mon May 08, 2017 8:13 pm
Contact:

Re: Friday Facts #350 - Electric mining drill redesign

Post by warlordship »

I have to say, I'm not a fan. I really liked the old design, but it could use a bit of a fixup. Such as the drill heads ALWAYS spinning the same direction no matter if it is forward or back along the rack. Other than that, it is nice. I DO like the look of the current Uranium miners though. The extra frame around the miner to accommodate the pipes is REALLY cool. If you just use that - minus the pipes - for regular electric miners, I'd be as happy as a biter eating a belt.

This new one is WAY too close to the ugly burner miner drill. The icon is - to me - nearly identical in my inventory. I have to keep reminding myself that the drill in my inventory is not a left-over burner from early-game, it's the new one. Another gripe, is that this does not give the appearance of being capable of mining more than 3 squares, let alone all 25.

If we want to work on a design that works on all 25 squares, why not have a miner with a large pipe/shaft that penetrates the ground. It can visibly rotate as if it is driving a mechanism underground. Then, have a small particle effect appear on the tile that it just mined. Perhaps even have a small drill head pop up and then back down from below. This would give the appearance of the miner digging the ore from below. It would also explain how a miner could reach beyond their 3x3 base, as the particle could appear outside the sprite itself (spawn particle at X,Y coordinate). Randomize the particle effect within the tile too, so multiple heads could pop up in the same tile without clipping (unless you are unlucky and get two hitting the same tile at the same time in the same spot).

This method would also help for modded miners, those that have increased mining range.

Rebmes
Inserter
Inserter
Posts: 47
Joined: Sat Sep 15, 2018 7:51 pm
Contact:

Re: Friday Facts #350 - Electric mining drill redesign

Post by Rebmes »

IDK, I think it's pretty amazing; especially, indeed, with the uranium :p

User avatar
ytsejam
Long Handed Inserter
Long Handed Inserter
Posts: 59
Joined: Wed Jun 29, 2016 2:14 am
Contact:

Re: Friday Facts #350 - Electric mining drill redesign

Post by ytsejam »

Ok, so it seems we have some drill specialists here :roll:

This is not a simulator. I think we should care about the design if it fits the game's style or not. This, unlike that awful beacon redesign, looks great.

kane.nexus
Burner Inserter
Burner Inserter
Posts: 18
Joined: Sat May 07, 2016 10:54 am
Contact:

Re: Friday Facts #350 - Electric mining drill redesign

Post by kane.nexus »

Can we please have mining drills share electricity through their frames, up to one tile away? What about a T2 with this ability, possibly 5x5 in size for a 7x7 mining area, or has spires on the corners to connect the wires?

User avatar
Reika
Filter Inserter
Filter Inserter
Posts: 570
Joined: Tue May 19, 2015 1:56 am
Contact:

Re: Friday Facts #350 - Electric mining drill redesign

Post by Reika »

I am split on the redesign. The criticisms of the height, "solidity" of the sound, lack of easy visual distinction between with and without fluid, and of animation not matching mining area are all valid. And I personally am rather disappointed to see one of the last "classic" entity designs disappear.

However, that is not to say that the old design was without issues - several in the FFF are also valid. Personally I probably will end up reverting it, but I am not sure how much of an outlier opinion that is at this time.
Image

valneq
Filter Inserter
Filter Inserter
Posts: 726
Joined: Fri Jul 12, 2019 7:43 am
Contact:

Re: Friday Facts #350 - Electric mining drill redesign

Post by valneq »

I really like the new drill. It's great that the design is similar to the burner drill – it's made by the same engineer, after all. But they are distinct enough to not confuse them. :-)
The icons are maybe a bit too similar, but this might be one of those "just need to get used to it" things.

Considering that the old design never looked like it was able to mine a 5×5 area, this one need not do that either. After all, the ores we see on the ground are not where the real ore is located. The ores are in deeper layers under ground and need to be dug out – hence the drills. The ore we see on the ground is just an indicator for what the prediction is for digging out when we build a mining drill there. Mining by hand is just a metaphor, I would say. Nobody really does that after the first three minutes of the game.

I love the tintable parts: you see that the drills dig out coal/copper/iron! Really great! This will look even more amazing with the other crazy ore colors in some of the modpacks :-D

Post Reply

Return to “News”

Who is online

Users browsing this forum: Cgeta, Illiou, ssilk