Re: Friday Facts #357 - Nuke
Posted: Fri Jul 24, 2020 10:39 pm
Really not a fan of the nuke sound effect. The visuals are pretty sweet, but the sound feels very weak and unsatisfying.
I take back the first part of that question. I was reading this on mobile and the picture was small, I see that it's actually settable directly.5thHorseman wrote: ↑Fri Jul 24, 2020 8:38 pmVery excited about blueprint snap.
Just to make sure, the little corner squares on those blueprints makes them snap within that box? So a blueprint doesn't have to fill the space vertically or horizontally to snap correctly?
Is there a way to set the bounding box for all blueprints in a book, or to say "all blueprints I'm making right now are x*y in size"?
Wow, definitely an impressive one. It looks and sounds so powerful.DOSorDIE wrote: ↑Fri Jul 24, 2020 8:20 pmand the Nuke sound need more punch ... its meh ... the grafic is great!
Look at Supreme Commander Nuke explosion ... and you know the different.
EDIT: Found it https://www.youtube.com/watch?v=Kelb7XVh4cU&t=1m33s
The new Blueprint system is awsome. Good job!
No there isn't, that wouldn't be even possible, because the game can't know how do you want to align the blueprint with the grid, unless the blueprint has exactly the same size as the grid, in which case, you just check to checkboxes, and the defaulted parameters do it for you.5thHorseman wrote: ↑Fri Jul 24, 2020 8:38 pmIs there a way to set the bounding box for all blueprints in a book, or to say "all blueprints I'm making right now are x*y in size"?
That's fair. I totally understand not wanting feature creep.kovarex wrote: ↑Sat Jul 25, 2020 12:52 amNo there isn't, that wouldn't be even possible, because the game can't know how do you want to align the blueprint with the grid, unless the blueprint has exactly the same size as the grid, in which case, you just check to checkboxes, and the defaulted parameters do it for you.5thHorseman wrote: ↑Fri Jul 24, 2020 8:38 pmIs there a way to set the bounding box for all blueprints in a book, or to say "all blueprints I'm making right now are x*y in size"?
And: Even if it would be possible, cluttering the UI by a tool for something so specific and rarely used would be feature creep i believe.
yea I really would like a way to offset the absolute positioning of the grid. Because if you wanted absolute positioning on a BP (so you don’t need to worry about setting the right position) but you couldn’t do it because the absolute positioning is offset from what you currently have. So an x,y offset to the absolute positioning that is tied to the blueprint would be awesomedeef0000dragon1 wrote: ↑Fri Jul 24, 2020 5:08 pmCan we get an offset X/Y option in the grid section? It is mentioned in the FFF how you move the red flag around, but to me it seems clunky in an otherwise good GUI. It seems ESPECIALLY problematic if you have a large number of prints (IE Rails) that need to run on the same offset, it would make positioning them to all be the same offset really hard.
Second (much harder, defiantly reaching) request: The ability to assign the offsets for an entire BP book. It would make setting train/wall grid offsets much easier.
I do think a combination of the current functionality of the upgrade planner and the not yet implemented module insertion would be sufficient enough for most cases. While beneficially not introducing any new UI-elements.DOSorDIE wrote: ↑Fri Jul 24, 2020 8:20 pmThere is a Mod what handle the Moduls in a perfect way ... i never play without that MOD.kovarex wrote: ↑Fri Jul 24, 2020 4:02 pmThat is not possible yet, and will not be in 1.0. We call this idea module install/uninstall. It might be done one day. The logic would be, that if you fill only "To", and keep From empty, it would install the module if possible. Same, the other way around, when you have From filled and and To empty.
https://mods.factorio.com/mod/ModuleInserter
I used a mod in Factorio 0.17 for grid aligned blueprints. But it hasn't been updated for Factorio 0.18 yet (well it was updated 10 days ago now that I check again) and you couldn't undo (CTRL+Z) blueprints placed with its help. Alignment is a must have feature with big blueprints. My blueprints are so big I need mods to zoom out further (because map view placements don't work) and zooming out makes aligning the tiny entities even harder. So this and map placements are fantastic.
Blueprint Extensions has mirroring, updating (keeping icon and name), landfill, blueprint snap (change bp centre so you can align corners easily even when zoomed if grid alignment isn't available or wanted).FasterJump wrote: ↑Sat Jul 25, 2020 8:27 amMirroring blueprint would be great. I often have to open my browser and go to this specific third party tool to mirror my blueprint, having it ingame (Ctrl-C, Ctrl-M) would be easier. But if I remember correctly, this suggestion has been rejected in the past because some entities cannot be mirrored (Fluid tanks, refineries and chemical plants with specific liquid input/outputs)... Implementing a vanilla tool that doesn't always work is probably a bad idea. By the way, isn't it a mod for that? (I which mods would be split into 2 categories: UI/QoL mods and game-changing mods, like in FAF, so people with different UI/QoL mods could join the same multiplayer game)
Or for only mirroring I use Bluprint Flip and Turn (Credit to NovaM).FasterJump wrote: ↑Sat Jul 25, 2020 8:27 amMirroring blueprint would be great. I often have to open my browser and go to this specific third party tool to mirror my blueprint, having it ingame (Ctrl-C, Ctrl-M) would be easier. But if I remember correctly, this suggestion has been rejected in the past because some entities cannot be mirrored (Fluid tanks, refineries and chemical plants with specific liquid input/outputs)... Implementing a vanilla tool that doesn't always work is probably a bad idea. By the way, isn't it a mod for that? (...)
Try this mod: https://mods.factorio.com/mod/MushroomCloud
Its sound and lighting effects are far more dramatic than even the new and improved official nukes (although the new shockwave is obviously better). Its main flaw is not the explosion itself but the geiger counter sound effect, which doesn't turn on until you're already standing near ground zero, and which doesn't turn back off even when you're miles away.
By the way, this mod gives better light flash. Factorio's overbright is poor quality: colors are burned to white too fast without a log law (thereby giving an impression of low dynamic range), some color channels burn earlier than others (causing serious hue shift), the rest just becomes oversaturated. This is not how human eye sees bright images. I recommend consulting with a serious photographer.TheNoseKnows wrote: ↑Sat Jul 25, 2020 10:36 amTry this mod: https://mods.factorio.com/mod/MushroomCloud