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Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 9:29 am
by FactorioBot
Re: Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 9:38 am
by vanopiano
Glad to hear that about mods for 0.18
Also I think new drill is a bit brighter, which is cool
Re: Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 9:41 am
by TheoMarque
The crash site can be disabled through creating new map menu? Idea is good, but for some scenarios, these element can annoy.
Re: Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 9:43 am
by Klonan
TheoMarque wrote: ↑Fri Aug 07, 2020 9:41 am
The crash site can be disabled through creating new map menu? Idea is good, but for some scenarios, these element can annoy.
It is only in the freeplay script, and there is a remote interface to disable the crashsite and the cutscene
Re: Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 9:53 am
by vdreams
wow, i am excited about the new crash site in freeplay mode. Adds more realism. I have always wished for that! Big thumbs up!!!!
Re: Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 9:55 am
by ledow
If renaming images causes mod problems, why not just have a versioned list of the images in the program?
There must already be something for entities, because when you load an old save, it finds all the old entities and converts them.
Why can't a mod tap into that functionality, or there be a list that image X was previously called Y in v0.18 and Z in 0.17?
Then mods can continue to work going forward, even if the images aren't exactly the same?
If changes break things, but you know what the change was and what it broke, why not fix it on mod load rather than having to have a thousand mod developers all update their code with every breaking update for the sake of "I just want this image of this particular thing"?
Re: Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 9:59 am
by Xoriun
the new graphics look really nice.
However, I noticed that on the technology icon of the logistic 1 research, the underground-belt on the top right faces the wrong way. On the logistics 2,3 icon, it is correct.
Re: Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 11:05 am
by someone1337
for the crash site in freeplay!
@mods: is there still a reason for game version field in the info.json?
Cant it all be solved by a "base>=..."-dependency?
As in: why not remove that field and allow for smooth transitions going forward?
There were enought mod breaking changes that required the use of the base-style-dependency anyway and on the other hand: most mods dont break (except for the fix to the game veraion string) just because the game gets a new "major" release.
So if you made the it mandatory to use the versioned base dependency and made the game + mod portal read + use that info instead of the game version field, i think it would be overall better. (More like real software engineering where you only live by versioned dependencies)
Re: Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 11:11 am
by CzBuCHi
Xoriun wrote: ↑Fri Aug 07, 2020 9:59 am
However, I noticed that on the technology icon of the logistic 1 research, the underground-belt on the top right faces the wrong way. On the logistics 2,3 icon, it is correct.
... cannot use now
Abount mining drill:
How the heck you make something better, that looked perfect???
Also i dont see any pipes for acid and back site is empty - that got me an idea allowing acid connections only from sides and not from back (respectively do not block back site with pipe if there is no connection)
Re: Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 11:40 am
by conn11
Giving the freeplay a little bit of introduction is a wonderful idea.
Since spawning those structures can be deactivated, will there be a checkbox in those entities to protect them from accidental mining?
Re: Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 11:45 am
by doppelEben
As many graphics have changed over the years, more and more related technology icons became outdated. We didn't have enough time to do a complete rework of the technology icons as we did with the item icons, but we could at least update the clearly outdated ones.
Thats why you decided to release 1.0 some weeks earlier, right?
But overall they look nice! keep going your excellent work!
Re: Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 11:50 am
by FrozenTaco
Really cool drills! But they have a small issue that i found with their model/hitbox. As you can see in the picture if you put 2 drills diagonally of one another, it seems like that there is enough space to squeak through, but that is not the case.
- factorio drill.png (932.22 KiB) Viewed 76053 times
Re: Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 12:13 pm
by 5thHorseman
I liked the "old" remake of the drills.
I *LOVE* the new one. All the parts I liked and none of those I was less in love with. Well done redesign!
I can't wait to watch the cutscene, and am glad it's skippable for my Nth playthrough, I'll probably not want to watch it no matter how good it is.
Also I love the slight addition to the lore, though my headcanon was always that you didn't crash at all, you worked for a company and your "very special set of skills" was setting up an infrastructure so future engineers could land and take over. But hey, nothing's saying you couldn't accidentally crash on your target world with just that goal already in place.
Re: Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 12:35 pm
by DanGio
Wow, the new miner is more functional (no more hiding the belt), AND looks better ?!? Nice job.
Re: Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 12:41 pm
by Edriel
The new miner indeed allows you to finally see the belts but... grafically speaking I preferred the other one
Re: Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 12:44 pm
by koukloff
As you mentioned: crash protection for mods in Version 1
There are however still conflicts on the layers of the soil 0.18. Example of Dectorio and other surface mods that are incompatible. Proof for the striped effects of certain colors which translate into a neutral earth background. I can't see who is causing this.
I guess you have contacts with at least the most loyal modders and it will go well for your launch.
Good luck on D-Day.
Re: Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 12:56 pm
by eradicator
I'm looking forward to the new emergency break features. Complete with sparks and high-pitched squeaking.
No. You can not un-announce it now :p. Also the hover-shoes research looks interesting too.
- emergency.png (18.95 KiB) Viewed 75812 times
Re: Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 1:25 pm
by Omarflyjoemacky
New mining drill graphic looks even better than the old one. Very nice changes indeed, putting the miner on rails. Cleaner and easier to see for sure.
Also - is that the new assembly machine graphic I see?!
Love the crashed ship too! Thank you Wube!
Re: Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 1:27 pm
by Koub
Excellent news with this FFF again. Good move with the redesign of the mining drill, sexy research icons, mod retrocompatibility for 1.0, some background fluff to enrich the freeplay immersion (intro cinematic and remnants), I feel spoiled as a Factorio fan
Re: Friday Facts #359 - Crash site: The beginning
Posted: Fri Aug 07, 2020 1:31 pm
by voddan
I really like the crash site idea! The wrecked ship looks fantastic!
Looking forward to seeing the cut scene in 1.0 - I hope it is super epic and cinematic