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Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Fri Oct 30, 2020 5:58 pm
by LiquidInsight
With the updated ghost building improvements, will we get a way to place ghost modules into buildings? As it is, the workflow is to build the building you want near you on the ground, add modules to it, then copy and paste that into position. It would be very nice if module ghosts could be placed directly into buildings.

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Fri Oct 30, 2020 6:20 pm
by kizrak
B5Gggj6A3T.jpg
B5Gggj6A3T.jpg (1.57 MiB) Viewed 7766 times
Thanks! ๐Ÿงก

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Fri Oct 30, 2020 6:25 pm
by AntiElitz
I like that the Start screen is finally getting some animation!
However it looks weird like it is currently now since you cannot really tell it apart from ingame intuitively. I know there is the logo and such, but still just deosn't feel like its a start screen.
Did you consider adding the "glass" effect from the research screen to it in the main menu?
This may make it a bit less noisy and tell it apart from ingame more naturally.

Quick mock up:
https://i.imgur.com/avawy8H.png
Image

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Fri Oct 30, 2020 6:37 pm
by valneq
AntiElitz wrote: โ†‘
Fri Oct 30, 2020 6:25 pm
I like that the Start screen is finally getting some animation!
However it looks weird like it is currently now since you cannot really tell it apart from ingame intuitively. I know there is the logo and such, but still just deosn't feel like its a start screen.
Did you consider adding the "glass" effect from the research screen to it in the main menu?
This may make it a bit less noisy and tell it apart from ingame more naturally.

Quick mock up:
https://imgur.com/avawy8H
Image
+1

This looks really good :-)

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Fri Oct 30, 2020 7:31 pm
by KoblerMan
Koub wrote: โ†‘
Fri Oct 30, 2020 11:29 am
ThunderFD wrote: โ†‘
Fri Oct 30, 2020 11:27 am
Klonan wrote: โ†‘
Fri Oct 30, 2020 11:17 am
Draxinusom wrote: โ†‘
Fri Oct 30, 2020 11:15 am
AdamK wrote: โ†‘
Fri Oct 30, 2020 10:49 am
Whta is 1.1 ETA?
It's either before or after Cyberpunk 2077 8-)
Before :)
So early next year? ;DD
Before 2028 :mrgreen:
No, I think he means before 2077, which is when Cyberpunk takes place. :kappa:

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Fri Oct 30, 2020 7:33 pm
by NotRexButCaesar
Yay! more keyboard and less clicking!
Things just get better and better.

Also, finally the power pole connections: now I don't have to have all my powerpoles in a perfect grid.

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Fri Oct 30, 2020 7:44 pm
by Unknow0059
Not a fan of the new menu background.
I've always wanted a new menu background, but not like this. Maybe it looks better animated instead of as still.
I've liked the Wube logo ever since I've seen it, but the letters are so close together it's hard to read it as Wube and not... WWbe or something.
The drag, wire connections and confirm were much needed QoL features.

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Fri Oct 30, 2020 8:09 pm
by Cgeta
Ooh, I've always loved when the main menu's of games had something going on in the background.
Would be kinda cute if it progressed through the different stages of the game based on your last save file, with the first version being just some grass and a forest

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Fri Oct 30, 2020 9:28 pm
by aebonyne
Thanks, those QoL improvements look great!

The one QoL thing that's been bothering me is the organization of the logistics request screen. I try to keep my logistic requests organized, but they don't tend to stay very organized as the game goes on and my requests change. The search option on that screen helps a lot, but it really feels like it would make more sense if the requests were just organized the same way as the crafting screen, possibly even integrated with the crafting screen, although I think the subtle distinction between "recipes" and "items" makes that not actually make sense.

A less drastic change to help would be a button that auto-resorts the requests the same way the character inventory is sorted and/or the ability to drag/drop the requests to manually reorganize them.

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Fri Oct 30, 2020 9:43 pm
by ElderAxe
All those QoL features are great. Thank you for your great work.

I hope that these new ghost replacing works for blueprints as well. At least in the force mode.

Like the previous messages said we have some great QoL mods around which I believe should be included in vanilla.

I see that Even Distribution is not mentioned. I find it very handy especially at the beginning of a new base.

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Fri Oct 30, 2020 9:45 pm
by valneq
I get the idea that Factorio 1.1 will basically be a different game. Considering how much polish is going into it o_O

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Fri Oct 30, 2020 10:27 pm
by argbla
God Bless.

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Fri Oct 30, 2020 10:28 pm
by CopperBoltwire
Simply, Wube, Thanks for a great game and your continued hard work.

Actually, could you maybe do something greater with the "ending" of the game... Instead of just congrats and statistics, do something a bit more interesting?

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Fri Oct 30, 2020 11:57 pm
by eradicator
Thanks for the facts. Also thanks for...allowing to disable the main menu simulation. I keep factorio open in background almost constantly and i'd hate to waste electricity on something i don't even look at.
kovarex wrote: The general rule is, that when users use your UI in a wrong way again and again and again, you can either really try to teach them to use it "properly", or you can just make this usage correct. Internally, the key "E" and the key "Escape" were doing the same thing, but in our minds, not really.

Typically the user sets up something in the game window and when they are done, they close it with E.
I always close my inventory with ESC,... guess i'll have to learn to do it "properly" :twisted: .

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Sat Oct 31, 2020 2:31 am
by Pinga
Can I finally blueprint this in 1.1?
factorio_2020-10-30_22-25-17.png
factorio_2020-10-30_22-25-17.png (65.76 KiB) Viewed 7439 times

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Sat Oct 31, 2020 2:40 am
by thuro
kizrak wrote: โ†‘
Fri Oct 30, 2020 6:20 pm
B5Gggj6A3T.jpg

Thanks! ๐Ÿงก
Agree! It's quite frustrating that the upgrade planner does an in place swap with a single construction bot but after marking for decon and placing a new ghost it sends two bots (one to decon and one to place) which could take ages in a bot or item starved network.

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Sat Oct 31, 2020 4:05 am
by Rebmes
Wow, this is amazing, thank you guys so much ^^

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Sat Oct 31, 2020 5:10 am
by IronCartographer
Cgeta wrote: โ†‘
Fri Oct 30, 2020 8:09 pm
Would be kinda cute if it progressed through the different stages of the game based on your last save file, with the first version being just some grass and a forest
That's certainly a neat feature of the Half Life and Portal games. It would be fitting for Factorio if there were a campaign focus, but given that the Free Play scenario is so sandbox-oriented, detecting and following progress in-game might feel more restrictive.

Unlike in those games, there's nothing story-driven to spoil with endgame technologies on display. Instead, they serve (as mentioned in the FFF) to demonstrate and inspire the player with technology available across all stages of the game.

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Sat Oct 31, 2020 6:39 am
by ColonelSandersLite
Once we have this logic in place, making blueprints preserve the wire connections could be implemented almost for free, so the game now supports it.
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Posted: Sat Oct 31, 2020 7:12 am
by Cellfire
I just want a belt full of baby spiders now