Would be great to get a #FF on modding API plans for 0.15kovarex wrote:This will be properly moddable in 0.15
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Would be great to get a #FF on modding API plans for 0.15kovarex wrote:This will be properly moddable in 0.15
The utility sprites is now already part of the data that is moddable, but it just contains small subset of the utility sprites we use. In 0.15 it contains all.aubergine18 wrote:Would be great to get a #FF on modding API plans for 0.15kovarex wrote:This will be properly moddable in 0.15
Closest thing I found to mine is "Deuteronomic Trichromacy" which basically means my red/green vision is whack and I see in ~3 colours. More accurately, I see two colours (blue and green) and half of two more colours (red and orange). All other colours and many shades of red and orange appear green, except for purple which is blue. "All two colours of the rainbow" and all that. It makes playing a LOT of games very tedious, and sometimes Factorio is no exception =/hansinator wrote:There are different types of color-blindness with varying degrees of color intensity perception. repler may have a more severe form than you have.
There's nothing wrong with the design, it just needs a tutorial. I'd bet if you go search the help forum there will be plenty of posts helping explain proper signalling.nuhll wrote:Please rethink the train design. Its too hard for me to understand. I sometimes cant igure out why something is not working, or why is it blocking.
Combat drones on patrol? I dig the idea. Let's see those pesky biters sneaking on your factory nowmalvo wrote:I think a cool addition to the game is to be able to place combat robots into either the Roboport or some type of robot defense structure where they will be deployed when an enemy comes into range.
It would be very cool to be able to setup patrols or other RTS type stuff with combat robots.
Yeah, for instance this guide:AndrolGenhald wrote:There's nothing wrong with the design, it just needs a tutorial. I'd bet if you go search the help forum there will be plenty of posts helping explain proper signalling.nuhll wrote:Please rethink the train design. Its too hard for me to understand. I sometimes cant igure out why something is not working, or why is it blocking.
I won't deny it would be cool, but the game really needs automated offensive combat. Automated defense is already fairly robust.malvo wrote:I think a cool addition to the game is to be able to place combat robots into either the Roboport or some type of robot defense structure where they will be deployed when an enemy comes into range.
It would be very cool to be able to setup patrols or other RTS type stuff with combat robots.
Also, I think there should also be an MK2 version of the tank or tank upgrades like shields or additional turrets.
I actually like the current ghost planning for rails etc. That way, I can see if I can build a rail without modifying terrain (trees, water, and so on). That's because I'm lazy!Shift click (ghost placement) should go through trees and rocks as blueprints with shift do.
Festmester wrote:I actually like the current ghost planning for rails etc. That way, I can see if I can build a rail without modifying terrain (trees, water, and so on). That's because I'm lazy!Shift click (ghost placement) should go through trees and rocks as blueprints with shift do.
Though I can definitely see ignoring obstacles has its advantages too, sometimes I wouldn't even know if the rail would fit where I want to build it because of trees or whatever, requiring me to remove everything nearby, just to find out it wasn't necessary after all. Hrmph.
That's exactly how it already works in the game, for blueprints and the rail planner. Just not for ghosts of single entities which is meant here (the ones that appear when you shift-click on the ground with an entity in hand).Festmester wrote:Maybe after going into ghost placement, holding shift as a placement modifier will change it into 'ignore obstacles mode' so both things are handy. I see value in having both.
I'm sorry if I suggested already existing features, I'm obviously not aware of everything with the many changesdaniel34 wrote:Festmester wrote:I actually like the current ghost planning for rails etc. That way, I can see if I can build a rail without modifying terrain (trees, water, and so on). That's because I'm lazy!Shift click (ghost placement) should go through trees and rocks as blueprints with shift do.
Though I can definitely see ignoring obstacles has its advantages too, sometimes I wouldn't even know if the rail would fit where I want to build it because of trees or whatever, requiring me to remove everything nearby, just to find out it wasn't necessary after all. Hrmph.That's exactly how it already works in the game, for blueprints and the rail planner. Just not for ghosts of single entities which is meant here (the ones that appear when you shift-click on the ground with an entity in hand).Festmester wrote:Maybe after going into ghost placement, holding shift as a placement modifier will change it into 'ignore obstacles mode' so both things are handy. I see value in having both.
For the rail planner:
without holding shift = path goes around trees and rocks
with holding shift = path goes right through trees and rocks and they will be deconstructed
People use trains because TRAINS ARE FUN, not because there's a NEED.jonathanpaulson wrote:In all my vanilla playthroughs (including a just-finished 0.14), I have never felt the need for trains. A few-hundred tile conveyer belt always seemed more convenient. Please change something so that trains become a natural option (As of a while ago, the RSO mod did a good job of this).
You may have patch not very far, but they are poor in ressources, each patch got more and more ressource as distance between said patch and starting area grow. Each outpost will then last longer.jonathanpaulson wrote:In all my vanilla playthroughs (including a just-finished 0.14), I have never felt the need for trains. A few-hundred tile conveyer belt always seemed more convenient. Please change something so that trains become a natural option (As of a while ago, the RSO mod did a good job of this).
I have always found there to be enough resources within comfortable belt distance to "finish the game" (research most techs and launch a rocket). It may be that trains are required for a megabase, but I think the game would greatly benefit from them being relevant much earlier (ideally, around when they are researched).Neemys wrote:You may have patch not very far, but they are poor in ressources, each patch got more and more ressource as distance between said patch and starting area grow. Each outpost will then last longer.
Before having train, it's hard to balance resource spawn for letting player do their first base without running out of copper or iron. Some people need twice or thrice the amout of iron or copper than other depending on how they play. I think how it is now is good, people that don't want train, or don't know how to set them can play with starting ressources and patch around, player who want train can use them to be able to have long running outpost.jonathanpaulson wrote:I have always found there to be enough resources within comfortable belt distance to "finish the game" (research most techs and launch a rocket). It may be that trains are required for a megabase, but I think the game would greatly benefit from them being relevant much earlier (ideally, around when they are researched).Neemys wrote:You may have patch not very far, but they are poor in ressources, each patch got more and more ressource as distance between said patch and starting area grow. Each outpost will then last longer.
I'm not done as I need to make everything nice and figure out the proper setups, but the current state looks something like this.Danacus wrote:His base is made in 0.15, so we can't open it in 0.14.Mion wrote:Kovarex, please give us your final save! I think it will be very useful and helpful for growing our factorio-skill for many of us.
Edit: But some pictures would be nice