I got one question
![Question :?:](./images/smilies/icon_question.gif)
lovely_santa wrote:I love the little tweaks you are all making while the bigger projects are finishing up, actualy, I don't even mind the delay...
I got one question: Do we get more achievements, like for example finish death world and other difficulties?
*wink**wink*Darkas wrote:If there is some time for minor improvements right now, may I make some suggestions? There are some mods that do tiny jobs which I feel improve the quality of life a lot:
- Picker extended, which puts the entity you are hovering over with the mouse in your hand, if you have it in your inventory.
Apparently Rseding91 is doing something about it:smurphy1 wrote:Any word on rotating the train stop names in the map view so that they are readable if you have multiple stops next to each other?
You can already play in god-mode by starting a new game using Play --> Custom scenario --> base/sandbox. You can also leave your player body in existing games and do things god-mode-like as explained in this thread.Ormek wrote:I wonder if the whole map extension implementation will eventually move Factorio into some god mode interaction model. I was always wondering, why I had to walk all the way to the south to fiddle with the belt arrangement there. Why not just scroll there and change it?
The more I can do in the map view directly, the less understandable it will be why I have to walk somewhere to do something in normal view.
Are there plans to get rid of the figure alltogether?
Oh my! The winking is real! <3Twinsen wrote:*wink**wink*Darkas wrote:If there is some time for minor improvements right now, may I make some suggestions? There are some mods that do tiny jobs which I feel improve the quality of life a lot:
- Picker extended, which puts the entity you are hovering over with the mouse in your hand, if you have it in your inventory.
If you implement this, please allow an admin to disable it. I don't want a griefer to be able to easily deconstruct the whole base!kovarex wrote:We are considering whether it should be possible or not to build ghosts, blueprints and use deconstruction planner from the map
I hope not. It would completely change the feel of the game. At least things like map blueprint placement and train management feel like the engineer avatar interacting with the technology he's built. How would combat work? Vehicles would no longer be sensible.Ormek wrote:I wonder if the whole map extension implementation will eventually move Factorio into some god mode interaction model. I was always wondering, why I had to walk all the way to the south to fiddle with the belt arrangement there. Why not just scroll there and change it?
The more I can do in the map view directly, the less understandable it will be why I have to walk somewhere to do something in normal view.
Are there plans to get rid of the figure alltogether?
Nuclear power involves completely redoing steam power as well as I recall, so putting it off to 0.16 probably isn't an option any more - it would take more time to roll back than to complete. That said, I'd like to see it in 0.15 even if it means waiting a couple more weeks - it's one of the big flagship features, after all.mattj256 wrote:Have you thought about releasing 0.15 without nuclear power? Nuclear power is exciting but I (personally) don't think it's worth delaying the release for weeks. You can push nuclear power into a much smaller 0.16 release, similar to the 0.14 multiplayer release.
Oh, I never heard that phrase from a developer before!It was overall much more complicated than expected.
AWESOME!!!!!!Twinsen wrote:*wink**wink*Darkas wrote:If there is some time for minor improvements right now, may I make some suggestions? There are some mods that do tiny jobs which I feel improve the quality of life a lot:
- Picker extended, which puts the entity you are hovering over with the mouse in your hand, if you have it in your inventory.