Friday Facts #219 - Cliffs
Re: Friday Facts #219 - Cliffs
Cliffs confirmed! Praise the LOrd of bits!
Anyways... Hoooray for the cliffs!
I don't know how to feel about that. It just doesn't feel right. This is just like landfill. Very useful in certain situations but given enough resources it makes the whole map flat and void of features. Good for a sandbox where you copy-paste blueprints but it takes away from the challenge. I'd rather have landfill and cliff-explosives as a mod that needs to be enabled.in Factorio nothing should stand in the way of automation, so if you don't like cliffs, you can always blow them up
Anyways... Hoooray for the cliffs!
Last edited by ske on Fri Dec 01, 2017 9:24 pm, edited 1 time in total.
- bigyihsuan
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Re: Friday Facts #219 - Cliffs
Those cliffs look amazing.
Re: Friday Facts #219 - Cliffs
Bridges? Ramps? Tunnels? Leap of faith (and fall damage)?
upd: New enemy type - spiders that can climb up walls and cliffs?
Nest inside cliffs? Caves? omg i have too many ideas to ask
upd: New enemy type - spiders that can climb up walls and cliffs?
Nest inside cliffs? Caves? omg i have too many ideas to ask
Last edited by tvardero on Fri Dec 01, 2017 9:16 pm, edited 1 time in total.
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Re: Friday Facts #219 - Cliffs
As a suggestion, could the player make a ramp that can be driven up etc to ue the multiple layers, or a belt that can traverse the slope? The cliffs are a brilliant idea though and look cool
Re: Friday Facts #219 - Cliffs
This looks awesome!
But I'm a bit feverish, so I really hope I'm not hallucinating it.
Cliffs! In Factorio! Awesome!
But I'm a bit feverish, so I really hope I'm not hallucinating it.
Cliffs! In Factorio! Awesome!
Re: Friday Facts #219 - Cliffs
Yeah, Cliffs!
Re: Friday Facts #219 - Cliffs
Love the cliffs and the new decals. Anything that makes the map more interesting is good.
Re: Friday Facts #219 - Cliffs
It is the most exciting feature in 0.16!
Now we need enemies that will ignore the cliffs, e.g. flying aliens.
Now we need enemies that will ignore the cliffs, e.g. flying aliens.
Re: Friday Facts #219 - Cliffs
A big change so late in the day! Can't wait to see what the final design will be like.
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Re: Friday Facts #219 - Cliffs
This is really getting my hopes up for some kind of proper grade separation~
Perhaps artificial craftable cliffs (cough cough ramps) and railway viaducts may be coming?
Perhaps artificial craftable cliffs (cough cough ramps) and railway viaducts may be coming?
Re: Friday Facts #219 - Cliffs
Excellent those cliffs. First good idea since years.
Re: Friday Facts #219 - Cliffs
OMG, love it!! Flying monsters next?! Maybe attacks from the sea
Re: Friday Facts #219 - Cliffs
What have the Romans ever done for us?DasMonzta wrote:Excellent those cliffs. First good idea since years.
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Re: Friday Facts #219 - Cliffs
No more than five minutes before this week's FF, I lamented the lack of proper terrain elevation. Then this happens. Truly, there is a god and I'm in his favor.
Re: Friday Facts #219 - Cliffs
This! And then it's only a matter of time until someone makes a Age of Factorio modmietok wrote:OMG, love it!! Flying monsters next?! Maybe attacks from the sea
Re: Friday Facts #219 - Cliffs
Spiders?tvardero wrote:Bridges? Ramps? Tunnels? Leap of faith (and fall damage)?
upd: New enemy type - spiders that can climb up walls and cliffs?
Nest inside cliffs? Caves? omg i have too many ideas to ask
If devs will add new enemies like spiders or birds or huge lizard-like bats it'll be awesome
I think we really need flying enemies that can fly over water and through walls
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Re: Friday Facts #219 - Cliffs
I actually think this is a very good idea. Right now when claiming a lot of land, a square perimeter of turrets is the most efficient shape. You only need to defend the borders but not the area. When creatures start crawling out of the sea, the cost of defense goes up proportional with the area instead of the square root of it. This would be quite the game-changer.mietok wrote:Maybe attacks from the sea
Re: Friday Facts #219 - Cliffs
Yeees, floating turrets and seawalls No more mainland choke pointsske wrote:I actually think this is a very good idea. Right now when claiming a lot of land, a square perimeter of turrets is the most efficient shape. You only need to defend the borders but not the area. When creatures start crawling out of the sea, the cost of defense goes up proportional with the area instead of the square root of it. This would be quite the game-changer.mietok wrote:Maybe attacks from the sea
Re: Friday Facts #219 - Cliffs
The creatures coming seaways could be very weak and very rare. They would be very easy to defend against in the early game. Using lakes as chokes in early game would still work. But those little creatures start nesting if you don't shoot them down and then the trouble begins.mietok wrote:No more mainland choke points