Friday Facts #301 - Crash site: First state

Regular reports on Factorio development.
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Light
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Re: Friday Facts #301 - Crash site: First state

Post by Light »

If a mod *can* do something a mod *will* do something.
Truer words were never spoken. The mods for this game are remarkable and continue to push the boundaries of what's thought to be possible. A lot of the replay value and longevity is definitely owed to the mod developers for their amazing work in providing many possible mod combinations for a different experience every time. I wouldn't still be here four years later without them.

This is why I continue to smile when I see Factorio continue to support the modding scene, something I wish more companies would also embrace.

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Re: Friday Facts #301 - Crash site: First state

Post by Chaoseed »

Amarula wrote: ↑
Fri Jun 28, 2019 5:52 pm
Pinga wrote: ↑
Fri Jun 28, 2019 4:27 pm
The numbers, what do they mean?
You are number six! Who is number one?
I am not a number, I am a free man!

...

Seriously though, 079 and 041. Anyone? Wait a minute...Gold and niobium?

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Re: Friday Facts #301 - Crash site: First state

Post by someone1337 »

Pinga wrote: ↑
Fri Jun 28, 2019 4:27 pm
The numbers, what do they mean?
https://cs.wikipedia.org/wiki/79_(%C4%8D%C3%ADslo)

MACEK it is!

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Re: Friday Facts #301 - Crash site: First state

Post by Lanceraad »

Could we have an option to spawn in a normal world with crash site items? partly to speed up the early game a bit, mostly so I can marvel more frequently at the beauties that are these sprites.

Even if my factory would be somewhere else, I'd build a fortress around them none the less (Probably investing more in defenses than it's actually worth)

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Re: Friday Facts #301 - Crash site: First state

Post by Koub »

79 and 41 are sexy primes.
You're welcome :mrgreen:
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Re: Friday Facts #301 - Crash site: First state

Post by FerMod »

I love the new graphics designs and quality. I can't wait to see the remaining buildings and items, with the new graphics. (Specially the trains :b)

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Re: Friday Facts #301 - Crash site: First state

Post by Narnach »

Rseding's bugfix reports are nice to read. I like his attitude of trying to understand and solve the issue, rather than the "people should not be doing this anyway" approach that is also easy to adopt instead. His attitude results in optimizations in the base game that also happen to benefit the mods, so it's a win-win situation.
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Re: Friday Facts #301 - Crash site: First state

Post by Yijare »

bobingabout wrote: ↑
Fri Jun 28, 2019 7:35 pm
That old steel furnace looks like crap.
and still, you're using it
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Re: Friday Facts #301 - Crash site: First state

Post by bobingabout »

Yijare wrote: ↑
Sat Jun 29, 2019 11:20 am
bobingabout wrote: ↑
Fri Jun 28, 2019 7:35 pm
That old steel furnace looks like crap.
and still, you're using it
Lack of alternatives. I'm not a graphics artist, I'm a coder. Short of using the new steel furnace (which would become over-used) my only real alternative for something that fit the job was the old steel furnace.

Sure it looks like crap, but it breaks things up so you don't have a dozen different entities that all look the same.
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Re: Friday Facts #301 - Crash site: First state

Post by RinDiddy »

I may be in over my head but have found many memory leaks to be the problem of faulty logic. The best part of programming is also the worst part of programming in that there are a ton of ways to do anything. The challenge is to find the shortest path.

I'd be interested in looking at the snipped that caused this. A good way to reduce the potential of things going wrong is to limit things, create boundaries. Perhaps a final *limiter* check could bring things back down to size should the boundaries be exceeded?

Still waiting mildly patiently for the new update but it is nice to see a company iron things out for a polished final product as opposed to fixing things later. Keep up the great work!

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Re: Friday Facts #301 - Crash site: First state

Post by Avezo »

Would be cool if there was a scenario with not-crash landing site, where you start with most of technologies unlocked and can go straight to end-game.

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Re: Friday Facts #301 - Crash site: First state

Post by mm.lion »

As I can see both cylinders has a number. The second one has number 041 near the ground.

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Re: Friday Facts #301 - Crash site: First state

Post by Rebmes »

All this talk about mods, I really gotta give that a whirl sometime - though I hear they add complexity and extend the game, which concerns me since I have a hard time building a large factory in the first place!

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Re: Friday Facts #301 - Crash site: First state

Post by dee- »

Koub wrote: ↑
Sat Jun 29, 2019 8:02 am
79 and 41 are sexy primes.
You're welcome :mrgreen:
Yeah, but it's 079 and 041, sooo octal?
I'd be interested to know how you can have a '9' digit in octal :)

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Re: Friday Facts #301 - Crash site: First state

Post by Yijare »

bobingabout wrote: ↑
Sat Jun 29, 2019 12:31 pm
Sure it looks like crap, but it breaks things up so you don't have a dozen different entities that all look the same.
thats a problem you'll have with every 'tier' of teh same kind of machine...
Madness? No, just insannity!

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Re: Friday Facts #301 - Crash site: First state

Post by golfmiketango »

"You don't want to know _______" is like "I have never said before what I am saying now" -- it may be true the first time only, after which it will always be false.

So... thank you for not leaving us guessing... BTW, I like the idea of factorio embedding sexy prime tuplets everywhere a random sequence of meaningless fungible numbers can be justified in the artwork! For example: careful inspection of yellow, red and blue belt corners reveals the numbers 0097,0103, and 0109 are painted on their respective sides. A sort of rotten Easter-egg :lol:

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Re: Friday Facts #301 - Crash site: First state

Post by jockeril »

Amarula wrote: ↑
Fri Jun 28, 2019 5:52 pm
Pinga wrote: ↑
Fri Jun 28, 2019 4:27 pm
The numbers, what do they mean?
You are number six! Who is number one?
I am not a number, I'm a free man ! :mrgreen: :D
[request] RTL support please

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Re: Friday Facts #301 - Crash site: First state

Post by bobingabout »

Yijare wrote: ↑
Sun Jun 30, 2019 1:23 am
bobingabout wrote: ↑
Sat Jun 29, 2019 12:31 pm
Sure it looks like crap, but it breaks things up so you don't have a dozen different entities that all look the same.
thats a problem you'll have with every 'tier' of teh same kind of machine...
indeed, but it's a different kind of machine entirely, which is why I wanted something different than "Another steel furnace", of which I already had 6 different varieties of them.
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Re: Friday Facts #301 - Crash site: First state

Post by Jesperhk »

flanigomik wrote: ↑
Fri Jun 28, 2019 4:36 pm
It would be really nice to see crash sites possibly sprinkled around worlds with chests for loot and structures that you could either destroy for salvage or use in place and build around. It would add a whole new level of depth and decision making to exploration!
Yes! And, it could be cool if you could use the crash site as a mini-base in the beginning.
Insted of using hand craft, you could use the broken factory and craft basic stuff there.
same with chests, power and research.

I would help people to want more of machines so they can build stuff quicker or different things.

But that would make it so assembly machines 1 should look abit like the crashed one, so they can see it and since they know what i can do build it.
I can see many cool things in this.

Another thing.
Building stuff, right now its just "plop" and the building is standing.
I like the idea of building stuff slower in the beginning, like when you place it, it should like 3D print from the ground up till finished.
ANd as technology advances, it could be like a "plop" the robots building speed is maxed.
- just an idea.

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Re: Friday Facts #301 - Crash site: First state

Post by jockeril »

flanigomik wrote: ↑
Fri Jun 28, 2019 4:36 pm
It would be really nice to see crash sites possibly sprinkled around worlds with chests for loot and structures that you could either destroy for salvage or use in place and build around. It would add a whole new level of depth and decision making to exploration!
I don't conform to that idea as I think it messes the idea of the Factorio start scenario - why are there multiple crash sites ? and wouldn't that ruin the element of planning and building a factory of your own design ?
Jesperhk wrote: ↑
Sun Jun 30, 2019 12:34 pm
Yes! And, it could be cool if you could use the crash site as a mini-base in the beginning.
Instead of using hand craft, you could use the broken factory and craft basic stuff there.
same with chests, power and research.

I would help people to want more of machines so they can build stuff quicker or different things.

But that would make it so assembly machines 1 should look a bit like the crashed one, so they can see it and since they know what i can do build it.
I can see many cool things in this.

Building stuff, right now its just "plop" and the building is standing.
I like the idea of building stuff slower in the beginning, like when you place it, it should like 3D print from the ground up till finished.
ANd as technology advances, it could be like a "plop" the robots building speed is maxed.
- just an idea.
Those are very good Ideas - I'd like a mod/Scenario in which you have a set of the craft pieces scattered in the starting area and you use them to begin instead of the current "you have a burner miner, furnace and some iron to begin - go" - that can also go well with the "no crafting" mod (forgot the actual name)
[request] RTL support please

My mods

Formally Hebrew translator for FARL & EvoGUI mods

join me on
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- Twitch.tv/jockeril,
- Youtube/jocker-il (or JoCKeR-iL)
- and steam !
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