![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
I like that i think nano-tech platform building system a lot! Will there be new enemy types like that on other planets? A new enemy type, nano tech, maybe like nanites, that have self constructing bases on expansion.
There are already a number of RedAlert sound mods. IIRC, one of them indeed has a "Nuclear Launch Detected" (or so) voice line.Shadowlords wrote: Fri Oct 27, 2023 12:00 pm getting major starcraft vibes from that landing pad.
now I need to make a mod pack to add in the voice lines from Startcraft.
*nuclear launch detected*
Good easter egg findmmmPI wrote: Fri Oct 27, 2023 12:10 pm
I haven't missed the new combinators, this time no way to mistake the orange triangle for an inserter claw, it look like it is reducing something, maybe a filter combinator ? Maybe something like a sensor for the planet that would tell gravity or pressure or day-cycle ?
To me it feels like you describe late game because people either don't really know what to add in a functionning large base that wouldn't take a few hours, so they stand and watch when they are not familiar with the server/community. I feel like (random) people are much more likely to join a game that has 30 hours or less of playtime because it's more dynamic.Galapagon wrote: Fri Oct 27, 2023 11:46 am I'm still very concerned that much of the multiplayer aspect will be even more isolated with the remote view changes. It already seems like everyone is just standing around not doing anything late game, because we're doing everything remotely with bots.
I feel like we'll have to ask constantly what someone is working on if we want to help or divide roles.
Could at least a remote view indicator on the map be possible? The the map would at least show me what someone was looking at. I think the better option would be a switch to different player view though.
thanks ! hehehe I went back to the 380 and there wasn't this combinator in the picture of the crafting tab, at this point i assume they are no longer easter egg, but more a deliberate strategy of releasing information under the form of a puzzle to keep some who'd wished busy with piecing them togetherTooster wrote: Fri Oct 27, 2023 12:20 pm Good easter egg findAnother one discovered besides the #380's redo button
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And for me the next logical question is: Can logistic-groups be handled like blueprints? Or as an alternative, maybe i can blueprint a constant combinator that holds the logistic group definitions.Hares wrote: Fri Oct 27, 2023 12:06 pm Could you transform the logistics requests group to/from the exchange string?
I mean ... we have been transporting whole subfactories, huge nuclear power plants , outputs and stacks of silos in our pockets, so I don't really understand this comparison ...Some items should be too heavy to even transport as a whole. The idea of transferring a whole rocket silo inside a rocket is too much even for Factorio.
It is true that items will have different weights. However, even though it is called weight, the measure is kilograms, which means mass. The mass of the items will not change, even though the weight changes due to gravity: W = m * g. So I would expect that changing planets will have no effect on the 'weight' restriction of the rocket.husnikadam wrote: Fri Oct 27, 2023 11:20 am Presumably different planets have different gravity. With that, items would have different weights. Do the item weights change on different planets? Is the rocket capacity still 1000kgs everywhere?