Friday Facts #383 - Super force building
- FactorioBot
- Factorio Staff
- Posts: 416
- Joined: Tue May 12, 2015 1:48 pm
Re: Friday Facts #383 - Super force building
Perfection. Thats the post.
-
- Fast Inserter
- Posts: 231
- Joined: Sat Jul 09, 2016 11:43 am
- Contact:
Re: Friday Facts #383 - Super force building
Nice animations. Super force building looks especially nice for instant underground belts!
-
- Burner Inserter
- Posts: 8
- Joined: Sun Oct 02, 2016 12:17 am
- Contact:
Re: Friday Facts #383 - Super force building
Ahh yes, Super Force Building! I think I played that back on the SNES.
Meaningful content edit: the major theme of the past few updates is remote interactions, and I am quite excited, though I am curious about multiplayer. What would you think about providing indicators on the map to show where players are interacting with the map at? It may help with trolling.
Meaningful content edit: the major theme of the past few updates is remote interactions, and I am quite excited, though I am curious about multiplayer. What would you think about providing indicators on the map to show where players are interacting with the map at? It may help with trolling.
Last edited by Frantic Fanatic on Fri Nov 03, 2023 12:12 pm, edited 1 time in total.
-
- Long Handed Inserter
- Posts: 74
- Joined: Thu May 05, 2016 1:31 pm
- Contact:
Re: Friday Facts #383 - Super force building
Wube just going around making mods obsolete
- husnikadam
- Fast Inserter
- Posts: 110
- Joined: Mon May 21, 2018 1:56 pm
- Contact:
Re: Friday Facts #383 - Super force building
Huge refineries builds (on landfilled areas) will be so much easier now as you can summon water anywhere you want!
Re: Friday Facts #383 - Super force building
Mining landfill was missing feature.
Thanks you add that.
I cant wait for paths I can comfortably design for bitters to make them walk in front of flamer tower.
BTW: can we do mining "land" of space platform ?
Thanks you add that.
I cant wait for paths I can comfortably design for bitters to make them walk in front of flamer tower.
BTW: can we do mining "land" of space platform ?
-
- Manual Inserter
- Posts: 3
- Joined: Tue Mar 21, 2023 10:20 am
- Contact:
Re: Friday Facts #383 - Super force building
I'm struggling to think of a suitable way to express my excitement, aside from just key-mashing a bunch of gibberish.
Very hyped for this!
Very hyped for this!
Re: Friday Facts #383 - Super force building
More stuph to get excited about!!
See the daily™ struggles with my Factory! https://www.twitch.tv/repetitivebeats
Re: Friday Facts #383 - Super force building
This is amazing!!!
Does this FFF imply in-place upgrading of entities as well? Such as super force blueprinting red belt over over yellow belt causes it to be upgrade planned? Or does it (effectively) deconstruct and then reprint red belt? The former sort of seems like a reasonable consequence of the mechanics, but the latter is also very strongly implied as a fallback.
Does this FFF imply in-place upgrading of entities as well? Such as super force blueprinting red belt over over yellow belt causes it to be upgrade planned? Or does it (effectively) deconstruct and then reprint red belt? The former sort of seems like a reasonable consequence of the mechanics, but the latter is also very strongly implied as a fallback.
Re: Friday Facts #383 - Super force building
Fantastic addition! The thing many have been looking forward to (including myself) and predicted based on the rpevious FFF's!
I have one request though: now that you have super force building. Maybe it is a good idea to move cliff deconstruction to super force building instead of regular force building?
Many times when placing ghosts, I might accidently touch a cliff, causing a cliff explosive to get used by a bot and losing the cliff, which can not be undone.
Moving it to super force build will fix that.
I might want to keep the cliff sometimes as a natural defence (so I have to put less walls and cliffs can not be destroyed by biters making them superiour to walls) and if I accidently place a ghost on it, I create an unfortunate vulnerable point in my natural defence.
I have one request though: now that you have super force building. Maybe it is a good idea to move cliff deconstruction to super force building instead of regular force building?
Many times when placing ghosts, I might accidently touch a cliff, causing a cliff explosive to get used by a bot and losing the cliff, which can not be undone.
Moving it to super force build will fix that.
I might want to keep the cliff sometimes as a natural defence (so I have to put less walls and cliffs can not be destroyed by biters making them superiour to walls) and if I accidently place a ghost on it, I create an unfortunate vulnerable point in my natural defence.
Re: Friday Facts #383 - Super force building
What if you super force build over underground belts?Super force building over belts automatically places undergrounds
Re: Friday Facts #383 - Super force building
Great news!
-
- Filter Inserter
- Posts: 261
- Joined: Sun Sep 16, 2018 10:44 pm
- Contact:
Re: Friday Facts #383 - Super force building
Nice job... looks like perfect implementation
Factorio Towns... https://youtube.com/playlist?list=PLf5d ... -ps9WNZOCe
Re: Friday Facts #383 - Super force building
If I nuke landfill, is it no longer landfill and no longer able to be deconstructed? This would be a tradeoff then, on nuking landfill to increase its pollution absorption.
Re: Friday Facts #383 - Super force building
lol wow plopping down stuff right in the middle of a belt bus in one click. NICE!
-
- Burner Inserter
- Posts: 14
- Joined: Fri Nov 06, 2020 3:32 pm
- Contact:
Re: Friday Facts #383 - Super force building
I love the trend of looking at QoL mods and going "oh yeah, that part really is an annoyance that doesn't serve an intentional gameplay purpose, let's do something about that"
Auto Research, Wire shortcuts, Remote configuration, bot module inserter, now waterfill too!
Auto Research, Wire shortcuts, Remote configuration, bot module inserter, now waterfill too!
Re: Friday Facts #383 - Super force building
Great ! everything is positive ! Replacing older part of the factory is going be so easy.
Working on watery planet will be so pleasing. Adding radar or robotport in the middle of a solar array too, all those little things that needed like 7 or 8 clicks is now just 1 or 2.
Working on watery planet will be so pleasing. Adding radar or robotport in the middle of a solar array too, all those little things that needed like 7 or 8 clicks is now just 1 or 2.
Last edited by mmmPI on Fri Nov 03, 2023 12:26 pm, edited 1 time in total.
Re: Friday Facts #383 - Super force building
I love seeing all these goodies, they're exactly what you wanna see from an expansion. The quantity that Wube delivers them in, and their quality, is always impressive. It really is shaping up to be one of those "a great game, made even greater with its expansion pack" moments, except in this case the starting point is one of the best games of all time!