Friday Facts #89 Timetables

Regular reports on Factorio development.
kovarex
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Friday Facts #89 Timetables

Post by kovarex »

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ThaPear
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Re: Friday Facts #89 Timetables

Post by ThaPear »

I can't believe 0.11.0 was 5 months ago.
The new turrets look really good, looking forward to next month!
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Re: Friday Facts #89 Timetables

Post by Zeblote »

What, no news about HD textures?

:disappoint:
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Re: Friday Facts #89 Timetables

Post by sillyfly »

Wow, the new turrets look awesome!
Nice to hear the automated tests will be saving you time :)
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Re: Friday Facts #89 Timetables

Post by Rseding91 »

2x2 laser turrets: it's going to take a while to mine and re-build all 18,000 of my lasers :D
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Re: Friday Facts #89 Timetables

Post by Align »

I'm guessing backwards compat is out then?
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Re: Friday Facts #89 Timetables

Post by MeduSalem »

So I guess the Gun Turrets still need Ammo fed by Inserter from behind?

Because if so then eventually it will take at least 2x4 space for each single Gun Turret now.

Thinking about that I have the feeling that Laser Turrets should be only half as strong as Gun Turrets if they are supposed to be equally as strong. Including all Tech/Speed Upgrades of course that is.

My thought is that the Damage per Space being used should roughly be equal, otherwise plopping 2 rows of Laser Turrets will outperform Gun Turrets.
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Re: Friday Facts #89 Timetables

Post by DjTeo »

I have never write/reply at news forum (from FF) but these turrets are awesome!
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Re: Friday Facts #89 Timetables

Post by Weresmilodon »

Reaction; Timetables? Ooh, trains! Oh, guess not...

Interesting though. I like the new turrets.

Looking at them though, it struck me that we still have only one tier of them. Shouldn't we have several, of several techlevels, like with other things? Yellow, red, blue, for example. We only have yellow now.

Also, since you mention drones. Will there be an easy way to see how many, and of what sort, of drones are available to a (networked) roboport?
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Re: Friday Facts #89 Timetables

Post by SomeDuder »

Great to finally get a tentative release date for .12! I've been itching to start a playthrough again, but only when .12 is out. Can't wait!
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Re: Friday Facts #89 Timetables

Post by Havoc_mayhem »

Those turrets are really gorgeous. Are those coming in 0.12 or 0.13? I need to plan my factory revamp accordingly.
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Re: Friday Facts #89 Timetables

Post by kovarex »

The turrets will come in 0.12 naturally.
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Re: Friday Facts #89 Timetables

Post by MeduSalem »

Weresmilodon wrote:Looking at them though, it struck me that we still have only one tier of them. Shouldn't we have several, of several techlevels, like with other things? Yellow, red, blue, for example. We only have yellow now.
Well I thought about something similar too... I played Defense Grid a lot in the past and I always liked the upgradeable tower-system.

In that sense I would have liked a static tower which acts as a platform to any turret that gets mounted on top of it, which is fast-replaceable and stuff like that, so one doesn't have to tear down the Turret to swap it against another type of turret.

What I also would like to see is some sort of mechanic to link Laser Turrets together, like 4 Laser Turrets pointing on a 5th Laser Turret, which then is much more powerful and has a much longer reach, but obviously with an efficiency drop-off the more Laser Turrets are linked together.
If that would be a thing I'd actually do a complete reversal, give a Gun Turret a higher default range than a default Laser Turret has, because one could link multiple turrets together to create one beast of a Turret.

Of course there would also have to be some sort of Priority system and a more thought through resistance system so that you actually have to mix various turret types and use the priority system so that each turret works more efficient.
Weresmilodon wrote:Also, since you mention drones. Will there be an easy way to see how many, and of what sort, of drones are available to a (networked) roboport?
Would be nice if Roboports would be connectible to the Circuit Network or at least some sort of sensor... then one could automatically insert replacement robots into a roboport if some got destroyed/went missing somehow without having to worry that there are too many in the network all of a sudden.
Last edited by MeduSalem on Fri Jun 05, 2015 4:31 pm, edited 1 time in total.
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Re: Friday Facts #89 Timetables

Post by kovarex »

Weresmilodon wrote:Looking at them though, it struck me that we still have only one tier of them. Shouldn't we have several, of several techlevels, like with other things? Yellow, red, blue, for example. We only have yellow now.
More turret options are planned for 0.13, but we had to start by consolidating the existing ones :)
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Re: Friday Facts #89 Timetables

Post by ltnickmage »

Are we going to have to start a new game when 0.12 comes out?
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Re: Friday Facts #89 Timetables

Post by An49 »

Is there an balancing planned for the ammo turrets? It seems like to me at the moment Laser turrets are just always better, no need to feed ammo and all the late monsters have heavy physical resistance. Maybe 3rd tier type of ammo?
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Re: Friday Facts #89 Timetables

Post by MrSlehofer »

Well I still don't understand why are laser turrets shooting slow "bolts of laser" instead of light speed rays.
it's really annoying now when spitters were added, they can damage them so easily , please i want faster or light speed projectiles!
sry for my english
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Re: Friday Facts #89 Timetables

Post by Xterminator »

As always, I love reading the FF. Super excited to get a timeline for 0.12 and an estimated release for it too! :D
New turrets look gorgeous, can't wait to use em!

Great work as always guys.
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Re: Friday Facts #89 Timetables

Post by torham »

Just out of curiosity, when is the tech tree rework planned for?
Also, Turrets are AWESOME!! :D
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Re: Friday Facts #89 Timetables

Post by Xinayder »

I started playing Factorio this week and it is just awesome! Great work dev team!

These new turrets look cool to me. Can't wait to see them in-game!

However, I'd like to suggest something for 0.12 or maybe future versions: terrain overhaul. Add more live colors, a bright green, bright sand color.
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