With the updated ghost building improvements, will we get a way to place ghost modules into buildings? As it is, the workflow is to build the building you want near you on the ground, add modules to it, then copy and paste that into position. It would be very nice if module ghosts could be placed directly into buildings.
I like that the Start screen is finally getting some animation!
However it looks weird like it is currently now since you cannot really tell it apart from ingame intuitively. I know there is the logo and such, but still just deosn't feel like its a start screen.
Did you consider adding the "glass" effect from the research screen to it in the main menu?
This may make it a bit less noisy and tell it apart from ingame more naturally.
AntiElitz wrote: Fri Oct 30, 2020 6:25 pm
I like that the Start screen is finally getting some animation!
However it looks weird like it is currently now since you cannot really tell it apart from ingame intuitively. I know there is the logo and such, but still just deosn't feel like its a start screen.
Did you consider adding the "glass" effect from the research screen to it in the main menu?
This may make it a bit less noisy and tell it apart from ingame more naturally.
Not a fan of the new menu background.
I've always wanted a new menu background, but not like this. Maybe it looks better animated instead of as still.
I've liked the Wube logo ever since I've seen it, but the letters are so close together it's hard to read it as Wube and not... WWbe or something.
The drag, wire connections and confirm were much needed QoL features.
Ooh, I've always loved when the main menu's of games had something going on in the background.
Would be kinda cute if it progressed through the different stages of the game based on your last save file, with the first version being just some grass and a forest
The one QoL thing that's been bothering me is the organization of the logistics request screen. I try to keep my logistic requests organized, but they don't tend to stay very organized as the game goes on and my requests change. The search option on that screen helps a lot, but it really feels like it would make more sense if the requests were just organized the same way as the crafting screen, possibly even integrated with the crafting screen, although I think the subtle distinction between "recipes" and "items" makes that not actually make sense.
A less drastic change to help would be a button that auto-resorts the requests the same way the character inventory is sorted and/or the ability to drag/drop the requests to manually reorganize them.
Simply, Wube, Thanks for a great game and your continued hard work.
Actually, could you maybe do something greater with the "ending" of the game... Instead of just congrats and statistics, do something a bit more interesting?
Thanks for the facts. Also thanks for...allowing to disable the main menu simulation. I keep factorio open in background almost constantly and i'd hate to waste electricity on something i don't even look at.
kovarex wrote:
The general rule is, that when users use your UI in a wrong way again and again and again, you can either really try to teach them to use it "properly", or you can just make this usage correct. Internally, the key "E" and the key "Escape" were doing the same thing, but in our minds, not really.
Typically the user sets up something in the game window and when they are done, they close it with E.
I always close my inventory with ESC,... guess i'll have to learn to do it "properly" .
kizrak wrote: Fri Oct 30, 2020 6:20 pm
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Thanks!
Agree! It's quite frustrating that the upgrade planner does an in place swap with a single construction bot but after marking for decon and placing a new ghost it sends two bots (one to decon and one to place) which could take ages in a bot or item starved network.
Cgeta wrote: Fri Oct 30, 2020 8:09 pm
Would be kinda cute if it progressed through the different stages of the game based on your last save file, with the first version being just some grass and a forest
That's certainly a neat feature of the Half Life and Portal games. It would be fitting for Factorio if there were a campaign focus, but given that the Free Play scenario is so sandbox-oriented, detecting and following progress in-game might feel more restrictive.
Unlike in those games, there's nothing story-driven to spoil with endgame technologies on display. Instead, they serve (as mentioned in the FFF) to demonstrate and inspire the player with technology available across all stages of the game.