Friday Facts #87 - Visitors

Regular reports on Factorio development.
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Friday Facts #87 - Visitors

Post by slpwnd » Fri May 22, 2015 4:09 pm

Weekly factorio news have arrived: http://www.factorio.com/blog/post/fff-87

indjev99
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Re: Friday Facts #87 - Visitors

Post by indjev99 » Fri May 22, 2015 4:35 pm

I really kike the way paths look, but I was wondering do the tiles for the path behave as a building (wall, assembly machine, etc) or as something else? Could you have rails(or walls, gates, etc) on top of the path?

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Re: Friday Facts #87 - Visitors

Post by genericname1 » Fri May 22, 2015 4:40 pm

Is the tree's help reduce pollution mechanism already in place? Perhaps I need to stop cutting down all the trees...

What's the differences between trees vs meadow regarding pollution absorption?

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Re: Friday Facts #87 - Visitors

Post by orzelek » Fri May 22, 2015 4:41 pm

indjev99 wrote:I really kike the way paths look, but I was wondering do the tiles for the path behave as a building (wall, assembly machine, etc) or as something else? Could you have rails(or walls, gates, etc) on top of the path?
Having stuff built on paths would be really nice - especially things you can cross like belts or rails.

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Re: Friday Facts #87 - Visitors

Post by TheWombatGuru » Fri May 22, 2015 4:46 pm

Nice FFF, and paths would be a nice addition, but I think they should look a little bit more abandoned or deprecated

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Re: Friday Facts #87 - Visitors

Post by TShirt_Ninja » Fri May 22, 2015 4:56 pm

genericname1 wrote:Is the tree's help reduce pollution mechanism already in place? Perhaps I need to stop cutting down all the trees...

What's the differences between trees vs meadow regarding pollution absorption?
The trees do already absorb pollution. I'm not quite certain that meadows do, but it's possible. So definitely don't cut down trees in areas you're not actively building, unless you have a compelling reason to do so.

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Re: Friday Facts #87 - Visitors

Post by torham » Fri May 22, 2015 5:19 pm

Paths in game. I love it!! Keep up the good work! :D

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Re: Friday Facts #87 - Visitors

Post by torham » Fri May 22, 2015 5:22 pm

TheWombatGuru wrote:Nice FFF, and paths would be a nice addition, but I think they should look a little bit more abandoned or deprecated
Even though you have just lay them down?

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Re: Friday Facts #87 - Visitors

Post by FrozenOne » Fri May 22, 2015 5:28 pm

Now that we have roads, how about stone wall + plastics (rubber) = bumper wall / crash barrier? It could be walked across, but when hit with a car, neither would take damage and the car would bounce very slightly back on the road. With these preventing from getting off road and mowing through pipes/inserter rows, speeding through the factory with a car would finally be possible.

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Re: Friday Facts #87 - Visitors

Post by ThaPear » Fri May 22, 2015 5:30 pm

Looking good, keep up the good work!
indjev99 wrote:I really kike the way paths look, but I was wondering do the tiles for the path behave as a building (wall, assembly machine, etc) or as something else? Could you have rails(or walls, gates, etc) on top of the path?
On the screenshot you can see a gate and a railway crossing a path, so I think it's possible to build other things on them as well.

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Re: Friday Facts #87 - Visitors

Post by artemonster » Fri May 22, 2015 5:49 pm

The pollution from your development has already reached germany and spawners have already sent ssilk. I suggest you research some defence :)

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Re: Friday Facts #87 - Visitors

Post by Align » Fri May 22, 2015 5:49 pm

I'm not sure I'd use them if walking speed is the only effect...

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Re: Friday Facts #87 - Visitors

Post by Talguy » Fri May 22, 2015 5:51 pm

Another hot topic we discussed was the Factorio Mod Portal that would replace the current setup when modss are managed as forum threads
GIEV. Have you decided anything about this yet? Something like http://www.wowace.com/addons/ (world of warcraft) would be awesome for factorio.

Maybe you could contact Curse and see if they like Factorio?
Last edited by Talguy on Fri May 22, 2015 5:54 pm, edited 1 time in total.

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Re: Friday Facts #87 - Visitors

Post by Cordylus » Fri May 22, 2015 5:53 pm

I like the look of the stone path.
Looks exactly like "trylinka", the invented before WW2 in Poland system of the road bricks. Used widely in the west Europe after war.
The first concept of trylinka had the stone for the main layer of road. Later trylinka bricks were fully concrete.

The half stone trylinka:
Image
Image

Fully concrete:
Image

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Re: Friday Facts #87 - Visitors

Post by kovarex » Fri May 22, 2015 6:12 pm

The roads are just change of the terrain, so it is possible to build over.

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Re: Friday Facts #87 - Visitors

Post by jorgenRe » Fri May 22, 2015 6:19 pm

That was some very nice work :D!
I absoloutly love how well made those tiles look!
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

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Re: Friday Facts #87 - Visitors

Post by Drury » Fri May 22, 2015 7:50 pm

Oh how I love your habit of reminding me of my favorite songs with your FFF titles!

https://www.youtube.com/watch?v=GdncFnL3_30

Obviously fully unrelated to ssilk.
torham wrote:
TheWombatGuru wrote:Nice FFF, and paths would be a nice addition, but I think they should look a little bit more abandoned or deprecated
Even though you have just lay them down?
Well most machinery is rusted, especially pipes, no matter they're fresh out of assembly. It's the artstyle of Factorio, everything looks worn.
Image

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Re: Friday Facts #87 - Visitors

Post by SpeedDaemon » Fri May 22, 2015 8:20 pm

Talguy wrote:
Another hot topic we discussed was the Factorio Mod Portal that would replace the current setup when modss are managed as forum threads
GIEV. Have you decided anything about this yet? Something like http://www.wowace.com/addons/ (world of warcraft) would be awesome for factorio.

Maybe you could contact Curse and see if they like Factorio?
Or CKAN: (http://forum.kerbalspaceprogram.com/thr ... 3-May-2015)

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Re: Friday Facts #87 - Visitors

Post by kaldskryke » Fri May 22, 2015 8:26 pm

Will the focus of Pollution in Factorio be always limited to only air-pollution? If the concept is ever extended to include ground-pollution, creating pathways under factories would be a great way to mitigate it.

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Re: Friday Facts #87 - Visitors

Post by kaldskryke » Fri May 22, 2015 8:30 pm

In the ill-fated "Command & Conquer Tiberian Sun", you could pave your base and it would prevent subterranean units (such as the flame tank) from being able to surface. Factorio's enemy faction has giant worms, which is cool, but they are completely static. Would it ever be possible to have "biter attacks" also spawn worms inside your base? Pavement could then be used to prevent that.

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