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Re: Friday Facts #67 - Happy new year

Posted: Sat Jan 03, 2015 10:45 am
by Nic
EDIT:

kovarex already replied to my seperate post.

I totally overlooked it - sorry.

Re: Friday Facts #67 - Happy new year

Posted: Sat Jan 03, 2015 10:52 am
by Overread
I wonder if you could tie floors into buildings - so that during the production of a building you could add the required resource type to the buildings list so that when you put it down it auto-generates the floor type around itself? (much like how buildings in Red Alert would have a default "floor" space in front of them - though that was for entirely different purposes of course.




However its done having floors would be a really neat feature!

Re: Friday Facts #67 - Happy new year

Posted: Sat Jan 03, 2015 10:57 am
by Smarty
Happy new year.

the floor idea I love it!!! soon we can get rid of the ugly grass or sand i does look nice but in the factory were you can see it it doesnt look so good

Greetings Smarty

Re: Friday Facts #67 - Happy new year

Posted: Sat Jan 03, 2015 3:34 pm
by Peter34
Floor-like options I want:

Road-type floor, optimized for Cars and other rubber-wheeled type vehicles. I don't mind if it gets damaged if you drive a Tank on it. It's meant for roads. Wheeled vehicle should get a speed bonus when driving on them, although of course a relatively small one. If a normal tiled path gives a +% speed bonus to both Feet, Wheels and Tracks, then this should give +10% to Whells and nothing to Feet and Tracks.

Rubber-siding, to put on the edges of the Road floor. That's not really a floor tile per se, but rather a collusion-protection measure that means that if my car collides with it, both take less damage than what would happen if a normal collision between a Car and something.

Smaller, less energy-burning street lights, to put next to the road. The current Lamps burn 5 kW, so I'm thinking this one could burn 1.25 kW and have half the light radius. That way, physics won't be rotating in its grave.

Specifically, I'm thinking these 3 could be used in combination, to make Car travel lanes that are both fast (because of the +10% speed bonus to Wheeled) and fairly safe (because of the rubber siding. A bit like this:

DLDDDDDDLDDDDDDLDDDDDLDRRRRRRRRLDDDDDLDDDDDDLDDDDDDLDDDDDDLDDD
CCCCCCCCCCCCCCCCCCCCCCRRRRRRRRCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC
RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC
DDDDLDDDDDDLDDDDDDLDDDDDDLDDDDDDLDDDDDDLDDDDDDLDDDDDDLDDDDDDLD

D is ordinary Dirt
C is the rubber-siding. The opening above is a place for the Car to drive away from the road, so that the driver can exit the vehicle.
R is the road itself
L are the weaker (1.25 kW) street Lamps. They're closely spaced because their radius is half that of normal Lamps (which burn 5 kW)

EDIT: Changed the bottom opening, which was not meant to be there, replacing 8xR with 8xC.

Re: Friday Facts #67 - Happy new year

Posted: Sat Jan 03, 2015 3:42 pm
by MF-
Nic wrote:...
BEWARE. His proposal got silently accepted without much of a discusstion
https://forums.factorio.com/forum/vie ... =30&t=7632

My opinion: I could live with it. It avoids temporary power outages while reworking power network.
I guess that you'd need to drop all pole wires before removing it to separate power networks now?

I dislike not being able to preview/confirm/easily_undo the newly implemented "autorewiring" action.
Also: Nor the poles nor wires are alive. Who put up that extra wire? Gremlins?

Re: Friday Facts #67 - Happy new year

Posted: Sat Jan 03, 2015 10:18 pm
by immibis
MF- wrote:
Nic wrote:...
BEWARE. His proposal got silently accepted without much of a discusstion
https://forums.factorio.com/forum/vie ... =30&t=7632

My opinion: I could live with it. It avoids temporary power outages while reworking power network.
I guess that you'd need to drop all pole wires before removing it to separate power networks now?

I dislike not being able to preview/confirm/easily_undo the newly implemented "autorewiring" action.
Also: Nor the poles nor wires are alive. Who put up that extra wire? Gremlins?
Sounds like it will only reconnect poles that are already connected to the same network. That's better than the "reconnect all poles in range" that I was thinking of before.

Re: Friday Facts #67 - Happy new year

Posted: Sun Jan 04, 2015 12:19 pm
by branetown
Perfect. Beautiful. Love it! Keep up the good work. Wish I could buy it again! ;)

Re: Friday Facts #67 - Happy new year

Posted: Sun Jan 04, 2015 12:53 pm
by Schorty
branetown wrote:Perfect. Beautiful. Love it! Keep up the good work. Wish I could buy it again! ;)
I think, there might be ways to donate some money ;)
Or just buy the game for some friends of yours!

Re: Friday Facts #67 - Happy new year

Posted: Sun Jan 04, 2015 2:14 pm
by GewaltSam
kovarex wrote:I inspected the savegame just to find out, it is one of the biggest factories I have seen
I have to say, I'm a bit proud right now :P Although I've never seen one of those 200h monstrosities some veterans are building for months now...
If someone is curious: The save mentioned by kovarex is a 70h factory, built by me and a friend (with around 15h idle time were the factory was still running in background). The actual savegame (WIP) is in the thread kovarex posted. We planned on showing the factory in the Creations forum after some more work got done ;)

Re: Friday Facts #67 - Happy new year

Posted: Sun Jan 04, 2015 5:11 pm
by Marconos
It's great to see the progress. I haven't been able to play much in the last few month but over the holidays I purchased two more copies for some real life friends so we could hammer on the multi-player setups. LOVING all the changes that have been made. Spitters REALLY change the game up and the multiplayers worked great for us over 5 different days of 4 - 12 hours of constant gaming. The only consistent problem we had was that death would cause player disconnects and really mess things up.

All in all quite stable and getting there and I now have gotten two more people hooked on the game.

Keep up the great work!!!!!

Re: Friday Facts #67 - Happy new year

Posted: Mon Jan 05, 2015 4:17 pm
by Adil
immibis wrote: You can also shift-click a power pole to disconnect it from everything, and you can manually connect two poles using copper cable.
Wow. Something like this should probably go into the game tips already.

Re: Friday Facts #67 - Happy new year

Posted: Mon Jan 05, 2015 8:27 pm
by DRBLN
Please, could you clarify if you plan to release update on Monday?

Re: Friday Facts #67 - Happy new year

Posted: Mon Jan 05, 2015 8:30 pm
by kovarex
DRBLN wrote:Please, could you clarify if you plan to release update on Monday?
Yes :) https://forums.factorio.com/forum/vie ... f=3&t=7820

Re: Friday Facts #67 - Happy new year

Posted: Tue Jan 06, 2015 1:33 am
by SHiRKiT
Loved the picture this time =]