u/V453000 With the sneaky big brain perception skill check by making the underground belt on the Logistics 1 icon backwards compared to the Logistics 2 and 3 icons.
fixed in 0.18.45 :)
u/V453000 With the sneaky big brain perception skill check by making the underground belt on the Logistics 1 icon backwards compared to the Logistics 2 and 3 icons.
fixed in 0.18.45 :)
The huge crashed spaceship is awesome! I will definitely be leaving the ruins untouched as a monument in the center of my new 1.0 factory.
The fact that the spaceship is yellow makes me wonder, will it change color to match our character the way that the vehicles do?
No, it's always yellow.
Oh :) yeah
With 1.0 approaching, we want to ensure that the day of the launch goes as smoothly as possible, and shows the game in the best light. Something that would really work against that would be if the update broke a bunch of mods and disgruntled all of our most dedicated players. So we are making efforts to ensure that mods that work in 0.18, will work without any update needed in 1.0.
Theoretically this isn't so difficult, as the 0.18 release structure has meant that mods have maintained compatibility with all the latest changes, and in essence 1.0 will just be a small update of 0.18. However it does take a bit of special handling:
Avoiding breaking mods also means we need to be very careful with changing anything, even something as simple as renaming a sprite can break dozens of...
Read moreHow much and for long can one gif and 2 lines of text haunt us ...
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
External link →Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
External link →Haha I only just realised that v453000 is actually a dev. Before I had no idea what it meant in fff
XD
Do I get it right that the water going green is just graphical thing, while the tile is technically still same? So with pollution disappearing, water turns back to normal?
Yes sir.
considering they're using the pollution value in order to do the interpolation it should be dynamic based on the pollution's value.
Exactly this
Is something like in this picture (fff 340) still planned? The current version doesn't look like that at all and tbh I'm having trouble telling hat's new/different on that pic.
What do you mean still planned? The screenshot is from Krastorio 2 https://mods.factorio.com/mod/Krastorio2 the FFF describes how the movement speed modifier caused some desync iirc
I love it, but I would prefer some other color for polluted water. The green doesn't look quite right, it looks either like algae (which are a sign of pollution, but mostly pollution with nutrients like fertilizer or manure) or like comic-radioactivity.
I think it would look better if it were more on the gray/brown/black side and not as extreme. Maybe like this. (Left side is clean, right side is polluted.)
Maybe it should. :) I'll try it. The problem generally will be to make it look nice with concrete and other terrains. I really didn't want to have it gray and come closer to concrete that way. The expressivity is also nice, that it's really dirty.
But we'll give it some more thought.
I don't really like the look of the polluted water. The difference is too stark. We don't ever put waste on it, our pollution is only on air, so there is no reason for such a drastic change to happen. If only we had some kind of subproduct we had to get rid of...
Will there be a way to turn this effect off, besides pollution itself? I really hate how it looks, and I would rather not have to look at my world with such a difference.
Edit: I would not mind if it was a subtle change. It is way too drastic, the contrast is horrible right now.
You can disable the water shader - "Show animated water" in graphics settings.
The polluted water is really genius.
Pollution really has no effect on game appearance right now; the decaying trees are barely noticeable anyways and they typically get cleared out soonish anyway. Having that green dirty water near your powerplants will surely make a difference.
One small gripe I always had with the game is that there's no incentive in playing "green"; even in deathworld the solution is not less pollution but more firepower.
Krastorio, with its air filtering, actually gave me enough of an excuse to go green that for the first time in my life I had efficiency modules in beacons - not to save power (beacons eat too much of that) but to save pollution.
As a mod I think Krastorio does it excellently, but I really dislike the message it gives "oh yeah if you pay your eco tax, you are not causing any pollution as a result".
BTW using efficiency modules in miners make a huge difference early on.