Factorio

Factorio Dev Tracker




03 Nov

Comment

Originally posted by seky16

Question: when super force building upgrade of an entity (eg. blue belt over red belt), do we get them marked for upgrade or marked for deconstruction and ghosted new ones?

If not, can we? That would be a great upgrade to the feature

They are marked for upgrade if possible.
With the "plowing" through belts, it is done through deconstruction, to not mix possibly difffernet belt contents.

Comment

Originally posted by Nicksaurus

If any developers read this - how complicated is the algorithm to automatically place underground belts? I can imagine there are some pathological cases where you would have to do some sort of complicated graph search to find a solution that keeps all the belts connected

Also, this mechanic makes me even more certain that we're getting swimming and/or flying biters in the expansion, otherwise you could just build a moat around your factory and never worry about attacks again

The belt replacing logic is made to only work in obvious cases of straight belt connections.
It also works when you are about to extend an existing underground connection by building on top of underground belt (which we probably have included in the original video).

Comment

Originally posted by RedsToad

Oml all of these changes are so so wonderful. The gif of super forcing entities over belts brought so so much satisfaction I love you factorio team!

The one thing that mildly bothers me is belt preview being weird, seen here https://imgur.com/a/rJKjDO4

I know. It is a technical detail that had a lower priority, but I will probably not be able to hold myself from fixing it.

Comment

Originally posted by Mornar

I have one question. What does that mean for biters? We can now moat them off in vanilla. Surely, surely something will change about them?

You can only mine landfil, which means water had to be there in the first place. So you can't just moat-off your whole base if it wasn't on island in the first place.

Comment

Originally posted by thejakkle

Is there going to be an 'empty space' you can add to blueprints I wonder. The forced build is great but if it leaves a rogue belt or inserter because it didn't collide with the new blueprint that could cause havoc with what you've just built.

That sounds like a reasonable idea! For example, If I want to build 4X4 balancer on top of 4 belts, it doesn't end well, and it always needs manual intervention to fix it. But if I could add a deconstruction marker in the blueprint on the few tiles that need to be empty, it would be useful.

Comment

Originally posted by fine03

this is huge

will these features trickle down into the base game without the need of expansion?

They are base game 2.0 features, expansion is not needed to use super force building or mining landfill

Hello, welcome, take a seat...


Update from last time

The tile building animation showcased in the previous FFF is now integrated in the game, and this is how it looks:

Mp4 playback not supported on your device.

Of course being in the engine doesn't mean it's completely done. It is still quite WIP and we have things we would like to improve with it, but showing a bit of progress week-by-week is also part of the fun.


Super force buildingkovarex

In the recent ...

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02 Nov

Comment

We don't even know where it came from, kovarex found it on some random free music site way back and we haven't been able to find it again since


27 Oct

Comment

Originally posted by rpetre

The new weight statistic will probably spark a new wave of memes about pocket capacity :)

Wait until people realize a locomotive weighs 200kg according to this (:

Comment

Originally posted by m_stitek

I'm really worried about the limitation of 1 Cargo Landing Pod per planet. That means this will always be a single point of limitation for megabases as it's throughput cannot be scaled up indefinitely. Everything else can. Is this the end of 10k+ SPM megabases?

The potential throughput of the cargo landing pad can be really really huge I think.
Also, don't forget that only select list of items have to be transported between planets for production, a lot of things can be done locally.

I have 1kSPM in my playthrough, and it is very very far from being on the max, so i don't think that this would be a real problem.

(Imagine legendary inserters inserting directly to trains, and legendary bots with roboports all around unloading at the same time)

Comment

Originally posted by poayjay07

Factorio is already a hard game. It's easy to forget that when the all the people active in the forums have hundreds or thousands of hours of play time. I seriously doubt most people who bought the game got past blue science. All of the DLC changes add SO much complexity to an already complex and difficult game. I can foresee all the negative steam reviews complaining that there are so many rules that it is unplayable. Maybe they are just going all in on their hardcore fans?

I agree. But on the other hand, the expansion is just meant to be more challanging than the base game, you build bigger you build more complex etc.

Sometimes, I thought that some feature is little bit too complex for a game, and maybe it is too much. But at least I'm making it for me to be more enjoyable and maybe others will follow, I probably can't do it otherwise ....

Comment

Originally posted by matheod

Instead of forcing the player to have empty pocket to be sent in space, Wouldn't it be better to calculate the weight of items in inventory and prevent launching if this is above the limit?

The player character weighs 1 ton, checkmate!

Comment

Originally posted by shinozoa

Are constant combinators limited on how many signals a single combinator can output with the logistic group change?

What if I made a long logistic list of every item? Would a single combinator output all that? Or is 20 the limit?

There si no limit.

Comment

Originally posted by Mehovod

I have some questions related to request groups.

  • Can different request groups contain the same item? I.e. I would have solar pannels both in solar setup and nuclear setup.
  • Are request groups related to game or player? I.e. if you have blueprint with entity with group A would it appear in other entities when you place this blueprint or it would be here from previous game where you created this group?
  • What if you created request group A but it is already presented in one blueprint with another contents? Then what happens when you place such a blueprint?

Yes, the counts are summed up.
If the group doesn't exist yet, it is taken from the blueprint, otherwise, it is taken from the game.

Comment

Originally posted by ZenEngineer

I wonder how logistics groups interact with blueprints.

I assume you can have logistic groups in requests and combinator in blueprints. I expect that when the group doesn't exist it gets created. But then what happens if you update it? You probably don't want it reset when you place another copy of the BP. But then what if you do have a fixed version of the BP, can you update the requests then?

The whole schedule and the group is in the blueprint.
When the group doesn't exist upon building the blueprint, the group is created with the contents.
When the group already exists upon building the blueprint, the group in the game i spreserved, and the newly build entity is synced to the existing group.

Comment

Originally posted by bm13kk

On the screenshot with "request item selector," there is a separate tab for a rocket.

For now, we get only several space items

  • platform
  • hub
  • grinder
  • arms
  • engines

Even if we add existing things (rocket silo, satellite, rocket part?) - it is not enough items to have a separate tab.

So I have a conclusion, that we did not have seen even half of the new space content.

There are several other things, but this tab is generally smaller then others anyway.
Even though, it feels useful to have these things in a separate tab.

Comment

Originally posted by superstrijder15

remember: you can do basically everything via remote view now. So it'll be a fresh start... where you put down bots instantly, then use your bots to manage things locally while also handling everything at home through remote interfaces and construction bots. And you can bring a space platform that you loaded up with 10 rockets worth of stuff, or 100, or whatever you want so you can instantly deploy a nuclear reactor or solar panel grid and use dozens of mines and assemblers to kickstart your new base.

It's a fresh start in terms of what infrastructure you have around you, but because you can take stuff it is going to be effectively straight skipping to blue science

Exactly as you say.
The amount of stuff you want to bring compared the amount of stuff you want to do locally is part of the strategy.

Comment

Originally posted by apaksl

/u/kovarex in addition to toggling 'trash unrequested' can you add a once-per-press keybind so that a quick tap of alt-c (or whatever) will immediately add all unrequested items into trash without leaving the option toggled on?

Based on testing, it seems that just quickly toggling it on and off again is good enough. We are starting to have wee bit too many shortcuts maybe ...

Comment

Originally posted by Nazeir

I would argue ammo that's in the character ammo slot shouldn't count as part of the no-ammo rule. I think the no items in inventory is perfectly fine and reasonable.

The reason is nukes. Nukes are super heavy on purpose, because they are too good everywhere, so only one nuke per rocket was a designed limitation.