Klonan

Klonan



13 Apr

Comment

Originally posted by Taylor555212

Wow, nice job Klonan. This looks really good. Glad to see you doing cool projects. Do you think this will make it to the main game? I assume you’ve spoken to Kovarex about it already.

Right now I don't think the concept it fleshed out enough, even remotely, to be good enough as a main game addition.

It would also slow down the 1.0 release, which nobody would want.

Comment

Originally posted by booomhorses

Awesome work Klonan. We will definitely look into hosting a game at Comfy. I've been dreaming of such a game mode for a long time. Not only PVP but also allow admins to "role play" bit biters and wreck havock among humans..

If you need any help or want any features in the mod to make it possible, let me know. I would love to see it run on a big server

Comment

Originally posted by Alittar

Idea: Add a system to limit the amount of players who are in the hive if it doesn't exist already. That way you can have 1 or 2 people as part of the hive vs a bunch of factory workers

There is support to limit the number of 'Hive players'. For now I have it just limited by the max number of forces the game can support

Comment

Originally posted by pigguJ

This may be a stupid question but how do you actually swap teams?

There is a button in the top left you can click to join the hive. (If it doesn't show up, let me know).

Comment

Originally posted by EffectiveLimit

Oh god, I always asked for this. But is there some kind of AI from the side of humans?

No... I would be lost for many moons if I were to try such a thing.

Comment

Originally posted by S3trak

Is the factory prebuilt, or do you first play as the builder and then switch over?

You can switch to and from a hive at any time. For this demo and for testing, I just loaded a save game and switched teams.

There is an intention that people will play PvP, where some players build a factory while others are controlling hives to try to destroy it.

Comment

Been working on this mod for a while, with thoughts of it for a long time.

With 0.17, I had all the ingredients to make it work, I hope you will enjoy: https://mods.factorio.com/mod/Hive_Mind


12 Apr

Post
    Klonan on Steam - Thread - Direct
Read this post on our website[factorio.com]

Rail building changes The problem with rail building is that it has too many states. It depends whether you start building the rail with shift, to use the ghost mode or not, and then it also matters whether you still hold shift, to ignore trees or not. Moving from manual building to ghost rail building means cancelling the whole rail building and starting it again with the correct modifier.

The problems were reaching the surface from time to time, and Twinsen even drew a nice little state diagram of the rail building system.



It kind of peaked with ... Read more

05 Apr

Post
    Klonan on Steam - Thread - Direct
Read the blog on our website[www.factorio.com]

Hello,
we are still focusing most of our resources towards fixing as many bugs as possible so we have stable release in reasonable time. In the meantime, the preparation for the continuation of the work on the GUI rewrite is still happening:

Character GUI mockup The character screen is one of the most used GUI screens in the game, so we need to really try to do it right. We are moving towards the final version of the mockup, so we can start implementing it soon.

Crafting tab

Left frame
  • (1) Inv...
Read more

29 Mar

Comment

Originally posted by videogameenthusiast

Nice

Nice

Comment

Originally posted by CurrysTank

I wonder why Factorio PvP is not so big. (I also have never tried.)

Are there rules, like you cannot attack each other until a certain time limit or tech threshold?? I guess if the win is determined by a tech goal, that keeps things on track...?

There are many configuration options in the PvP scenario: screenshot

So you can create a match to suit the people who are going to play it.

You can also set it up so you don't even fight each other, just working cooperatively from separate factories with independent research.


25 Mar

Comment

This is fixed in the latest release.


23 Mar

Comment

The game doesn't have any built in API for building and moving, You will have to build it from constituent methods.

For instance building is just creating an entity and removing an item.

Moving is done by seting the walking state each tick: https://lua-api.factorio.com/latest/LuaControl.html#LuaControl.walking_state

Etc.


22 Mar

Comment

Originally posted by tragicshark

Is that splitter change already out or still to come (I don't remember reading it in relnotes)?

Its out already

Comment

Originally posted by 4690

The only real change for players is that Splitters need 20% more items for the belt to be fully backed up which is kind of insignificant.

I just want to make sure I understood that correctly. In order to have 30 items/s on a belt I'll need a production of 36 items/s?

No, just when backing up, the splitters will buffer a few extra items: https://gfycat.com/DizzyBossyGnatcatcher