Friday Facts #140 - Soon

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DaveMcW
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Re: Friday Facts #140 - Soon

Post by DaveMcW »

Friday Facts #138 wrote:Requester chest's requested items can be set automatically from the circuit network.
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brunzenstein
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Re: Friday Facts #140 - Soon

Post by brunzenstein »

The robust circuit enhancement is what many folks waited for!
And what distinguishes Factorio from the rest of the pack
JamesOFarrell
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Re: Friday Facts #140 - Soon

Post by JamesOFarrell »

Wow, 0.13 is sounding awesome. Can't wait to get back into factorio.
kovarex wrote:that there is little bit more than a new graphics and you will like it :)
Wonder what this could be? Maybe electric locos? liquid wagon? I am excited!
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Re: Friday Facts #140 - Soon

Post by testasdf »

SWSe wrote:Great, thanks for this post.
Also, it's nice how the flames are casting shadows :D
In reality, I don't think fire generally has shadow... And they may add shadows to other objects.

But they might be the shadows of something burning.
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Re: Friday Facts #140 - Soon

Post by joe_da_cro »

I love the new circuit changes coming I'm so excited.

all aboard the 0.13 Hype train (which is also getting reworked). Toot toot. :D
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Re: Friday Facts #140 - Soon

Post by golfmiketango »

DaveMcW wrote:
Friday Facts #138 wrote:Requester chest's requested items can be set automatically from the circuit network.
Sweet, thanks for pointing that out DaveMcW!
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Re: Friday Facts #140 - Soon

Post by m44v »

sekanz wrote:Where did the caution textures come from that are shown in the example expansion base under the smart inserters/chests? Is this something new as well or is that a mod?
Seconded.
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Re: Friday Facts #140 - Soon

Post by DUMBHA »

They look like they come from the Color Coding mod viewtopic.php?f=93&t=13907
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Re: Friday Facts #140 - Soon

Post by psychomuffin »

Thank you for the .13 release date goal. Even if you are a little late of your stated goal, it is much better than having no idea when it will be! I'm really looking forward to the update soon!
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Re: Friday Facts #140 - Soon

Post by Hannu »

In real life fire have two luminescent components. One is gas molecules in excited electronic states after formation. This is typically relatively weak component and bluish in color for normal fuels ans oxidizers, for example hydrocarbons in air. It can be seen in hydrogen, propane or acetylene (with oxygen) flames. These gases are transparent and do not cast shadow. However, there may be fluctuations in refraction because density variations in turbulently flowing gas.

Other component is incandescent carbon particles. They glow in red to yellow colors. They are opaque and cast dark shadows. That yellowish light is typically dominant component in wood flames or incompletely burning liquid hydrocarbons, like flamethrower flame. When these particles cool down they form visible dark smoke.

Flame also emits light and correct lighting is too slow to calculate and unnecessary in game. But shadow of flames can be clearly seen in sunny days. It is not clearly wrong to draw shadow. I personally do not care this kind of graphical details and hope that they are programmed so that they use as little computer's and programmer's resources as possible. It seems that flamethrower is pretentious toy with no practical use in military operations if enemies sensitivity to fire is not increased by an order of magnitude or more. At least in showed video flame thrower has practically no health effect to large biters. They would have killed player after couple of seconds and fire did not kill any of them. And that was not a large swarm.
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Re: Friday Facts #140 - Soon

Post by Impatient »

guys,

IMHO it would have added a lot of tactical depth if the natives actually tried to avoid fire, rather than running through it dumbly. just my 2 cents.

but as i see the development process of the game, features like this are part of the bigger todo of making the fight against the AI more challenging and nonlinear. tactically and strategically. i believe, that this is a todo on your list anyways.

additions to the circuit network look great. keep up the great work!
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Re: Friday Facts #140 - Soon

Post by brunzenstein »

Thanks for hammering the 20$ price for Factorio in granite
This ist the right way to go if you have a outstanding product and want to stay well ahead of the rest of the pack.
I'm also selling a high class product to all Europe and a "sale" for my product that would swallow me with money would ruin my fame in medium & long term irrevocably and hurt my business interests.
Well done!
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Re: Friday Facts #140 - Soon

Post by RepairMan »

So is there a way to get the needed items in the logistic network?
Because that would allow for in-time crafting of missing building materials
TODO List:
1. Build a von Neumann Probe Factory
2. Build a AI wich controls the factory
3. Send it all into space and watch as planets get eaten by it
4. PROFIT
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brunzenstein
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Re: Friday Facts #140 - Soon

Post by brunzenstein »

RepairMan wrote:So is there a way to get the needed items in the logistic network?
Because that would allow for in-time crafting of missing building materials
Requester / provider chests just do that...
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Re: Friday Facts #140 - Soon

Post by nobodx »

Just wondering, with the upcomming change to logistics, will it be possible, to toggle a provider-chest form active to passive ? Or from provider to "just smart" ?

That way you could wait for a certain stacksize, before your drones pick the stuff up.
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Re: Friday Facts #140 - Soon

Post by MiiNiPaa »

nobodx wrote:That way you could wait for a certain stacksize, before your drones pick the stuff up.
You can already do that with smart chest, provider chest, smart inserter and some combinators. Hopefully, with new changes this system will become less cumbersome.
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Re: Friday Facts #140 - Soon

Post by _JimGamer_ »

I love it! :D :D :D :D :D
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Re: Friday Facts #140 - Soon

Post by nobodx »

MiiNiPaa wrote:
nobodx wrote:That way you could wait for a certain stacksize, before your drones pick the stuff up.
You can already do that with smart chest, provider chest, smart inserter and some combinators. Hopefully, with new changes this system will become less cumbersome.
you need combinators for that ?
I'd teach the smart-inserter to transfer stuff from the smart to the provider chest, once there is more than the current stack-size.
But with the upcomming changes to insertes, the smart inserters would move each item one by one, and the drones would pick up each item (unless there arent enough drones avaible)
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Re: Friday Facts #140 - Soon

Post by RepairMan »

brunzenstein wrote:
RepairMan wrote:So is there a way to get the needed items in the logistic network?
Because that would allow for in-time crafting of missing building materials
Requester / provider chests just do that...
Not sure if this is a misunderstanding, i mean the items that are missing for a placed down blueprint
TODO List:
1. Build a von Neumann Probe Factory
2. Build a AI wich controls the factory
3. Send it all into space and watch as planets get eaten by it
4. PROFIT
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Re: Friday Facts #140 - Soon

Post by MiiNiPaa »

nobodx wrote:with the upcomming changes to insertes, the smart inserters would move each item one by one, and the drones would pick up each item
Ah, now I get it. I was thinking about something like "if amount of items less than 50, fill until 100". Heavy insertes might help there, because IIRC they won't move until they grab a whole stack. But they lack a filtering capability, which might be needed.
Last edited by MiiNiPaa on Sat May 28, 2016 12:04 pm, edited 1 time in total.
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