Friday Facts #383 - Super force building

Regular reports on Factorio development.
User avatar
picklock
Fast Inserter
Fast Inserter
Posts: 216
Joined: Sat Nov 09, 2019 6:49 am
Contact:

Re: Friday Facts #383 - Super force building

Post by picklock »

Another great FFF.

Will the Super force building be implemented in the base game, too?

Can't wait to try it out. Especially the mining of laandfill. More than once i did a wrong click and had a tile of landfill where I didn't wanted it to be. Now I can simply mine it. Great.
My Mods: Picklocks Fusion Power | Picklocks Inserter | Picklocks Lithium Polymer Accumulator | Picklocks rocket silo stats | Picklocks Set Inventory Filters | Picklocks QuickBar Import/Export | Picklocks Nauvis Cliff-Explosives
IForgotMyName
Inserter
Inserter
Posts: 31
Joined: Sat Aug 26, 2023 3:18 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by IForgotMyName »

Small, but so necessary changes!
Can Landfill ghosts be placed under Concrete tile ghosts?
FasterJump
Fast Inserter
Fast Inserter
Posts: 237
Joined: Sat Jul 09, 2016 11:43 am
Contact:

Re: Friday Facts #383 - Super force building

Post by FasterJump »

Just realized landfill is now removable, excellent! I can finally use it without fearing to permanently break the map.

I hope trees can soon be revived (can player's true enemy be so easily defeated? :twisted: ). Nah more seriously, being able to revive trees/cliff would make the map look better around our beloved factory buildings.
User avatar
Wechselstrom
Manual Inserter
Manual Inserter
Posts: 3
Joined: Fri Nov 03, 2023 12:32 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by Wechselstrom »

Years ago looking at the various iterations of the official trailer I remarked how it really lets you compare the old and new graphics and all those subtle improvements that were implemented between the releases. How the old sprites looked great at the time, but then somehow they were improved even more.
The last few FFFs were like that too, and the automatic underground belts when building over them just reminded me of that! I had no idea what I was missing until I saw it :D
User avatar
DanGio
Filter Inserter
Filter Inserter
Posts: 398
Joined: Sat May 10, 2014 6:22 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by DanGio »

I'm really hyped. This feature seems to have very nice applications in speedrun, especially 100% where blueprints are allowed... I cannot imagine yet all the possibilities given with this :)
User avatar
Hares
Filter Inserter
Filter Inserter
Posts: 339
Joined: Sat Oct 22, 2022 8:05 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by Hares »

Can you mine a landfill with nuclear waste on top of it?
Last edited by Hares on Fri Nov 03, 2023 1:04 pm, edited 1 time in total.
User avatar
Hares
Filter Inserter
Filter Inserter
Posts: 339
Joined: Sat Oct 22, 2022 8:05 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by Hares »

Will super-force build update or deconstruct and construct similar machines? I.e., if I have an iron chest, and use super-force build of a blueprint with a steel chest on top of it.

Update: Kovarex already answered it, see below.
kovarex wrote: Fri Nov 03, 2023 12:55 pm It is doing upgrade when it can
Last edited by Hares on Fri Nov 03, 2023 1:00 pm, edited 1 time in total.
User avatar
mexmer
Filter Inserter
Filter Inserter
Posts: 870
Joined: Wed Aug 03, 2016 2:00 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by mexmer »

madpav3l wrote: Fri Nov 03, 2023 12:17 pm
Super force building over belts automatically places undergrounds
What if you super force build over underground belts?
you wil get under under belts?
FasterJump
Fast Inserter
Fast Inserter
Posts: 237
Joined: Sat Jul 09, 2016 11:43 am
Contact:

Re: Friday Facts #383 - Super force building

Post by FasterJump »

There is no nuclear waste in Factorio, is there?

Edit: No, there isn't (not counting mods).
Last edited by FasterJump on Fri Nov 03, 2023 12:48 pm, edited 1 time in total.
User avatar
SuperSandro2000
Filter Inserter
Filter Inserter
Posts: 742
Joined: Sun Jan 12, 2014 3:54 am
Contact:

Re: Friday Facts #383 - Super force building

Post by SuperSandro2000 »

Noise
Niyu.Cuatro
Burner Inserter
Burner Inserter
Posts: 18
Joined: Tue Mar 10, 2020 5:57 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by Niyu.Cuatro »

Can't wait to have this in the game. Landfilling to put blueprints over water is such a pain now.
ElderAxe
Fast Inserter
Fast Inserter
Posts: 153
Joined: Thu May 18, 2017 8:04 am
Contact:

Re: Friday Facts #383 - Super force building

Post by ElderAxe »

Hares wrote: Fri Nov 03, 2023 12:43 pm Will super-force build update or deconstruct and construct similar machines? I.e., if I have an iron chest, and use super-force build of a blueprint with a steel chest on top of it.
It would be great if it marks similar machines to be replaced like using upgrade-planner.

In addition to this question; with super-force building can we add/remove or change the modules on entities? I think this becomes more critical since with quality modules there are lots of variations and combinations for modules.
Sopenas
Inserter
Inserter
Posts: 29
Joined: Thu Aug 27, 2015 12:48 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by Sopenas »

Changes approved
User avatar
Hares
Filter Inserter
Filter Inserter
Posts: 339
Joined: Sat Oct 22, 2022 8:05 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by Hares »

FasterJump wrote: Fri Nov 03, 2023 12:46 pm There is no nuclear waste in Factorio, is there?

Edit: No, there isn't (not counting mods).
If you shoot a NUCLEAR MISSILE from your rocket launcher, it will destroy everything in a ~30-tile radius and will create a 24-tile-wide circle of dark-grey contaminated tiles as a reminder.
Fun fact -- this burnt land actually consumes pollution while the landfill doesn't.

Edit: Adjusted the size of regions.
Last edited by Hares on Fri Nov 03, 2023 12:55 pm, edited 1 time in total.
User avatar
Wechselstrom
Manual Inserter
Manual Inserter
Posts: 3
Joined: Fri Nov 03, 2023 12:32 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by Wechselstrom »

I also appreciate the humor in that the FFF nearest to Halloween is about Angry Ghost Placement, which is what I would like to call Super Force Building from now on.
ElderAxe
Fast Inserter
Fast Inserter
Posts: 153
Joined: Thu May 18, 2017 8:04 am
Contact:

Re: Friday Facts #383 - Super force building

Post by ElderAxe »

husnikadam wrote: Fri Nov 03, 2023 12:11 pm Huge refineries builds (on landfilled areas) will be so much easier now as you can summon water anywhere you want!
I don't think you'll be able to summon water anywhere you want. If you check the last animation on the post, you can notice that the area is prefilled with landfill (dirt tile instead of grass), and placing the pump removes landfill from the water input tiles under the pump
kovarex
Factorio Staff
Factorio Staff
Posts: 8207
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Friday Facts #383 - Super force building

Post by kovarex »

gGeorg wrote: Fri Nov 03, 2023 12:12 pm BTW: can we do mining "land" of space platform ?
Yes, obviously.
thedoh wrote: Fri Nov 03, 2023 12:16 pm Does this FFF imply in-place upgrading of entities as well? Such as super force blueprinting red belt over over yellow belt causes it to be upgrade planned? Or does it (effectively) deconstruct and then reprint red belt? The former sort of seems like a reasonable consequence of the mechanics, but the latter is also very strongly implied as a fallback.
It is doing upgrade when it can. In the case of plowing through the bus with another belt of the same kind, it doesn't rotate the belt, but makes a new one adeconstrcut the old one, which is specifically changed to prevent mixing items on different belts.
madpav3l wrote: Fri Nov 03, 2023 12:17 pm
Super force building over belts automatically places undergrounds
What if you super force build over underground belts?
You can do that, we should have included it in the video, but somehow we forgot.
Super force building on top of undergrounds will just just extend the undergrounds as long as the overall connection length doesn't exceed the limit of the specific underground belt type.
Somtuk
Burner Inserter
Burner Inserter
Posts: 15
Joined: Tue Feb 26, 2019 11:25 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by Somtuk »

The "super-force" feature looks amazing!

My only concern was at the very end where you were able to force down pumps. It kind of trivializes having to plan your build are where water is/isn't. No more needing to this "I need to put this near water" since if you need water, you just make it.

Obviously, I can simply choose not to use that aspect of the feature (and I will most certainly avoid it), but it just felt like 1 step too far in my opinion.

Regardless, amazing work!
Tricorius
Filter Inserter
Filter Inserter
Posts: 279
Joined: Fri Jul 01, 2016 9:04 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by Tricorius »

Somtuk wrote: Fri Nov 03, 2023 1:09 pm The "super-force" feature looks amazing!

My only concern was at the very end where you were able to force down pumps. It kind of trivializes having to plan your build are where water is/isn't. No more needing to this "I need to put this near water" since if you need water, you just make it.
I expect it won’t create water where there wasn’t originally any. Only punch back down through landfilled water.
Somtuk
Burner Inserter
Burner Inserter
Posts: 15
Joined: Tue Feb 26, 2019 11:25 pm
Contact:

Re: Friday Facts #383 - Super force building

Post by Somtuk »

Tricorius wrote: Fri Nov 03, 2023 1:15 pm
Somtuk wrote: Fri Nov 03, 2023 1:09 pm The "super-force" feature looks amazing!

My only concern was at the very end where you were able to force down pumps. It kind of trivializes having to plan your build are where water is/isn't. No more needing to this "I need to put this near water" since if you need water, you just make it.
I expect it won’t create water where there wasn’t originally any. Only punch back down through landfilled water.
That's something I didn't consider. The animation made it seem like making water wherever you want. I was ready with a whole argument about how water is a resource and this would be spawning in resources for free. :)

I hope you're right.
Post Reply

Return to “News”