Friday Facts #383 - Super force building
Re: Friday Facts #383 - Super force building
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Re: Friday Facts #383 - Super force building
2 questions:
1: Would Waterfill be implemented in the game?
2: Will the space platform have the option to have a cleaner look (aka fewer details on the surface)? For example, if I choose to remove all the decorations from the land, I make my factory look way cleaner.
1: Would Waterfill be implemented in the game?
2: Will the space platform have the option to have a cleaner look (aka fewer details on the surface)? For example, if I choose to remove all the decorations from the land, I make my factory look way cleaner.
Re: Friday Facts #383 - Super force building
1: I think they mentioned in past FFF (somewhere around implementing landfill) that it would be too OP. You would be able to wall off your factory from biters essentially for free.XelSelenius wrote: ↑Fri Nov 03, 2023 8:57 pm 2 questions:
1: Would Waterfill be implemented in the game?
2: Will the space platform have the option to have a cleaner look (aka fewer details on the surface)? For example, if I choose to remove all the decorations from the land, I make my factory look way cleaner.
My LP Factorio series (in czech)
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Re: Friday Facts #383 - Super force building
@kovarex @klonan
I just wanted to say i love you. Marry me. Both of you. <3
Just kidding, i love you all at Wube, you are just awesome.
You just published one of my most-wanted features of all time!
I just wanted to say i love you. Marry me. Both of you. <3
Just kidding, i love you all at Wube, you are just awesome.
You just published one of my most-wanted features of all time!
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Re: Friday Facts #383 - Super force building
Waterfill with shallow water wouldn't break anything other than the importance of natural water sources (and mods that limit water as part of a challenge). I don't see much use for vanilla waterfill like that, though, other than trivializing getting water to power plants and oil refineries.
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Re: Friday Facts #383 - Super force building
Now every week when I read FFF, I think, "wow, this is the coolest thing ever."
Wube meanwhile: Ha ha, sit down and hold ALL my beers, we have many more Fridays ahead of us.
Wube meanwhile: Ha ha, sit down and hold ALL my beers, we have many more Fridays ahead of us.
Re: Friday Facts #383 - Super force building
That is Factorio porn right there.
Re: Friday Facts #383 - Super force building
Instead of Super Force building, couldn't it just be force building, with a toggle for removing what's already there?
Re: Friday Facts #383 - Super force building
Man, that angry ghost is adorable. If possible, I would be elated to see the angry ghost as a smiley here on the forums
Re: Friday Facts #383 - Super force building
I'm not too excited about Ctrl+Shift keybind for the super-forced blueprint placing. Why would i still need the regular forced mode over it? I will just change Shift modifier to super forced and unbind the forced one? Even if it potentially removes things out of the way that still sounds much more preferrable to me.
Re: Friday Facts #383 - Super force building
That's how I see today's FFF:
Code: Select all
make install
make install --force
sudo make install --force
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Re: Friday Facts #383 - Super force building
I agree that it would be cool if we could restore the ground texture after it has been altered by Nukes, Artillery or biter nest expansion
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Re: Friday Facts #383 - Super force building
The blue wabbleing for blueprints it's absolut not my. Please make an option for disable this. (I dont want an annimation for bp it should be still for me - too tiring for my eyes)
The complete rest are great.
The complete rest are great.
Last edited by FritzHugo3 on Fri Nov 03, 2023 11:29 pm, edited 1 time in total.
Re: Friday Facts #383 - Super force building
What is the difference? Sounds like you described super force with your "suggestion". It's "toggled" on when ctrl is pressed down, toggled off when ctrl is released.
That is the purpose of keybinds, yes. You do that.Zaflis wrote: ↑Fri Nov 03, 2023 10:05 pm I'm not too excited about Ctrl+Shift keybind for the super-forced blueprint placing. Why would i still need the regular forced mode over it? I will just change Shift modifier to super forced and unbind the forced one? Even if it potentially removes things out of the way that still sounds much more preferrable to me.
I like the suggested default keybinds for this, makes sense to me.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: Friday Facts #383 - Super force building
Really enjoying your Friday Facts. Every FF is making me more excited about the coming update. It certainly looks like its going to be terrific. Thank you.
Are you going to provide your players early adopter / pre order opportunities?
Are you going to provide your players early adopter / pre order opportunities?
Re: Friday Facts #383 - Super force building
These are the happiest GIFs I have ever witnessed.
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Re: Friday Facts #383 - Super force building
This is just an all around fantastic addition. Glad it''ll be in the game.
As a purely personal aside, I would like it if there was some option to have super replacement consider the full length of the undergrounds rather than only the minimum distance required to build around super replacing entities. That, or have underground belts have a variant cost based on the length of the underground, somehow (perhaps by pulling from regular belts, instead). But regardless if something like that is considered or not, it doesn't detract anything from this feature, in my opinion.
As a purely personal aside, I would like it if there was some option to have super replacement consider the full length of the undergrounds rather than only the minimum distance required to build around super replacing entities. That, or have underground belts have a variant cost based on the length of the underground, somehow (perhaps by pulling from regular belts, instead). But regardless if something like that is considered or not, it doesn't detract anything from this feature, in my opinion.
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Re: Friday Facts #383 - Super force building
This looks fantastic!
One corollary feature request though - can we get an option to add landfills/platform tiles on regular force build? (Or even make that default behaviour, if you prefer.) I know for sure I will have times I want to build over a lake or extend a platform, but not replace any previously built machines - especially when working with large patterned blueprints, I don't want to destroy large portions of my base because I misaligned the blueprint by a tile.
One corollary feature request though - can we get an option to add landfills/platform tiles on regular force build? (Or even make that default behaviour, if you prefer.) I know for sure I will have times I want to build over a lake or extend a platform, but not replace any previously built machines - especially when working with large patterned blueprints, I don't want to destroy large portions of my base because I misaligned the blueprint by a tile.
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Re: Friday Facts #383 - Super force building
These FFFs are psychological torture knowing I need to wait another ~10-12 months
Re: Friday Facts #383 - Super force building
This is great but changes like this should not take this long, and im a dev. Teams roughly the same size are doing far more complex things in the span for 3-4 month cycles. What is it about Factorio that adds months to something like this?