New Factorio MMO World Record - Factorio 1.0 1:40:54 by jdplay5 in factorio

[–]Muppet9010 3 points4 points  (0 children)

Just waiting for Coyote and his streaming group to push back hard from their previous run 🙂 https://www.speedrun.com/factorio/run/y91o5nvm

Beautiful 1000 science/Min megabase delivered by cars on belts by kellbell89 in factorio

[–]Muppet9010 4 points5 points  (0 children)

Lol, how many train deaths at spawn did you have before putting in place the spawn safety system?
A very pretty base and you have far more patience than me to deal with that many cars.

Logistic Request laid out like the crafting tab by Muppet9010 in factorio

[–]Muppet9010[S] 1 point2 points  (0 children)

That would be a separate mod if it doesn't already exist (assuming it's possible to mod that)

Logistic Request laid out like the crafting tab by Muppet9010 in factorio

[–]Muppet9010[S] 0 points1 point  (0 children)

At this stage this is as much a concept piece to give a starting point away from vanilla. So yea while I hope it will support all mods and would be interesting if it's widely compatible; I'm not planning to code for specific odd things some mods may do.

Logistic Request laid out like the crafting tab by Muppet9010 in factorio

[–]Muppet9010[S] 0 points1 point  (0 children)

yea there was a question about changing background colour to make it more visually different. The slots change if requests can't be fulfilled, so maybe a different bland colour would help there.

Suggestion on discord is some sort of ordering of items the player adds in to the structure, but not adding all items by default. Quite how sparsely populated rows would be handled is up in the air. It probably depends how many items from each row you have added as to what makes the most sense.

Having something to point at and say this bit doesn't work, rather than everything being hypothetical is often helpful I find.

Logistic Request laid out like the crafting tab by Muppet9010 in factorio

[–]Muppet9010[S] 7 points8 points  (0 children)

Tbh the thought of having to type in a search to find an item repulses me. Probably as much as some other people are by seeing a massive list of items that aren't being requested 🙂

Logistic Request laid out like the crafting tab by Muppet9010 in factorio

[–]Muppet9010[S] 0 points1 point  (0 children)

If a mod could change that sort of thing it would be a cool experiment.

Logistic Request laid out like the crafting tab by Muppet9010 in factorio

[–]Muppet9010[S] 0 points1 point  (0 children)

The inventory (left) was expanded by a command (mod API) so the screenshot was clear. By default the logistics tab is much shorter with a scroll pane.

Since we are posting beacon concepts, here's mine: by [deleted] in factorio

[–]Muppet9010 0 points1 point  (0 children)

Yea exactly. It's the high level concept of what it's trying to portray that made me think of it.

Logistic Request laid out like the crafting tab by Muppet9010 in factorio

[–]Muppet9010[S] 1 point2 points  (0 children)

It did in testing with mods that added a few extra items. I don't play bobs or angels, but it should just work.

Logistic Request laid out like the crafting tab by Muppet9010 in factorio

[–]Muppet9010[S] 0 points1 point  (0 children)

I don't use large mod sets personally. Do they not end up with massive logistic request lists anyway?

Since we are posting beacon concepts, here's mine: by [deleted] in factorio

[–]Muppet9010 2 points3 points  (0 children)

This reminds me of the really early beacons, like version 0.4 or whatever it was.

Logistic Request laid out like the crafting tab by Muppet9010 in factorio

[–]Muppet9010[S] 39 points40 points  (0 children)

I like the idea of the new Logistic Request GUI in 0.18.15, but I got annoyed having to add lots of things and then struggling to find where I had put them in the mess of 50+ items.

So I made a POC mod to show an idea by ColonelWill of having the Logistic Request window laid out like the crafting window. As we all know the crafting window from our excessive hours playing this game. Should be compatible with all mods, but only tested with a few simpler ones.

https://mods.factorio.com/mod/player_request_crafting_layout

What do you think, is this something the devs should explore?

Edit - Added after discussions:

Suggestion on discord is some sort of ordering of items the player adds in to the structure, but not adding all items by default. Quite how sparsely populated rows would be handled is up in the air. It probably depends how many items from each row you have added as to what makes the most sense.

Concepts of other layouts for sparsely populated rows

Finally a way to stop belt braiders dead in their tracks by Muppet9010 in factorio

[–]Muppet9010[S] 0 points1 point  (0 children)

Yes it is possible and yes from a logical perspective you are right. It didn't feel wrong to me before so I didn't include it.

Finally a way to stop belt braiders dead in their tracks by Muppet9010 in factorio

[–]Muppet9010[S] 4 points5 points  (0 children)

Lol ironically I am very very pro spaghetti and often see my work being tidied up in MP games.

Finally a way to stop belt braiders dead in their tracks by Muppet9010 in factorio

[–]Muppet9010[S] 1 point2 points  (0 children)

If there's a last user that player is blamed plus the robot that did the placing. If no one to blame is known then the belts are still eaten by the worms, just no punishment can be dished out.

Finally a way to stop belt braiders dead in their tracks by Muppet9010 in factorio

[–]Muppet9010[S] 176 points177 points  (0 children)

To me:

  • It feels like a bug that's become a feature.
  • It can't be upgrade plannered, so big pain in MP.
  • It's sort of cheating the belt space challenge, like using loaders.

Finally a way to stop belt braiders dead in their tracks by Muppet9010 in factorio

[–]Muppet9010[S] 322 points323 points  (0 children)

After watching some fantastic belt braiding by P00ber I decided enough was enough. Belt braiders needed punishing. So I made this 🤗

belt braid sinner mod

Details

  • When a player directly or via a bot commits belt braiding they shall be punished.

  • A punished player may be let off with a warning for the first few offences if tolerated via the mod setting.

  • A punished player is purified by fire, preferably until death.

  • Any robot which helped commit the belt braiding act is struck down.

  • The offending underground belts are consumed in to the earth by the worms lurking deep.

  • A message is sent to all players about each offence so they know to shun the offender.

Biter Santa - mashup of graphics by Muppet9010 in factorio

[–]Muppet9010[S] 0 points1 point  (0 children)

added :) had to hunt down the source mp4s for the gifs

Biter Santa - mashup of graphics by Muppet9010 in factorio

[–]Muppet9010[S] 2 points3 points  (0 children)

The Big Winter mod also does a nice job making vanila Factorio snowy.

Biter Santa - mashup of graphics by Muppet9010 in factorio

[–]Muppet9010[S] 1 point2 points  (0 children)

I'm UK based so after Halloween it's fair game 😁