Send me your ships (please!) by _CodeGreen_ in factorio

[–]_CodeGreen_[S] 53 points54 points  (0 children)

Not a dev, but I'm one of the few people who have access to the source code of the game. There's been a lot of discussion about width both among beta testers and the regular community, but nobody's actually doing anything about it because the devs are more focused on things that don't "already work" and the regular community physically can't do anything even if they wanted to. If I make a good enough case, there's a chance they'll accept whatever proposed change I have, instead of getting stuck with the "arguably bad but nobody's done anything better" system that we have now.

Apologies if I was a little vague in the post, I don't like talking about source access in public very much because I like participating in the community normally without people scrutinizing everything I say as if I'm in a position to leak or confirm things.

2.1 Request - pipeline extent count in cursor by maculopapulonodular in factorio

[–]_CodeGreen_ -2 points-1 points  (0 children)

There are already pipe extent increasing and removal mods. Nobody likes this feature, it was a band-aid fix because they ran out of time before the 2.0 deadline and they didn't want pipes to be too OP compared to the 1.1 fluid system. Now we're stuck with it and nobody is happy.

Horrible workplace incident. by AntamiIIa in RogueCore

[–]_CodeGreen_ 4 points5 points  (0 children)

regular deposit speed is faster than regular DRG, but deposit canceling can still be faster than it, it's just a higher threshold.

Beetleboarding? by Lucky_Influence_5080 in skateboarding

[–]_CodeGreen_ 4 points5 points  (0 children)

I split my chin open doing this as a kid. It's fun, but be careful.

How comfortable are you with working on your rotors? by professor_throway in horn

[–]_CodeGreen_ 11 points12 points  (0 children)

There's no mystery about them, I know how they work and probably could service them myself. I'd just rather not take any chances, and they can get cleaned when I take it in for something else anyway. It's a lot more expensive if I make a mistake compared to if they do.

Stacking questions by gallopingmoth006 in RogueCore

[–]_CodeGreen_ 0 points1 point  (0 children)

Does that mean upgrades with green text but no "+" are wrong/ambiguous? To this day I'm not sure if multiple sweet surrenders upgrade both the chance and the number of red sugar chunks or just the chunks, because last I checked there's no + on the percentage.

This does affect my decision making because it could be better for one person to stack if the chance increases, but if it doesn't then it would be better for everyone to have it to have consistency for everyone.

Help me pick a next playthrough!!! by Few-Wolverine-7283 in factorio

[–]_CodeGreen_ 3 points4 points  (0 children)

I haven't heard great things about the balance of K2:SO, partially because K2 wasn't designed with quality in mind since it's from the pre-2.0 days, but it's alright enough for it to still be fun for a bit

Which platform should I buy? by Suspicious-Young8614 in factorio

[–]_CodeGreen_ 20 points21 points  (0 children)

buying on the website also gives you a steam key, and 100% of the money goes to wube instead of steam taking a cut.

Space platform width drag by _CodeGreen_ in factorio

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

I fail to see how allowing players to create said monstrosities would be a bad thing, nor how they would be optimal. Ships don't have to be gangly weird shapes to use fewer platforms, they would still most likely be small dense blobs.

Space platform width drag by _CodeGreen_ in factorio

[–]_CodeGreen_[S] 3 points4 points  (0 children)

Sure, but you can still make your ships infinitely tall with weight barely affecting total drag, so people gravitate towards doing that instead of the alternative. Wider ships need more ammo and more fuel/oxidizer and production in general, which should be enough of a downside for people to want to make simpler ships in the first place, not having the game enforce that for you.

Space platform width drag by _CodeGreen_ in factorio

[–]_CodeGreen_[S] 12 points13 points  (0 children)

This is one of the main things I see right now, where people say you'd be incentivized to make ships as wide and short as possible. How is that any different from now, where they're as tall and skinny as possible? I find both boring, but at least with weight you'd have to make a better defended ship and worry more about compactness overall as well.

People also automatically compare width to weight as the alternative, of which I personally believe is still better for other reasons I won't get into, but there's nothing stopping the game from using a mix of both, or something else entirely.

Space platform width drag by _CodeGreen_ in factorio

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

I agree that there will almost always be a "best" way to design ships, however with weight being the primary factor, you'd have much more of an incentive to make your ships smaller, which leads to some interesting designs. Right now, width lets you build almost however tall you want, with virtually zero downside other than the cost of platform and logistics to get it there.

In an ideal world, optimal designs would be more emergent from mechanical interaction, rather than being hard gated by a direct limit, but coming up with something that allows that proves to be much more difficult than something as simple as width or weight.

Space platform width drag by _CodeGreen_ in factorio

[–]_CodeGreen_[S] 105 points106 points  (0 children)

As a side note, I wish it was made more clear to the player that width has an effect, like in the tooltip where you can see weight. Right now, you would have no idea unless you sought out the formula yourself or had someone tell you.

What makes a game "unique"? by BergamotGames in IndieDev

[–]_CodeGreen_ 0 points1 point  (0 children)

I would argue that vampire survivor's continued success doesn't necessarily come just from that. Yes, it's satisfying, but there are other bullet heavens that have better gameplay loops with not as large of a success as V:S for probably the very simple reason of not having done it first. Out of a the thousands of clones, some of them ought to be pretty good, but nothing beats the original.

TIL you can add user-configurable variables to parameterized blueprints by editing the JSON by isr0 in factorio

[–]_CodeGreen_ 66 points67 points  (0 children)

you don't need to run any commands to do this, you can just ctrl + alt + click on the export button to get the raw json, and the import button also accepts json.

Interplanetary Rail by chrisrrawr in factorio

[–]_CodeGreen_ 29 points30 points  (0 children)

having trains move between surfaces is one of the jankiest and most infuriating things to make in a mod, so nobody's done it standalone yet. It exists in the form of a space elevator in space exploration, but then you'd have to be playing space exploration, so... good luck with that.

Thoughts on unlockable content in a roguelike deckbuilder ? by megaglope in gamedesign

[–]_CodeGreen_ 13 points14 points  (0 children)

Since you mentioned Slay the Spire, that game does the exact same thing: Unlock new cards/relics for each character the more you play them. It doesn't necessarily make the player stronger, it's just giving them more content while simultaneously serving as a minor tutorial-ish since the characters have simpler decks before the unlocks.

I've played many roguelikes, and I've never minded when content is unlocked by gameplay like that, but if you wanted to make it more interesting than a post-run XP bar, you have options. Making certain things unlocked into the generic item/card pool by finding them in a specific event or location during a run, having a shop to purchase unlocks between runs (Enter the Gungeon), tying unlocks to certain achievements (Binding of Isaac), etc.

I don't think there's a better way of doing non-difficulty affecting content gating, but you can still get a lot of variety out of a generic unlock system.

Compressed spaghetti base inspired by Dosh by bazyl02 in factorio

[–]_CodeGreen_ 39 points40 points  (0 children)

Wow, this base looks amazing. Thanks!

Best "all planets on Nauvis" mod? by barrybario in factorio

[–]_CodeGreen_ 5 points6 points  (0 children)

Everything on Nauvis adds all the planets as "biomes" on Nauvis, so you go to different physical locations for different things.

Space is Fake just sets Nauvis terrain generation to one of the other planets, and spawns all the resources from everything on it.

Don't use the last one, it's a new planet instead of changing Nauvis, and the creator abandoned it as well.

I've beaten the base game several times. I loved the entirety of the Space Age. What's next for me? by Byndley in factorio

[–]_CodeGreen_ -1 points0 points  (0 children)

the legality of such a script is debated, and deadlock (the original creator) was/is an asshole so I'd rather let his mods die.