(, Fixed crash related to modded underground pipe ghosts with multiple connections with different lengths. Amazing modpack if you like skyblock adventures, but find vanilla boring when you run out of things to do early on. Fixed an inserter activity progress being incorrect for certain orientations. (, Fixed splitter behaviour when putting to it directly and it has the priority output blocked. How many logs do you need at the start? Would add a whole other aspect to the game that could have unique mechanics/challenges-More structures all around, let us dive deep! And my final feedback is that it would be nice to be able to increase the areas of districts by making sure there is even distribution of food and water. (, Added defines.prototypes which contains all prototype type names (eg: defines.prototypes.entity = { container, furnace, assembling-machine, }), Fixed that building by moving ignored the position where the player built the last entity. (, Fixed belt dragging on the the edge of player building reach. Maybe there can be more advanced science buildings like Engineering Centers which let you research transport vehicles? Need a lot more sound FX. Web* The tutorial leaves a lot to be desired, most of the game mechanics I've had to explain to friends who have started playing, early on in its early access Factorio had similar issues and it has a great scenario based tutorial now, so that may be a place to draw inspiration * The distribution centre doesn't say what materials it needs (. Or Juicer it for juice (counts as water)4) Maybe a soup type dish that counts as water + food.. ?5) a cafeteria type place.. dinner.. just stores food and beavers go to eat, The large waterwheel for the iron tribe is kind of off balance, the power generated is not really any significant larger than the normal water wheel in the fairy tribe. (0=Cannot build on other buildings), Read many comments but not all so some of this may be repeated above:1) Some way to transfer resources between districts much like you can the beavers themselves. QoL suggestions:- shortcut to turn on/off building (or pause its construction)- "build copy" option when you click on a building (like in Rimworld)- it should be easier to delete many things at once, for example a path. Do you guys need copywriters? This speeds up general handling of LuaObjects and makes saving and loading with a lot of them noticable faster. Increased the total number of collision masks from 14 to 55. (, Fixed LuaPlayer::build_from_cursor would flip direction when every other building underground belts/pipes. Minimum Memory: 4000 MB. Added move_stuck_players bool parameter (false by default) to the create_entity method. :). I want to see statistics and line graphs, all pinnable so I can keep an eye on production and storage trends. , , , , Factorio , , , .. : , . Platforms with stairs, please.Weather Events Other disasters, like Snow Storms, Earth Quakes, Wildfires, Longer Droughts, FloodsPowered Water Pumps Would be a cool late game, I think that when you are selecting which map you want to play that there should be a mini view of the map to give an idea of what you are selecting beyond the size. So you start the game with them getting worse over time but if you can spread trees fast enough you can avoid endgame "final drought" where no water ever comes. (. (, Fixed energy consumers would get too much energy when supplied through multiple electric networks. (, Fixed that the "Trains" side menu button icon had one train window 1 pixel wider. when water is needed. For the Iron Teeth, have an unlockable fertilizer pant. however as someone coming from other colony games I have a few suggestions: 1. please make it possible to either set key binds or provide them as standard, 2. the way of unlocking tech is cool, however some tech such as the drop off and distribution post feel like they should be a bundle when you unlock them as they sort of need each other to use. (. -A rainy season would be fun, and the potential for beaver boats.-Some of the more confusing systems could use tutorials (divisions, trading, hotkeys)-A "Move" or "Deconstruct" option would be user friendly-A few elements could be combined to avoid clicking back and forth like pathing on built foundations, or some of the science milestones like dynamite and markets-If a few of the buildings had deeper utilization, I'd love to be able to make rules or emergency plans at the district center, prioritize optimization of certain elements/resources in the science building, etc-Add a "Your Beavers heckin Died" or something when you have zero beavers, just sitting with your failed, barren town isn't it.-Windowed Borderless, Being able to direct dynamite to adjacent tiles would be awesome, ie being able to blow a hole into the side of a mountain. (, Fixed that overbuilding pole out of reach didn't consider the pole to be part of the drag buliding logic. It would be good if there can be an integration selection so I can select which types of things I prefer to move. (, Fixed that technology tooltip in the lab GUI wouldn't update when research changed. Fixed that the search didn't work correctly in the prototypes GUI in some cases. WebHOW TO ENABLE HARDCORE MODE. (, Fixed that selection tool type items marked as mod-openable didn't work correctly in the quickbar. (, Fixed tooltip item lists not showing in some cases. I love this game though, the water is very well done, as is most every other aspect of the game. Added GeneratorPrototype::destroy_non_fuel_fluid, true by default. (, Fixed that map view settings didn't persist between game restarts. (, Fixed that it wasn't possible to build train stop next to ghost rails. (, Fixed that biters would keep attacking entities that became indestructible. So in dry seasons, u don't have to click all manually. Fixed issue where ghosts overlapping with non-ghost entity in cloned area is not cloned. For showing a CustomGuiElement relative to some base game C++ GUI. Fixed that LuaGameScript::ban_player would incorrectly use reason as a player name when given player was never in game. i still cannot fill up all my reservoirs when i get 7 days with water then 26-30 days Drought: 4 times in a row.So what im suggesting is that you would be able to use a temple or something to sacrifice resources to the water-gods (or something).For example: i offer 1000 Dynamite or 2500 planks, and during the next cycle i will get one less day of Drought.And it can stack up, so if i offer 2000 dynamite + 5000 planks ill get 4 days less Drought during the next cycle.Because currently i have about 6k Dynamite, 12k Planks and 30K Bread that ill not use any time soon, and it would feel like a win-win to clear out my Warehouses to get a possibility for more water. (, Fixed that train would sometimes NO_PATH during repath while in intersection where the path passes through a block that is already occupied by that train. Fixed server getting stuck at "Saving the map for player" forever in some rare situations. Hi Dev team,Would appreciate if the floodgates could have a downstream water level target or flow rate that you could choose (say choose to target upstream or downstream in the popup menu). What could it be? :), Very nice addition will be pipes or wood channels. (, Fixed a crash when fast replacing electric pole marked to be deconstructed when there is another ghost pole on top of it. I'm playing the tutorial and finding myself having to mash full speed and still wait several minutes to complete a building. A Sci-Fi Questing modpack for 1.18.2. I would love to have an added feature (and optional difficulty setting) of a rainy season that can make rivers spill over their limits, giving added value to building dams and levees to prevent flooding.I would also like to see the ability to deconstruct buildings to regain some (60-75% maybe?) Limiting stock is an important tool for city and factory management games. The search for your forgotten memories begins after a millennia of injury-induced rest. berry bushes) would be amazing. Not realizing that my half-empty field of water tanks was soon to be completely empty with 4 days left until rain killed an otherwise thriving capital and resource colonies.A way to control population growth is a must. I suggest adding more user friendly save log being able to get old files is fine but a search just the games also more mays to get and store water the water pump is the first and only way, I hate to post something that's already been suggested, but I really think we need to be able to build levees on top of other structures. (, Fixed in-game EULA showing HTML character sequences. Default save text instead of just being date based should include Faction and Map so as to differentiate them in the load menu outside of manual saves. (. It's easy to forget a step or get confused when you're new or just adhd lol. Such as having more than two bevers working as farmers rather than building two farmhouses and wasting the space. i'd love to try new maps but i dont really want to load maps everytime to see the layout. Adding in a health % for beavers (hospitals). (, Fixed a crash in production score script when a resource entity is given no mineable products. I like the idea of having a small pond to take water from in the early game, but refilling it can be a pain. (Maybe instead of +3, it would grant +4 instead). (. A button you click, pause, and then every building you click on after is subsequently paused would be awesome!Also a possible feature to prep for drought or what to prioritize/pause during drought would be helpful. (, Fixed burner inserter would not fuel itself when drop target was full. as someone who loves colony builders (I have sunk 700 hours plus into rimworld now), I think this has a very good concept, and is executed well. (. My Idea:Rain which fills up water supply and speeds up the growth of plants. (. (, Fixed that blueprint tooltip in the chat windows can shake. (, Fixed that the admin GUI didn't live-update the whitelisted field. I would like to paint them with a color scheme. Good job! (. Just a tiny little idea for improvement. (, Fixed the ability to build belts outside placement range in situations where it shouldn't be possible. Having a great time so far! When I heard of a building game for beavers, I immediately thought of these very human like beavers building a city. I just think you may need to reconsider your stand point on this what most would describe as a bog standards feature. for each district you build*more beaver types with more type specific buildings*Material zipline from location to location-(suffering even with 3 full hauler posts to get all the materials to the locations been trying path optimization but it only helps to a point). WebFactorio. so far game play has been fun. when I start a new district, the default is 100 for every item. OnRPG is the biggest and best free MMORPG Games List on the net! Fixed multiple issues related to placing blueprints with electric poles near other electric poles or ghost thereof. Would make it easier to plan a self-sustaining colony.In addition, the ability to upvote/like ideas on this page would also be nice. Corner Stairs would make building vertically take up a lot less space. Ghost build can be used to fast replace non-ghost entities, which results in an upgrade order with (optionally) a direction change order. Improved pumps would be nice to unlock with science. Looking forward to future improvements!Katc above my comment, the outliner would be quite useful! Even i make the water tank a priority by haulers they are not serviced2. Secondly, I would love to be able to prioritize certain jobs, for example so that when some beavers die of old age, if those beavers had important jobs, lets say food production and there is no unemployed beavers, they would switch jobs from the less important jobs (set by myself) to the important once (in this case, food production). When placing a new district, it would be nice to see the reach of existing districts and the potential coverage of the new one. Being able to deconstruct a building without losing the resources inside, and getting some of the materials back. Fixed highlight box on curved-rail would not render selection box correctly. Right now it's set to 20 (? also make it easier to see that buildings like the triple lodge have their entrances one floor up. As far as features, the other suggestions are more or less in line with what I'd suggest. Only having one is kind of boring. 8. Minor QOL: I would like a "Fast forward to the morning" button for the speed settings.At the moment, when my beavers go to sleep, I manually speed up the game and then have to remember to slow it down again.I would like a ">>|" sort of button that runs the game at max speed until the next morning and then switches back to the previous setting. (, Fixed a map loading issue when changing mod dependencies and nothing else. With later there being able to research ways to remove the penalties and even improve on their respective flaws, maybe even a tech tree. a little QOL, - if they are thirsty they go get water, not go to work and die, same with hunger.- a way to change where they work, had a bunch die and they were all my gatherers, so everyone died from no food (if this is in I can't find it)this is all Ive been able to play after 2 runs because drought kills my gatherers and farmers and then everyone dies. Added sound effects and a specific music track to the main menu. Fixed LuaSurface::find_tiles_filtered would not cover bottom right tile. Added defines.build_check_type.manual_ghost, script_ghost and blueprint_ghost. This will do two main things:1. Pipes would allow for water to be transferred to higher elevations while the half-logs would only be suitable for same elevation or declines. Maybe an arrow pointing to which buttons to press and/or a suggested placement location. (, Fixed that changing render threads to 1 while menu simulations were visible would crash the game. Thanks for this amazing game. Long-term:- Make 2-3 types of material. (, Fixed train stop names with different amounts of leading spaces being treated as equal in some cases but not in others. The specific function I reference is a smarter limiter on production and storage. Fixed certain build by dragging inconsistencies. Added LuaEntity::trains_limit read/write. Fixed a crash when quitting while using the linked-container entity type with power armor in it. It makes it not worth researching them when you can just stack platforms.Those two things aside, it's a great game! (, Fixed a crash when using non-rectangular equipment. More efficient water movement such as through pipes/pumps, I love Beaver game. (, Fixed that building entity with multiple items to place would take unrelated items from inventory. (, Fixed stone path and concrete were missing transitions to out-of-map tiles. It would be very cool if there was a page in the city center about how many resources you have for a production, for example how many potatoes you need for a grill. Infinity pipe consumption. Hey, I would like to suggest that,-->It would great if there was a way to upgrade buildings instead of destroying and rebuilding. More types a beavers!All I can think of right now, Great game so far! Fixed that some error messages wouldn't be translated. A roof top garden would be nice, also a toggle to remove the storage is full icon off the top of the buildings, it takes away from the village appearance. However, your beavers could constantly try to refill it, unless to "paused" the building. Similariy water related stuff such as water containers and levies could be put under 1 icon. Fixed that removing train stop with stopped train would make train to get stuck. This just happened to me and I have to start over. (, Fixed an issue with biter AI that could freeze the game. :D. Hello! Added LandMinePrototype::trigger_collision_mask. Could you put a visible number like "2" on the distribution post and drop off post for District 2?4. Dcouvrez notre vaste gamme de Tour de cou imprim floral chez SHEIN, partie de notre charpes Retours gratuits Livraison gratuite ds 39 d'achat Plus de 500 nouveauts chaque jour It would be great to make the textblock different, that you can click buttons with arrows to adjust the count of beavers you migrate its just a minor detail but it would be faster to adjust. More specific error message when a blueprint cannot be flipped. (. (, Fixed armor rich text tags not using the correct icon. Sometimes i just want to build a bit higher or only quite further out, but not wanting to add a new district-More ways to carry stuff from District to District. Added LuaEntity::combat_robot_owner read/write. Please add power switch so it will be easy for us to disengage entire district or group of factory. And doubling back on the prior, perhaps interacting with temp by allowing them to swim, play in water, make coolers, so on.-Rain. It would be nice if you guys can give options to the HUD look. (, Improved performance when building blueprints in multiplayer. Water pressure probably destroy some buildings.-Storm-Wind turbines turn well, but some buildings may be destroyed.Game option-Pile up level--0 1 2 free. This leaves you with a huge pool of water and pumps on top of it, but you can't use the water.Move dynamite up in the tier list: By the time I unlock dynamite, I am in the late game and have several established districts. I have three suggestions. (. (, Blueprints and copy paste of entities with upgrade order are created based on the upgrade order instead of the current entity. Would love a multi-building select tool or a screen that pulls up all employable buildings that allows you to assign workers towards certain buildings (i.e. Returns if the cursor is empty, taking into account items, ghost cursor, and items from the blueprint library. Where you can select specifically what task you wish them to undergo. This and ways to tell haulers to prioritize a resource and set a route for each beaver's deliveries, or the building's as a whole, would be exceptionally useful! It currently isnt. (, Fixed fast electric pole dragging logic with obstacles in the way. Moved the ammo/used-up/health indicator of items down, so it is not obstructed by the number. (. (, Fixed that disabling side menu guis through script would sometimes leave an empty frame. Blueprint preview rendering box is updated based on selected grid size and position. * Aqueduct management - If somethings is "solid" enough for something to be built on it, it can darn well hold a block for levees, which are waterproof. (, Fixed that entity GUIs could be too small in some locales. Fixed that a multiplayer client could desync several times in a row, making the server save the map for desync report multiple times. And an adorable beaver leisure option of a lazy river like they have at theme parks. Love it so far.~resource refund from deconstruction~building staffing priorities~new building, some sort of mechanical capacitor to make wind power more useful, or make wind power more consistent so we can "let the wind do the heavy work" as you suggest.~allow mapping of the rotate key to the mouse, can be entirely mouse operated if this could be implementedI have logged a shameful number of hours on this game and hope it makes it to full release. I don't know if that's something you'd also like to employ. Having an option, where you can pause buildings in an area (similar to priority option)2. Dat thing long. Moved the character/vehicle gun window to the left of the quickbar. Fixed crash related to using belt traversing in latency state. It seems annoying to me that the game doesn't allow it. Such as a lightning pole or batteries if weather was going to be updated in the game, or maybe some sort of recycling trait where buidling you demolish you can get the iron resources back. (, Fixed rocket silo would get stuck when rocket_parts was set during launch. Fixed incorrect color lookup table interpolation for ambient light around noon. (, Fixed that rotating belt direction when dragging allowed "stash" the rotate and continue in the original direction. The feature could escalate the priosisation of a buildung to everything the thing is built on. Fix modded entities not showing input-output fluid connection arrows (, Fixed that it was possible to provide invalid path_resolution_modifier value to LuaSurface::request_path. For a full serialization of factorio's data.raw as of 1.1.65, click here. better access to dynamite and include burrowing and tunnelling) and grow the civilzation. (, Fixed a game freeze when empty unit groups are told to build bases. Fixed a crash when trying to undo actions done on a surface that was deleted in the meantime. This seems like a bug as there is no reason for such a thing to be un-deletable. Added auth server bans feature for multiplayer games. I can (as evidenced) play it for hours on end already. (, Fixed LuaEntityPrototype::module_inventory_size would return nil when entity has 65535 slots for modules. The game is amazing, the concept is great !What I have trouble with is the priority system, I don't find it really explained at the start of the game and the characters seem to not work on the buildings in the order that you select them.I think having a camera that is able to zoom in a little closer to enjoy the design of the game would be beneficial.Adding "missions" or goals would give a feeling that we are giving the characters a more living feel, I know the fact that they are beavers makes sense that they would just work and sleep but maybe adding a goal every two or three cycles would be like they are evolving their settlement, like accomplishing the goal unlocks new buildings.The idea that some of the buildings are unlockable easily with the research building is awesome, very different from other games where you need to gain money by selling etc.Maybe having more precise description of some buildings or elements when unlocked could help . ; The setup page should look like this now. I'd like to be able to set work assignment zones for haulers and builders, or a way to assign a number of haulers to a specific build/pickup site. Power pole connections are saved in the blueprint. I think it would be nice if we have double and triple levee like platforms.more to say, I want levee in another color too. Not sure how to use a Water Dump or why I would want to. With these two things you can access anything from data.raw: local what_you_want_to_access = data.raw["prototype-type"]["internal-name"]. Science is currently extremely one-dimensional and mostly serves to time-gate progress into various structures and pieces. (. Added draw_as_light and draw_as_glow property to sprite definitions. I think they should either need to use metal or something else more advanced to make the progression better.I think the game should add floods as an additional challenge, and that flooded land should eventually kill the trees and crops. (. Oh! As a new player, I was thrown into the game with no headings; ended up dying in 11 days from starvation.Along with this, beaver wars? Currently it's quite tedious to have to select each one individually to turn them on/off, especially when you've progressed further into the game and have built so much. maybe a kind of autobattle, so threads like bears or wolves drain population to get rid of. Please stop making me make places whereexcess population goes. 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In the search bar to the top right, type SkyFactory and you should see SkyFactory 4. I would like the ability to automate the flood gates. (, Fixed not being able to open blueprint books in books through the quickbar. (, Fixed that trying to manually mine a resource that needs a mining fluid would sometimes produce sound of mining. -Storage overview: Being able to see your max combined storage for a resource instead of clicking on each individual building.-Dropdown boxes for buildings with multiple recipes: The baker, for example. (, Fixed that items with fuel value would be put into furnace fuel inventory when there was enough fuel but item could be smelted. For finding the internal name of an item/entity, locate it on the wiki and then press the small arrow in its infobox to see the internal name. (, Fixed interaction with entities from zoomed-to-world view in editor. This mod adds Datanglong guangxiensis as a new species into JW:E2, Replaces slowmo sound with Dead Eye sound effects from RDR2. Maybe I did something wrong but faster transport, idk if taking me 3 days to build something is ok. More options for idle beavers. that you wish to turn on or off. Fixed that if biters took damage from a forest fire, they would path toward the player who started it, no matter the distance. Added LuaEntity::linked_belt_neighbour read. Renamed interface settings "show tutorial notifications" to "show tips and tricks notifications". example: D:Farming Simulator 22. Could we get an option to have the beavers working at the engines for power to turn them off at the end of the workday?
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