factorio-teamwork's People
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bergi9factorio-teamwork's Issues
In 4-players, allow 2 players to tech to each thing before it becomes expensive
This would better match the 2-player experience, and only being able to build 1/4 of the things is just too rough.
Unfortunately it's not totally trivial to implement. Currently the way it's set up we simultaneously give everyone the tech for purposes of prerequisites and also switch to the expensive tech version whenever someone techs to a new thing. We'd have to separate those two things for this to work properly.
Declare victory when every entity in play can survive in no man's land.
Make a UI showing what entities currently can and can't live in the divider.
Make logistic requests for items you do not know how to build
Make a UI with a countdown to the next divider expansion
Make a custom tile for the divider rather than using hazard concrete
Menu that shows which things are safe in the divider
Compat with industrial revolution?
Picking up conveyor belts in the divider
It seems you do get the items that were on the belt; they should instead slip through your fingers
Some tech names
The names of the "Backtech" versions of techs with numbers in them (e.g. "Logistics 2") don't work.
Add a tech to let you pick things up in the divider
Radar in the divider
Is not useful for either player
Can't place ghosts in no man's land even if you've teched to the right tech.
Trains have a couple bugs
- You can't view the "trains with this stop" when looking at a stop's UI
- Construction robots don't repair trains
Construction Robots don't repair things in the divider nor vehicles
Factorissimo2 and like mods map are also spilt up
Factorissimo2, and Mobile-Factory(with other like mods) have there map spilt up, and unable to build on the other side
Underground Belts in the divider
If the divider expands so that an underground belt is half on and half off the divider, that belt stops working until someone picks it up and puts it back down.
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