Closed bahrmichael closed 6 months ago
hmm, dry-dirt
for roads looks way better!
i also tried:
landfill
under simple-house
stone-brick
under residential-house
concrete
under highrise-house
looks awesome, but upgrading roads is still TODO...
edit: damn! tile is stone-path
, not stone-brick
local tilesMap = {
["simple"] = "landfill",
["residential"] = "stone-path",
["highrise"] = "concrete",
}
-- ...
printTiles({...
}, tilesMap[entityName])
hmm, dry-dirt for roads looks way better!
dry-dirt
unfortunately doesn't visually look the same size as the other tiles. I'm not sure if I want to go with dry-dirt but then have to adjust the underlying mapping code so that it looks the same width.
edit: damn! tile is stone-path, not stone-brick
Thank you for the pointer! I would have stumbled into that one too :D
I've got a prototype that upgrades the 5x5 cells around the new residential house. It works, but it doesn't look organic yet. E.g. a circle of cells may be a better fit, and the upgrade should go outward from that circle's center.
hmm, dry-dirt for roads looks way better!
dry-dirt
unfortunately doesn't visually look the same size as the other tiles. I'm not sure if I want to go with dry-dirt but then have to adjust the underlying mapping code so that it looks the same width.
oh, i see now - i always play with show-raw-tile-transitions
(in F4) enabled, so didn't see that dry-dirt
is narrower, though it is only visually:
it still looks better in map view with landfill
being under buildings
why on this screenshot newly-built treasury has tile-unknown
below?! i'm working on consumption currently :)... hah, we just need to add it to tile mapping table, because it's a building, too!
I've got a prototype that upgrades the 5x5 cells around the new residential house. It works, but it doesn't look organic yet.
this prototype is interesting. but i'd propose we do exactly like this (5x5 cells = full roads around, right?) just for simplicity - there's nothing wrong with it - many games did upgrades the same way because it's intuitive
btw, i thought house upgade code call clearArea.../Cell()
and printTiles()
with new tiles, didn't it?
https://github.com/bahrmichael/factorio-tycoon/pull/299/commits/1e5fd2c86741730f9f7479ee91b1d09e470d2d14 now leads to the picture below (with max supply for all tiers). I felt the growth was much smoother.
i like the result and cities should also look much better in map view. going to test it asap...
stone-brick
and concrete
consumption (and payment) would also be nice for such upgrading, but it's another part -- let me work on this after my consumption PR (it's coming, currently rebasing on your perfomance update)
stone-brick and concrete consumption (and payment) would also be nice for such upgrading, but it's another part -- let me work on this after my consumption PR (it's coming, currently rebasing on your perfomance update)
We can create an issue to keep track of the work, and make me remember that you wanted to work on that if you like :) I do however have some strong opinions on making sure that players are aware of the resources needed. Did a lot of UI rework recently to make sure that works well for the houses.
damn! i finally found dry-dirt
on map...
adding dedicated tile seems not a good idea and tiles cannot be tint
ed, so we probably leave it as is for some time...
Closes https://github.com/bahrmichael/factorio-tycoon/issues/298