factorio.com

dentoid, do gaming w Factorio Friday Facts #379 - Abstract rewiring
@dentoid@sopuli.xyz avatar

Now all i need is for ctrl-z to work on wire connections too

taaz, do games w Friday Facts #379 - Abstract rewiring

Just shut up with all these great things and take my money already.

towerful, do games w Friday Facts #379 - Abstract rewiring

Oh, I love these deep dives, identifying tech debt, then how they refactor them!
And the new way of managing wires makes a huge amount of sense.

aesopjah, do games w Factorio Friday Facts #378 - Trains on another level

Goddamn, the devs of this game are just so passionate about it and it shows in the game itself, love to see it!

dom, do games w Factorio Friday Facts #378 - Trains on another level

I guess I should learn how to use rails now

Ithi,

Rails are amazing and I don’t even fully utilize them with all the cool logic stuff you can do.

They get rid of so much clutter when done right.

Eylrid, do games w Factorio Friday Facts #378 - Trains on another level

Between this and the new more flexible curves rail spaghetti is going to be off the chain!

bloopernova, do games w Factorio Friday Facts #378 - Trains on another level
@bloopernova@programming.dev avatar

I’m guessing that you will need long-armed robots to un/load cargo from an elevated rail?

Kaldo,
@Kaldo@kbin.social avatar

I think they said you can't interact with trains on elevated rail at all, un/loading works only on ground level.

bloopernova,
@bloopernova@programming.dev avatar

Ah, bummer.

Acters,

Don’t worry there will be a mod

Chailles,
@Chailles@lemmy.world avatar

And now introducing: Elevated Everything

ashok36,

Fine with me. Dyspon sphere program does the whole build up instead of out thing and I don’t like it as much. I think satisfactory started the trend though.

Acters,

Me too, wish it was for making game play easier instead of an arbitrary game play mechanic that forces you to play a certain way. I am happy that factorio is very easily mod able, and you can install mods that expand or remove limits on players.

funnystuff97, do games w Factorio Friday Facts #378 - Trains on another level

HOLY FUCK I AM SO FUCKING HARD

…small concern though: I currently use the rail planner a lot, usually to map out how I want my outposts to look at long distances. If the rail planner, particularly shift + click, is actively looking for rails to snap to, I hope it won’t greedily try to snap to rails I don’t want it to. I’m sure the devs already have this considered, but I just want to make sure that if I have multi-layer train crossings, and I’m trying to plan them out before I actually build them, that I’m able to path out rails behind an elevated rail without the rail planner assuming I want the rail to connect to the elevated rail. I hope that won’t be an annoying issue.

Sylver, do games w Factorio Friday Facts #378 - Trains on another level

Best money I’ve ever spent on a game

Eylrid,

Best money I’m ever going to spend on an expansion

Annoyed_Crabby, do games w Factorio Friday Facts #378 - Trains on another level

Holy crap finally, multilevel railway!

BlameThePeacock, do gaming w Factorio Friday Facts #377 - New new rails

It’s the small things that matter.

lvxferre, do games w Factorio Friday Facts #377 - New new rails
@lvxferre@lemmy.ml avatar

If they’re going to rework how rails work, wouldn’t it be better to get a bit closer to Transport Tycoon in this aspect? I think that it’s close to perfect: simple but deep. It’s relatively effortless to get a train route done, and you basically only have diagonal and straight rails, but it’s damn hard to make your route efficient.

4am,

I think you answered your own question.

lvxferre, (edited )
@lvxferre@lemmy.ml avatar

If I understood the FFF correctly, that is not what they’re doing; they aren’t working with a half dozen straight sections, each fitting a single “square” (in this case a 2x2), and leaving curves up to the player. Instead they’re adding a new curve (the half-S) to be used with the other pieces.

For reference here’s how it works in Transport Tycoon / OpenTTD:
A cropped screenshot of OpenTTD, showing pieces of rail. Some isolated, some forming a branching railroad.

If implementing something similar in Factorio (note: the colours mean nothing, they’re just to distinguish the pieces of rail):
a Factorio screenshot poorly edited in Kolourpaint, to show the same rail concept as OpenTTD.

The later can be smoothed out to look a bit more like curves, but the basic units are all straight and diagonal rails.

funnystuff97, (edited ) do games w Factorio Friday Facts #377 - New new rails

I haven’t even read the article yet and I’m at full sail.

Edit after reading:

The new rails look gorgeous, and I need those new S-bends immediately. And those smooth curves!

And this:

We have increased the big electric pole range to 32 to go along with this.

is how you know a game dev is in touch with their audience.

Although this confirms my suspicions from last week that 1.1.x maps will be incompatible with the 2.x update, which is a shame but completely understandable. That just means that I have to hurry up and launch my first rocket before that happens! (I swear I’m making actual progress and not just staring blankly at my machines at work)

pivot_root,

Full rail*

programmer_belch,
@programmer_belch@lemmy.dbzer0.com avatar

It says that you can still use the old rails but you won’t be able to build them the same way. You can just rebuild the trails you really need or want the other way

funnystuff97,

As you can probably guess, the new rail curves will be incompatible with the old ones. Savegames from 1.1 can be opened and trains will still run on previously built rails just like normal, but you won’t be able to construct the old rails at all anymore. In some future Factorio update when we decide to drop 1.1 savegame compatibility (Let’s say 2.1), we will eventually get rid of the old rail shapes completely.

Ah, I misinterpreted that, it seems you’re right. Still, it looks like there will come a point where 1.1.x maps will no longer be supported, which is again understandable.

Shiggles,

It sounds more like you’d have to load the savegame in 2.0, then load it from 2.1. Theoretically they aren’t changing Nauvis all that much, so I can’t see why it would be unsupported just yet.

programmer_belch,
@programmer_belch@lemmy.dbzer0.com avatar

I’m sure it will come with a way to update the map like opening with the second to last update to reformat it. It would be a shame for some megabases I’ve seen to just stop being able to play them

MajorSauce, do games w Factorio Friday Facts #376 - Research and Technology

I have mixed feelings on this new pre-expansion FFF series. On one hand it feels like we are back in the good old early access days with new content pouring out regularly, on the other we know that this expansion will not be made available until a while…

At least it gives me time to finish my full-Pyanodon game… lol…

Deestan, do games w Friday Facts #375 - Quality | Factorio

I went from “WHAT!?”, through “Ok, maybe, let’s see”, and “No. No, this is wrong.”

At the end, after hearing some other opinions and thinking about it, I’m actually looking forward to it.

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