Definitely a day 1 purchase for me as well, no other game has the same amount of love and polish as Factorio does, both when it comes to the vanilla game and mods, and I know they will deliver a good experience with the DLC as well.
However, I am worried if it's gonna be enough to stand out among other games in the genre. It has been many years since Factorio last got a substantial content update (maybe too many) and in the meantime we've got a lot of similarly-genred games like DSP or Satisfactory that have raised the bar in areas that Factorio lacked. I hope F:SA has enough meat on its bones to substantially change the core game rather than just more of what we've already played.
Same. I have a general rule that I don’t pre-order. I also tend to wait for reviews to come in. This is because I’ve been burned in the past. I made exceptions to this for CP2077 and KSP2, and we all know how those went.
So what used to be more like general guidelines for myself have now become strict rules.
But Factorio has earned an exception. They’ve proven time and time again that the game is a product of passion and not (primarily, at least) profits. This has been clearly visible since I first bought it during early access in 2016 or thereabouts.
So its expansion will be instabuy for me. The game has simply given me so many hours of entertainment that one could argue that if anything, at least I will now have paid full price for the game I already have (I don’t remember what I paid for Factorio, but it was dirt cheap).
It’s reasonably easy to guess exactly what you paid for the game, since the only change in price since launch was a $5 bump in January last year. It’s never been on sale.
I just happy I can finally make things like the Diverging Diamond interchange and the Cloverleaf interchange. Sure, you could do them before, but without elevated track such interchanges went from A+ to highly inefficient.
I know that you are mainly looking forward to the new content, and that just quality of life improvements aren't the kind of things that make people buy the game and get excited for.
Nope. I'm preeeetty excited about QOL changes here. :-)
I really appreciate that Earendel also got to voice some lines here. The crossover with the mod is undeniable and him being involved with the company now could have been handled differently elsewhere.
…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.
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)
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
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.
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.
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
I’m suspicious. WoW added quality to crafting recently and it kind of sucks. This looks like a much more thoughtful approach, but I’m still skeptical that it will actually be fun and not a headache.
It’s an interesting juxtaposition if nothing else, since WoW crafting has you going for quality over quantity at all times - since you don’t really do bulk crafting there, while Factorio has always been about quantity and optimizing crafts per second.
I’m personally really interested to see how the addition of quality will affect factories going forward, going to be fun to see how people adapt buses and the like to handle it.
I was entirely skeptical of the concept at first and honestly had to check to make sure this wasn’t an April Fool’s post, but after getting through the article I think it’ll be a great addition to the game lol
What sells it for me is the mativation: end game you can use a calculoter to create the most efficient blueprint (or just watch nilaus). Hopefully this extends the time when you are designing a base rather than plopping prints
factorio.com
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