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taaz, (edited ) do games w Friday Facts #375 - Quality | Factorio

Personally, halfway through I couldn’t help myself but check if it’s not april fools.

To me, it does not really vibe with factorio and it’s making it needlessly more complex in a weird way.

WerDei,
@WerDei@lemmy.blahaj.zone avatar

I also felt this way, until I read that the system is completely opt-in. Logistics of quality seem kinda interesting, so I’ll probably try to dip into it. And if I won’t like it, ignoring the quality upgrade is easy and (allegedly) won’t hurt the progression.

taaz, (edited )

Ooh, opt-in makes a lot of sense with this, with that it can be considered as a kind of “increased difficulty” setting for seasoned, veteran players who want just something more to work on optimizing.

ikornaselur,

Yeah, I felt the same ad you until I found out the opt in part.

As far as I understand, the only way to get above default base quality is to first create the new modules that will give you a chance of increased quality items, kickstarting a feedback loop of quality items.

But as long as you have base quality materials and base quality machines you get base quality results… So I think I’m on board, but it was the weirdest update I’ve seen so far for Factorio

Prootje, do games w Factorio: Space Age

Cant wait to play it. Original already has unlimited replayability

Deestan, do games w Friday Facts #373 - Factorio: Space Age

While painful, it makes sense to push cliff explosives into later game. Cliffs are completely irrelevant in the current game, as you get the tech to blow them up so soon that they don’t manage to affect your base layout.

Chailles,
@Chailles@lemmy.world avatar

Cliffs are generally pretty irrelevant even without the ability to blow them up. Just going around or using an Underground belt works.

lud,

They shape your factory though and that is probably the reason for their existence.

Annoyed_Crabby,

Not really, you ought to build a rail and it can be a pain in the ass to go around cliffs some times.

CosmicApe,
@CosmicApe@kbin.social avatar

Me, who plays with cliffs turned off: Oh yea, that'll totally suck.

CybranM, do gaming w [Factorio] Friday Facts #419 - Display Panel & Inserter pickup fixes

Looks like nice additions, especially marking the map automatically now whenever you place a blueprint containing a sign

lvxferre, do gaming w Factorio Friday Facts #414 - Spoils of Agriculture
@lvxferre@mander.xyz avatar

This is going to be interesting. I’m already thinking on how it would impact my gameplay.

The main concern for me is sci packs spoiling. Ideally they should be consumed in situ, so I’d consider moving the research to Gleba and ship other sci packs to it. This way, if something does spoil at least the spoilage is near where I can use it. Probably easier said than done - odds are that other planets have “perks” that would make centralising science there more convenient.

You’ll also probably want to speed up the production of the machines as much as possible, since the products inherit spoilage from the ingredients. Direct insertion, speed modules, upgrading machines ASAP will be essential there - you want to minimise the time between the fruit being harvested and outputting something that doesn’t spoil (like plastic or science).

Fruits outputting pulp and seeds also hint me an oil-like problem, as you need to get rid of byproducts that you might not be using. Use only the seeds and you’re left with the pulp; use only the pulp and you’re left with the seeds. The FFF hints that you can burn stuff, but that feels wasteful.

calabast, do gaming w Factorio Friday Facts #414 - Spoils of Agriculture

I am beyond stoked for this new release!

key, do gaming w Factorio Friday Facts #409 - Diminishing beacons
@key@lemmy.keychat.org avatar

Not what I was expecting. “Diminishing” made me think that the new effect of the beacons would cover a larger area but diminish as distance to the building increases

msfroh, do gaming w Factorio Friday Facts #404 - Frustration not found

The quick adjustments to tileable blueprints sound amazing. Such a great idea!

Somehow I thought the pipette on water to get an offshore pump (like how you can pipette on an ore field for a miner) was already a thing. That and the quick access to landfill will save so much time when designing nuclear plants.

The spidertron stuff sounds nice too, but they’re usually so late game that I haven’t minded the slightly clunky v1.1 status quo.

Drigo,

I also don’t have to have a dedicated space in my inventory anymore for water pumps. Now I can just pipette to get it haha

perishthethought, do gaming w Factorio Friday Facts #404 - Frustration not found

That robot spider looks so sick

been_jamming,

I can’t tell if I’m missing something, but if you didn’t know already, spidertrons have been in the game for a while now

perishthethought,

It’s been a few years since I played the game. I should check it out again.

TehPers, do gaming w Factorio Friday Facts #393 - Putting things on top of other things

Removing filter variants of inserters sounds super nice. It always felt odd to me that filters were a part of a completely different type of inserter, and needing to carry both non-filter and filter variants of inserters took up a lot of inventory space it felt like.

NegativeLookBehind, do gaming w Factorio Friday Facts #381 - Space Platforms
@NegativeLookBehind@kbin.social avatar

I really wanted to like this game, but having to manage all the things gave me anxiety.

Kaldo,
@Kaldo@kbin.social avatar

I usually have similar stress playing management games but honestly, of all of them factorio really lets you do it at your own pace, especially if you torn off biter expansion. I'd often just say something like "ok this afternoon I'm redesigning the oil refineries because they are a mess" while everything else is just standing by waiting for me. Ticking these things off one by one is kind of the main attraction of games like these tbh

prole,

Same. Every time I’ve tried I just can’t get past the tutorial. Maybe if I take the other person’s advice and turn off enemies at first…

drkt,

I must have a thousand hours in this game by now; just try it without the biters. I don’t bother them anymore, either. It’s literally just stress, they add nothing else.

Drigo,

Well sometimes the stress is part of the fun, some of my playthroughs I remember best, is the deathworld playthroughs

drkt,

Yeah, I’ve had fun too, but on playthrough 4+ they don’t add anything. It’s just stress. I’m good enough at this game to not worry much about it, but it’s still a net negative. If they are very susceptible to this kind of stress, I’m saying they can just turn them off. They don’t add anything to the core gameplay except time stress and that’s good for some and bad for others. One of the major strengths of Factorio is how expansive the vanilla options are.

iamhazel, do gaming w Factorio Friday Facts #380 - Remote view
@iamhazel@beehaw.org avatar

I’m so excited! I never even got around to trying bots much less beat the game, so 2.0 will be a good excuse to get back into it :)

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

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!

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

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