i love sharing direct updates from developers! small bit of feedback: in the future, maybe you could put “[Factorio]” in the post title to make it immediately obvious what the post is about from the timeline? In a Factorio-focused community this would be obvious, but it’s less obvious in this general gaming community.
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.
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.
This sounds like a nightmare for production lines. Items on belts just randomly turning into spoilage? I hate thinking about how this will break so many common factory setups, and I like this change just as much for that same reason. Just filtering out spoilage at the end of a belt won’t be enough for some designs, especially when 3+ ingredients are involved in the recipe (so two input belts). It’ll be interesting to come up with new designs that can filter the inputs mid-belt to remove the spoilage, since it’s inevitable if your inputs come faster than you can process them.
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.
I really like how Wube is putting so much efford into making Factorio 2.0 such a huge update! But it scares me how much content it brings even after 600 hours… Feels like starting from scratch
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