meh, so far 2 out of 3 announcements have been very underwhelming for me. I tried space exploration, didn’t like it. A simplified version of that is still just a simplified version of that. And this quality thing just serves to make shit unpredictable, which is a step backwards to me. I hate probabilistic recipes, and the main draw here is to make everything probabilistic
So far I only liked the bot improvements. I feel quite disappointed so far, tbh
I think there’s a group of people who are just going to avoid quality completely and have entire factories running at normal quality only. Kinda similar to how some people don’t really do nuclear.
If you don’t like the concept of going into space though maybe this expansion is not for you. I think the base game will get the bot upgrades for free anyways.
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.
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.
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
I think it adds another thing to do as you progress to the end game and finish the tech tree. The infinite research was good, but this will allow people to scale their megabases even further before the UPS drop chokes it.
Producing the “epic drops” steadily will require having separate factories for it.
To me that sounds like you are going to hit the UPS drop sooner then (?)
I’m making some assumptions, but I think as you increase the general quality level of your production lines that it becomes easier (not easy), to get the higher quality items. Maybe I missed it, but I don’t think they stated what a higher quality intermediate product does (like a higher quality iron plate). My assumption is that anything produced with it has a boost to it’s quality.
If this is true, then by thoughtfully focusing on where quality is being produced and how high quality items are being used that it should be possible to get reasonable chances at “epic” items.
My point about scaling was that once you have a large supply of epic mining drills, assemblers, labs, etc that it will be possible to achieve the same SPM with fewer machines operating, and therefore could build a higher SPM factory to achieve the same UPS as without quality. You’re probably right that it will take awhile to get sufficient number of epic items to do this, but playtime for this game have never been small numbers.
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…
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
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.
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.
…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.
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