Factorio’s FFF blog posts have always been amazing.
From deep dives into development, their automated testing systems, terrain generation, and hyper-fixation (in a good way) on optimisation and QoL, through to more meme-ish and lighthearted things.
Im sure there is a great story of an indie developer making the best/funnest production optimisation games out there, all in the FFF blog.
Im so glad they are writing them again, even tho im not playing it at the moment
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.
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
I only have like 1500 hours so i didn’t know there was a “perfect” setup for beacons. I always did a new design every time… Happy I never knew as it made it more fun.
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
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.
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.
factorio.com
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