Fine with me. Dyspon sphere program does the whole build up instead of out thing and I don’t like it as much. I think satisfactory started the trend though.
Me too, wish it was for making game play easier instead of an arbitrary game play mechanic that forces you to play a certain way. I am happy that factorio is very easily mod able, and you can install mods that expand or remove limits on players.
…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.
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.
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 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…
factorio.com
Gorące