Factorio

Factorio

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Expansion Hopes and Wishes
I just wanted to see what everyone's hoping for out of the upcoming expansion. Personally, I think it'd be pretty cool to have more biomes in the base game, without the need for mods.
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Showing 1-15 of 67 comments
More biomes
More alien life both enemy and friendly
More buildings
More ways to transport your goods both early and late game
More type of defense buildings
Make the Squeak Through mod a part of the game as an in game setting that you can turn on or off.

if they do these then i can finally throw away like 70% of the mods im using...
Last edited by Zordiark Darkeater; May 1, 2022 @ 3:13pm
godsfryingpan May 1, 2022 @ 3:19pm 
Originally posted by Zordiark Darkeater:
More biomes
More alien life both enemy and friendly
More buildings
More ways to transport your goods both early and late game
More type of defense buildings
Make the Squeak Through mod a part of the game as an in game setting that you can turn on or off.

if they do these then i can finally throw away like 70% of the mods im using...

More defense buildings would be cool. I definitely agree with more alien life though.
Nico May 1, 2022 @ 3:24pm 
Originally posted by Zordiark Darkeater:
More biomes
More alien life both enemy and friendly
More buildings
More ways to transport your goods both early and late game
More type of defense buildings
Make the Squeak Through mod a part of the game as an in game setting that you can turn on or off.

if they do these then i can finally throw away like 70% of the mods im using...
I several times read that the devs dislike adding content to the game that can already be done with mods. So while I wouldn't be surprised to at least see some new content in the expansion that can be done via mods I wouldn't expect you to be able to drop too many mods, especially not something like squeak through. Though it also should offer modders a few new tools they can use to make even more interesting mods.
And generic stuff like more buildings will surely happen.
I'm hoping for bridges and tunnels for railroads.
astrosha May 1, 2022 @ 3:37pm 
I think the only stuff not really covered by mods thus far (alien biomes, space exploration, cargo ships, etc) is underwater stuff.
Dopey Shepard May 1, 2022 @ 3:40pm 
Honestly speaking, idk how much of content they would need to put into that dlc to justify its cost of 30$. Because that would need to be factorio 2.0 but that's not going to be that, it's gonna be just a DLC. I hope they don't "cyberpunk" it

There are already so many mods for factorio that are there for free, and devs have actually accomodated their game to those mods.
DCYW May 1, 2022 @ 3:55pm 
I was hoping an Steam achievement for playing any mod.
Nico May 1, 2022 @ 4:05pm 
Originally posted by Dopey Shepard:
Honestly speaking, idk how much of content they would need to put into that dlc to justify its cost of 30$. Because that would need to be factorio 2.0 but that's not going to be that, it's gonna be just a DLC. I hope they don't "cyberpunk" it

There are already so many mods for factorio that are there for free, and devs have actually accomodated their game to those mods.
There's just one way to find it out. We need to wait and see what they will give us. Also, they called it an expansion, not just a DLC.
We can just look at the past, what they've given to us and what they promised us for this new expansion to assume what they will deliver, but we can never know it for sure before they actually show it to us.

And yes, compared to what all the big mods like bob&angel, Space Exploration or Nullius this expansion might have less researches, buildings and recipes. But therefore it might have totally new features we can't even think of yet. And then in the future modders can use these features to make even more amazing mods. (Though it might lead to many, especially big ovehaul mods, requiring the expansion which I guess can also be considered bad)

So yeah, let's just wait and see ...
robfilrhijar May 1, 2022 @ 4:13pm 
Honestly its hard to see how they make this game better but i'm interested that's for sure.So desperate for any new info i feel bit sad checking daily for any little bits of news...
kremlin May 1, 2022 @ 5:58pm 
It's difficult to say. I would like to see the expansion be 'more' in the same senses mentioned above, but I am so torn on the various directions they might go beyond it. There are countless things they can do to expand on combat and make that whole part of the game more fleshed out, but I don't know that I would want to play it if they focused on combat mechanics and made the content lean more in that direction.
If they went that route I would really like to see more RTS elements incorporated. Far earlier controllable units than the Spidertron. Stuff like AAI vehicles and automation but made cleaner and more vanilla friendly, with engine features to take off the UPS load where those mods can start eating it up. It would be a pretty different feel than the game has now, but the game has an essence that feels right for expanding like that.
I can't wait for the belts versus bots versus vehicles debates. Maybe I should install that Transport Drones mods and pretend.
They balanced the game well and it gives you a lot of leeway in pacing yourself however you want. I think it's a fantastically difficult problem to design this expansion given how well they hit the mark. There are a lot of things I don't think they should do based on seeing it in mods, things like giving every machine 5 extra tiers don't feel like they add much to the game.
I think expanding the water based content would be one of the best things to flesh out. The mods that let you have archipelagos and more islands generate are clunky, The mod for railway bridges has a good feel in it. That cargo ships mod does a good job of providing cargo ships, and it lets oil spawn on water so you can get tankers going. But that's where it kind of ends, there's not a lot available to flesh out the oceans. They could expand on the vanilla and modded Island presets, make it so more interesting things happen in larger bodies of water. Maybe your starting pond isn't big enough to have the resources you'll find in the oceans, maybe the deposits in the oceans are particularly rich to offset the larger transportation costs with cargo ships. Add some aquatic biters that you only have to deal with if you mine sunken ores. Torpedo the hell out of them. But this could be a rather small part of the whole package.
Being excited for it changing the game but also being concerned because it's going to change the game.
AlexMBrennan May 1, 2022 @ 6:15pm 
Blue circuit wires
vts6482 May 1, 2022 @ 11:28pm 
I think it will add two or three brand new mechanics to the game. Remember when heat transfer pipes were first added? Several things like that would be nice.
RiO May 1, 2022 @ 11:51pm 
Off the top of my head:

  • More biomes and several factories split across the planet in those different biomes.
  • New types of biters. E.g. flying/floating; swimming; burrowing; armored; fire-resistant; etc. with proper different AI behavior. E.g. armored biters could bunker down while under suppression fire and advance more slowly, but also take less damage.
  • Along with the above: biters specific to certain biomes.
  • Submerged and/or subterranean map layers.
  • Better power prioritization mechanisms and structures than the basic on/off power switch.
  • More options for generating power. There's basic boiler-to-steam; nuclear-to-steam; and solar. What about hydro power? Wind power? Could possibly make some more efficient than others in different biomes. E.g. efficient solar in a desert; efficient wind on high plateaus; etc.
  • End-game teleportation tech. Having several factories across the planet even gives you a good reason for having it.
  • A coolant system for more advanced high-tech processes. Or the ability to take excess heat into heat pipes. Basically; something that makes heat and heat pipes more than a simple gimmick isolated to nuclear reactors.
  • A different transport option in between the macro of trains and the micro of bots/belts. Klonan's Transport Drones mod is a good example of this; but engine limitations make it kind of too rough around the edges. More direct engine level support could really make it shine.
  • Add-on modules to buildings. Not the current performance enhancing modules; but real add-on structures that enhance or change a base building's function and open up additional sets or completely different sets of recipes. Or add bonuses/penalties for specific recipes. Make modules more interesting than the default no-brainer of 'productivity in assemblers; speed in beacons.' Variety is the spice of life, as they say.
Last edited by RiO; May 2, 2022 @ 12:01am
ShutEye_DK May 2, 2022 @ 2:12am 
Originally posted by Dopey Shepard:
Honestly speaking, idk how much of content they would need to put into that dlc to justify its cost of 30$. Because that would need to be factorio 2.0 but that's not going to be that, it's gonna be just a DLC. I hope they don't "cyberpunk" it

There are already so many mods for factorio that are there for free, and devs have actually accomodated their game to those mods.
Not a DLC. Expansion.
Price not confirmed.
They do not need to justify any price tag.
Dopey Shepard May 2, 2022 @ 3:31am 
Originally posted by ShutEye_DK:
Originally posted by Dopey Shepard:
Honestly speaking, idk how much of content they would need to put into that dlc to justify its cost of 30$. Because that would need to be factorio 2.0 but that's not going to be that, it's gonna be just a DLC. I hope they don't "cyberpunk" it

There are already so many mods for factorio that are there for free, and devs have actually accomodated their game to those mods.
Not a DLC. Expansion.
Price not confirmed.
They do not need to justify any price tag.

Yeah they don't have to justify themselves to me but it will come down as to whether people find their DLC/expansion worth 30$ or not. Or whatever amount they specify
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Date Posted: May 1, 2022 @ 2:57pm
Posts: 67