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Just a small bit of clarification on this. The three things, space, elevated rails and quality will each be a mod. The xpac, or DLC if you wish, will probably be called Space Age on Steam, and a few other places. It is actually just the expansion, with no official name, as of yet anyway. Factorio: Space Age is the name of the main mod, which can be loaded or not at your choosing. Not loaded allows the base mod to be loaded instead (which is the current game we play) allowing those with the expansion binary to join multiplayer games playing the current version - old and new will act the same in that case.
The quality mod, while separate is a dependency of Space Age, SA will not load without enabling the quality mod. Choosing to use quality within the game is still a choice by merely not researching that technology. Leaving quality as a separate mod allows mod creators to also have it as a dependency without needing to have SA as a dependency. The expansion binary will add many features which mod creators can access without loading any of the mod. Without the Space Age mod, or some other mod which is compatible with it, the quality mod will do nothing. The devs have been unclear as to whether or not the quality mod even can be loaded with the base mod, but it does seem so while also hiding anything to do with it, so it will just be taking up RAM and doing no good.
The elevated rails mod will not be a dependency of the Space Age mod or the base mod. It will be loadable in along with either mod, or again, as a dependency for mods made by others. Having the ability to not load the elevated rails mod allows the expansion to connect to a MP game which doesn't have it, all games have to have the same mods installed to connect. Again this could include current games which will not have access to the elevated rails mod.
All three mods are linked to the expansion binary and will not work in the current game, even after updating to version 2.0. The first part of the rails, the new sizes and sprites, will be included in version 2.0 as will the smarter bots. The other QoL mentioned, research queue on by default is already in the experimental version 1.1.92 including a console command to enable the research queue in an existing game which will not disable achievements.
Lastly, likely of interest to many, is that all three mods are in the same category as the current base mod in that any of them, or all of them, loaded still counts as "vanilla" and all Steam achievements are still available. With the expansion binary using the base mod to play the current style of game but with the elevated rails will allow collecting any of the current 38 achievements.
Just a warning to anyone deciding to try the experimental version: Loading 1.1.92 will update you blueprint library so that 1.1.91 cannot load it. If you don't make a safe copy of the blueprint.dat file you'll be stuck playing in experimental until it is released or replaced with a higher version of the game engine.
hence why i wasn't clear that it was a feature coming with Space Age - since i had seen that the wider variety of rail angles was coming with Factorio 2.0
but as i mentioned it makes perfect sense to me that they would be split that way
but what i did not know what that at least some of the "mods" included with the Space Age Expansion would also be able to be activated in a vanilla game
so that is really cool to know :-)
do we know if Quality is going to be possible to activate in that way?
i can imagine that is less likely, simply because it may require resources that are not available on the base planet
anyway - thanks for the update of the mechanics of how the Expansion and Factorio 2.0 will work together - was that from the FFFs or was there additional info from the devs on things like Discord or other social media platforms? (or even on their official forums?)
Somehow enabling the use of quality in the base mod is one of the very few cases where I would actually use the word "cheating." There are so many adjustable options and non-achievement killing console commands which some consider cheating, and others (wink) who insist on one-life one-save. Steam doesn't even allow mods for achievements, which I half-way agree with. All those "rules" are fine by me, but the hacks required to get around the rule for no quality in the base game are well over my lax line for cheating.
When the last FFF came out with elevated rails as a mod my instant concern was what it'd do to the achievements as a "mod" having one of the devs, V453000, specify that was quite a relief.
Still, I want to complete an All Achievement run under the old rules, "the hard way," before things get easier with smarter bots and who knows what else coming to version 2.0 in the next months. I'm not normally an achievement hunter, but this time I feel different about the badges. I want them and I want them all, in one shot, under the old rules.
Quality will be locked behind a tech which isn't required research to win the game. Only the top two levels of quality are locked behind other planets though. Up to rare will be available on Nauvis, and though not said exactly that way I think before the first rocket launch.
As to the source(s), it's a mix of from the FFF and from developers in Discord chat. I don't often go to the official forums, though I imagine they've also spelled out some of it there as well.
also - since Factorio keeps track of modded Achievements, i don't have an issue with there being rules for getting the "official" ones - since i have no interest in comparing my Achievements with others - they are just for me - although i do sometimes find it interesting in some games to see what % of players have a particular achievement - but those stats are somewhat skewed by the % of people who started always playing modded past a certain point in the game
personally i would consider Factorio 2.0 an entirely new game with regard to Achievements - all of the new mechanics will make it that way - i don't see Quality being any more or less "cheating" than the new rail options or robot upgrades - since they will change things like throughput and factory efficiency and compactness etc
it is (vaguely) similar to when the assembler item limit was removed which made the LB achievement different (didn't have to save some hand crafts to build the first blue assembler or oil refinery due to those item limits) - so i reset my achievements at that point
but that was more a tweak to the base game - not an entirely new mechanic - and was also part of the base game, not an Expansion feature that can be enabled in the base game
anyway - i will be resetting my achievements for Factorio 2.0. - hopefully after having gotten all of them on 1.1
and whatever is the standard for 2.0. vanilla Achievements, that is fine with me - although it seems odd to allow Space Age only features that are able to be activated in the original game as being allowed for vanilla base game Achievements - i.e. Quality and elevated rails, and whatever else may be cross compatible
i would class that as a modded vanilla game, but an unmodded Space Age game
so i will be interested to see what they do with that
yeah - like i said - same here - Factorio 2.0 is a new major version - like 0.15 to 0.16 or 0.16 to 0.17 - it will have at least that level of change - so it makes sense to reset your achievements
and like i say - i would sometimes reset them for lesser change - or just because i hadn't played for ages - especially since i know most achievements can be achieved in a single run
ok - well in that case it seems that it may be possible to activate the "Quality Mod" on the base game - which would add the tech and the modules and the extra item stats - unless the modules themselves require additional resources or components that are being added to Nauvis for SA - but that seems unlikely
either way - i would class it as a modded game to use Quality in the base game - maybe less so for elevated rails
but i will be fine with whatever the devs decide - not a big deal in my mind lol :-)
but like i say, would be interesting using Quality in the original game - since Nauvis in Space Age is going to be a very different experience from what i can tell - which is fine - but if SA features are going to be activatable for the base game, i don't see why Quality would be excluded - unless it is not feasible for it to be able to execute on a base game playthrough (possibly due to visibility of the definitions of the required resources for the later ranks or something - but maybe you would simply need SA activated while being able to a start a "Nauvis Only" game)
cool - thanks for the info :-)
Quality mod will work normally with only base mod, all qualities will be available to research. The same is true for elevated rails. This is why they were split to separate mods, so people can enjoy them without having to deal with multiple planets.
Quality, including the quality modules, will absolutely not be in the "base" module (base mod being the current game even after the version 2.0 bump with the xpac release), whether or not you own the expansion binary. They are a feature of, and will have research for, only in the Space Age version of the game. The elevated rails mod will be available in both base and SA, if you own the xpac, but not in base if you only own the original.
The same divide also happens with the change to cliff explosives, artillery and even the rocket itself. In the base mod all three will be in the same basic place they are now in the tech tree. In the SA mod all three are moved around. Cliff explosives and artillery are much later in the tech tree, both behind the rocket, and the rocket will only require blue science to enable. The fourth, mostly ignored mod, expensive, will be available in both the original game and the xpac game and will be loadable with the base mod, and if you have the xpac will be loadable with the SA mod. All it is, really, is moving the map gen setting of the same concept to a mod, making things easier for other mods to require or conflict with it as they choose.
Quality, if researched in SA can be partially enjoyed without going to other planets. Legendary quality, however, is only available on the last planet and epic quality is available on one of the other planets. Without leaving Nauvis, quality in SA will be limited to rare and below.
All the GUI elements related to quality will be invisible in the base mod, even if someone somehow manages to force the quality mod to load into the base mod.
The elevated rails, however, are as described; loadable in either base or SA (provided you own the xpac binary).
Just to avoid any confusion, "base mod" mod is the current version of the game and "SA mod" is the version which will supply the planets and new version of the game. The two mods are mutually exclusive - only one of them can be loaded at a time. There is another, nearly never mentioned mod, "core" which doesn't show in the mod management GUI. It is the mechanics and the "engine" used by the Base mod, and the future SA mod.