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Αναφορά προβλήματος μετάφρασης
Temperature control for chemistry maybe. To produce certain items you have to raise or lower the ambient temperature of a dry good / chemical or production facility. more use for boilers or refrigeration or hell- throw in some eltromagnetic fields or microwave radiation- check out production in ONI. Ammonia has to be produced ro cool tanker cars to transport sulphuric acid or maybe get some liquid nitrogen up in here. I could get into that...
Cave people figured out how to use holes in the ground 10,000 years ago to prevent spoilage. If a multiple planet colonizing super race of amazing construction outfit designers can't figure out how to keep their lean cuisines and bananas preserved- what hope is there.
There are some super talented factorio players and mega base builders, and.i reslly.enjoy watching their content and know they love a challenge.I share a sentiment similar to what I believe the OP is expressing. Spoilage and clowns frighten us.
Some of us are casual and want to build, progress, figure things out at our own enjoyable pace and not be harrased by an arbitrary resource decay timer. Just because we're casual gamers doesn't make us newbies.
And since the timer is so long, it could be treated like it never existed. Which makes the whole system kinda pointless now that i think about it.
What spoilage is doing is making you design a factory with shorter transport times and smaller buffers -- and possibly filtering to remove whatever waste does accumulate.
The resources are renewable. You replant them and keep harvesting fresh batches of fruit. You can take as long as you like to design the factory to process them -- once it's in place (and you clean up any spoilage that took place while waiting) you're processing fresh materials no problem.
The great thing about sandboxes is their adjustable nature. I want to build my factory right now but I'm checking individual Cheetos for spoilage because i was triggered. Advocating for a newbie timer- I can spend 2 hours trying to remember what i was doing for the last 2 hours.
Hope everyone is enjoying their time.MOIST
I see it this way. Many new players will put everything in chests. They just can't stand seeing iron plates (or a mix of 5-6 random items
Say such a new player makes it to Gleba, where things spoil. They'll learn real fast that all those chests are a nuisance. And once they make things run smoothly without chests, they'll know other planets also don't need a billion chests for storage.
It's close to what Lazy Bastard does, when a newish player decides to get that achievement. You can learn something from doing it.
I personally like that things will spoil. It'll slightly change the way I build things, which is interesting to me. I tend to like having a bit more input ingredients coming in on belts than what is actually needed, for most builds. Spoilage will turn things around, it'll be about overbuilding all builds compared to the amount of ingredients coming in. And having ways to dispose of near spoiled ingredients that I don't want to use.
I'm looking forward to the other 2 new planets they announced so far but this one, if you take the new items unlocked by planets out of the equation, is clearly the most interesting planet for me.
Only a few more months, patience, we're getting there.
If the fruit spoils in 2 minutes mid products last longer and the science packs last 2 hours then its not a problem unless you usually rely on a base with huge buffers.
What I'm thinking right now from just this FFF is the only thing you may want to have a stock of on this planet is the science packs. The key here might be to leave the fruit in the ground until you need it and build a huge anti-pyramid base that is designed for burst production and direct inserts as much as possible so that the products are used immediately instead of stored.
Nauvis needs a shipment of bio-science packs. That turns on the fruit pickers and replants, the fruit is immediately processed down a smaller chain for intermediate products, the intermediate products are immediately processed into end products, that are immediately processed into bio-science packs that are loaded into a rocket, sent to a small and fast space platform designed to travel to Nauvis quickly where those packs are used before they can spoil.
Then the entire planet sits idle until Nauvis needs another shipment of bio-science packs.
You could have 4 anti-pyramid processing set ups that end at the rocket launch facility that gives little to no time for products to spoil.
I can see a way to potentially do this but this will have to be your most efficient and balanced planet.
Perhaps the problem is in your sentence : "it forces you to".
Factorio has never been a game of being forced to do something. You can build a rocket without trains, without bots, without biters, without belts, without almost everything you want.
Spoilage wouldn't be a problem for me, but just because I'm not affected by something doesn't mean I shouldn't care.
I don't think forcing players to do something is the way to go. Given enough time, everyone should be able to complete the game regardless of the efficiency of their factory. It's about being able to solve a problem, not being forced to.
You already bought Space Age?! Tell me where, I want it too!
come to think of it Py has a lot of organic resources both flora and fauna, hehe.
Never enjoyed a rogue like i hear :P Try it sometimes, the risk of losing hours of work can really gets your heart pounding.