Factorio

Factorio

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ナオヤ Jun 10, 2024 @ 11:04am
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Where does negativity towards spoilage come from?
Edit:
old title: "Why all the backlash over spoilage?"
(changed to better reflect my question)


Is this just me, or is this place full of snowflake casuals?
Why the hate towards spoilage when it's not even big of a deal?

I myself am very slow player (currently doing my first Krastorio 2 run and I JUST automated purple tech and I'm already at ~83% evolution (I'm also about 73hrs in on this save).

My other runs (except the vanilla speedrun achievement one which I used guide for) are similarly long (and this extends to similar games like Dyson Sphere Program or Satisfactory as well).

When I saw announcement of spoilage all I thought was: "I'll just continue reading". It was almost instantly mentioned that you simply won't be able to stockpile them and focus will be on throughput instead (green belts used in demo videos definitely helped to reinforce that).
All spoilage means is we will just have to build sourcing and processing relatively close and with relatively good ratio (so that spoiled items won't clog production lines).

I welcome that since it's a brand new challenge to tackle (at least one enforced by the game itself). People that don't play Factorio for problem solving (weird, but to each their own) there will be blueprints and mods mere days after expansion arrives.

So, why the hate? What are objective negatives of spoilage system that you think will ruin the game for you?

We already have sort of a timer in form of biters and ever spreading pollution, unless you intentionally turn either of these off.
Last edited by ナオヤ; Jun 12, 2024 @ 6:04am
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Showing 1-15 of 276 comments
PunCrathod Jun 10, 2024 @ 11:07am 
Any new feature that is not the exact same as everything before it will have some people crying bloody murder. It's what you get when you have a diverse playerbase. You can't please everyone. Just remember that the vocal minority does not represent the entire community and everything will be fine.
That Fish Guy Jun 10, 2024 @ 11:21am 
I'm getting it day 1.

I'm excited to see the new mechanics.

If I don't like them as they are (highly doubtful) I'll disable them and try them again later.

Videogame forums are echo chambers of negativity and "gamers" of all varieties, they're also entirely anonymous and free, so a motivated individual can create the illusion of a movement, which others will find themselves ok with being part of.
Glyph Jun 10, 2024 @ 11:24am 
It's more or less a timer. Timers, even as an implication, are not usually looked upon favorably.
Hedning Jun 10, 2024 @ 11:37am 
Originally posted by Glyph:
It's more or less a timer. Timers, even as an implication, are not usually looked upon favorably.
It's not a timer for when you must have completed your production chain though. There is no timer on building or doing anything. The biters are still the biggest and only real timer in the game.
PunCrathod Jun 10, 2024 @ 11:39am 
Originally posted by Hedning:
Originally posted by Glyph:
It's more or less a timer. Timers, even as an implication, are not usually looked upon favorably.
It's not a timer for when you must have completed your production chain though. There is no timer on building or doing anything. The biters are still the biggest and only real timer in the game.
I agree... It's more a limitation on how long your belts can be and how much you can overproduce than a timer.
Galileus Jun 10, 2024 @ 11:45am 
Originally posted by Glyph:
It's more or less a timer. Timers, even as an implication, are not usually looked upon favorably.

No more a timer than depleting ore fields or HP bar under biter attack. Or, well, time-to-craft.

Besides, citation needed. Since when timers are not looked upon favourably?

As to OP:

There isn't. Steam forums be what steam forums be. Other outlets for fans of the game, be it discord, WUBE's forums or reddit are overwhelmingly positive about the feature.

It might have something to do with the fact that when someone in the other places writes "not sure about it, will have to see", the same on the Steam forums takes a form of "THE END IS NIGH AND GAME IS RUINED" and then devolves into Nazi conspiracies.
knighttemplar1960 Jun 10, 2024 @ 11:46am 
The place isn't full of snowflakes. Most of the people that are complaining rarely post here. They are also jumping the gun since the FFF mentioned that more information would be forth coming.
Maltsi Jun 10, 2024 @ 11:59am 
I have only seen 3 people here that dislikes the spoilage system so much that they will either not buy the dlc or mod it out immediately. That can hardly be called backlash
PunCrathod Jun 10, 2024 @ 12:01pm 
Originally posted by Maltsi:
I have only seen 3 people here that dislikes the spoilage system so much that they will either not buy the dlc or mod it out immediately. That can hardly be called backlash
I have seen more people who say they are looking forward to the challenge than people who say they hate it.
GreenBeanN1 Jun 10, 2024 @ 12:35pm 
Originally posted by Ass Grenadier:
No more a timer than depleting ore fields or HP bar under biter attack. Or, well, time-to-craft.
Depleting ore fields is a setting for, to make them very rich. HP bar under attack -> set to peacefull and well it should not deplete. Set enemies to very easy and the HP bar will decrease very slowly.

Therefore it seems logical to create a setting for spoilage, isn't it?

I myself think it is a great new mechanic for modding. The vanilla variant I probably don't like lol. But maybe it is as hard as I imagine (spoilage also occurs in the hand of an inserter (and it gets stuck) or when placed in a lab so it stalls everything. If not and it that cannot be modded then I will mod my own problems with spoilage.
Important is that a circuit can read the amount of freshness so it can be automated what to do with an item.
Last edited by GreenBeanN1; Jun 10, 2024 @ 12:41pm
Maltsi Jun 10, 2024 @ 12:47pm 
Originally posted by GreenBeanN1:
Originally posted by Ass Grenadier:
No more a timer than depleting ore fields or HP bar under biter attack. Or, well, time-to-craft.
Depleting ore fields is a setting for, to make them very rich. HP bar under attack -> set to peacefull and well it should not deplete. Set enemies to very easy and the HP bar will decrease very slowly.

Therefore it seems logical to create a setting for spoilage, isn't it?

I myself think it is a great new mechanic for modding. The vanilla variant I probably don't like lol. But maybe it is as hard as I imagine (spoilage also occurs in the hand of an inserter (and it gets stuck) or when placed in a lab so it stalls everything. If not and it that cannot be modded then I will mod my own problems with spoilage.
Important is that a circuit can read the amount of freshness so it can be automated what to do with an item.
Its guaranteed that they will not rot inside of an machine or inserters. There is no way to remove items from input slots of machines automatically.

How would that even work, if you have stack of 10 fruits inside of an machine waiting and one rots, then what happens to that one rotten item when there are no slots where it can go?
Last edited by Maltsi; Jun 10, 2024 @ 12:49pm
PunCrathod Jun 10, 2024 @ 12:54pm 
Originally posted by Maltsi:
Originally posted by GreenBeanN1:
Depleting ore fields is a setting for, to make them very rich. HP bar under attack -> set to peacefull and well it should not deplete. Set enemies to very easy and the HP bar will decrease very slowly.

Therefore it seems logical to create a setting for spoilage, isn't it?

I myself think it is a great new mechanic for modding. The vanilla variant I probably don't like lol. But maybe it is as hard as I imagine (spoilage also occurs in the hand of an inserter (and it gets stuck) or when placed in a lab so it stalls everything. If not and it that cannot be modded then I will mod my own problems with spoilage.
Important is that a circuit can read the amount of freshness so it can be automated what to do with an item.
Its guaranteed that they will not rot inside of an machine or inserters. There is no way to remove items from input slots of machines automatically.

How would that even work, if you have stack of 10 fruits inside of an machine waiting and one rots, then what happens to that one rotten item when there are no slots where it can go?
It could go to the same slots the items go when you change a recipe with a circuit(fff 394). You would then use inserters to take them out and do whatever you want with it. Besides the engine already supports multiple output slots so they could also go there.
Last edited by PunCrathod; Jun 10, 2024 @ 12:55pm
Maltsi Jun 10, 2024 @ 1:01pm 
Originally posted by PunCrathod:
Originally posted by Maltsi:
Its guaranteed that they will not rot inside of an machine or inserters. There is no way to remove items from input slots of machines automatically.

How would that even work, if you have stack of 10 fruits inside of an machine waiting and one rots, then what happens to that one rotten item when there are no slots where it can go?
It could go to the same slots the items go when you change a recipe with a circuit(fff 394). You would then use inserters to take them out and do whatever you want with it. Besides the engine already supports multiple output slots so they could also go there.
Thanks, seems like i missed that fff. Well i hope they won't rot inside, solution for that would be filter inserter to logistic chest or belt out from every single machine. That would suck and quite honestly doesn't add anything new to the game.
Hurkyl Jun 10, 2024 @ 1:02pm 
Originally posted by Maltsi:
Originally posted by PunCrathod:
It could go to the same slots the items go when you change a recipe with a circuit(fff 394). You would then use inserters to take them out and do whatever you want with it. Besides the engine already supports multiple output slots so they could also go there.
Thanks, seems like i missed that fff. Well i hope they won't rot inside, solution for that would be filter inserter to logistic chest or belt out from every single machine. That would suck and quite honestly doesn't add anything new to the game.
You could also let the usual output inserter remove the spoilage too, and filter spoilage off the output belt.
Last edited by Hurkyl; Jun 10, 2024 @ 1:03pm
Maltsi Jun 10, 2024 @ 1:09pm 
Originally posted by Hurkyl:
Originally posted by Maltsi:
Thanks, seems like i missed that fff. Well i hope they won't rot inside, solution for that would be filter inserter to logistic chest or belt out from every single machine. That would suck and quite honestly doesn't add anything new to the game.
You could also let the usual output inserter remove the spoilage too, and filter spoilage off the output belt.
True, at which point it doesn't even matter if they rot inside or not, might as well disable it at that point (to save pc resources, i don't know how they code it, but for me it sounds better to have less timers running?).
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Date Posted: Jun 10, 2024 @ 11:04am
Posts: 276