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The expansion will be more complex -- but they did want to avoid making it overly so. They say
They also say
These quotes were contrasting with the Space Exploration mod, which, I believe, has a reputation for being extremely complex and complicated.
The devs have adhered to a design principle of keeping the vanilla game (and the expansion in this case) simple enough to be within reach of nearly anyone that actually tries.
So if you were able to get to launching a rocket in the current version then there is no reason to fear the expansion.
There will be new challenges with the platforms and planets but you will be able to get through it after a bit of fiddling around, figuring out a solution that works out even if it's neither efficient nor pretty.
It will require different designs compared to what you have been doing until now of course, since the whole point of the expansion is to bring more diverse challenges.
If you are unsure (since this is all speculation based on the FFFs so far after all), wait a couple weeks after the release of the expansion and there will be plenty of data for you to decide if it might be too complex for you or not.
Case in point, there's a particular game mechanic in SE that requires you to know about linear algebra; and how to implement equation solving into combinators.
But no such madness in Space Age.
So excited about SA basically being SE but for regular people.
It is also a controversial mod to some extent because unlike most mods that allow the player to customize things to a great extent to suit their taste, it forces all sorts of things on the player (hard limits on logistics bots and such) and goes for a lot of recipes that demand a whole lot of resources to craft more so than complexity in the recipe chains in many cases.
It also pretty much forces the player to use relatively advanced circuit network, which limits the players to people that know their way around it (logic gates and programming in general).
The devs of the mod are very uncompromising, going out of their way to disallow mods that would allow to bypass or negate some of the limitations they impose.
Basically, you play it in the exact intended way or not at all, which is a bit of a foreign concept in Factorio where both the base game and most mods allow for a lot of freedom in how to play.
So there is a love/hate thing with the mod for many people, as well as some concerns around the balancing of the expansion when the main person behind SE was added to the Factorio team for the expansion (for the art, not for the development itself).
Those concerns seem mostly unfounded with what we know now thankfully.
Thankfully, it will come with free quantum computing upgrade. Tomorrow's lottery numbers are 45, 30, 78 and thee thousand five hundred eighty twelve. You drive a red Pontiac and your plates are IM-FLL-OF-BS.
Want to play some more making-stuff-up, or are we good?
The expansion is going to be even more optimized for things that were memory hungry in the base game (smarter robots and fluid mechanics). My rig was a high end gaming rig when I bought it 9 years ago. My wife and I play together on LAN with 2 people from other countries with me hosting and we have been able to build a 2.5k SPM base with 50 UPS and all 4 of us playing. Driving cars can be a pain for everyone other than the host (also fixed in the expansion) but once you are working on mega bases you have spidertrons which always solved that problem.
You'll still be able to play 2.0 without the extra planets and you'll get all of the optimizations for 2.0. You should be able to have an even better multiplayer experience in 2.0 than you do now.