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Anyway, yes it will be compatible, but due to the changes to the recipes your factory might not work as it used to.
Some recipes will no longer be craftable without going to certain planets for example.
The tech tree also receives some changes, which indirectly affects you.
TL;DR: You can play space age with older saves but for the best experience it is better to start a new map for it.
You should differentiate between game version Factorio 2.0 and Space Age content.
Together with the release of addon we will receive the patch to 2.0.
Old saves can be continued in 2.0 as the developers are always keen to not break savegames but there will be some limitation.
Railways will be changed with things done to curves. Old existing rails will still exist in your game but cannot be copied or layed down. That might break a lot of blueprints and render them useless.
In a future patch some time after 2.0 old rails will be removed completly but they will communicate that properly so you can prepare yourself for it.
Space Age contents will be handled like a mod.
You could add these to your existing game run.
Could but probably shouldn't because changes to tech tree and recipes are huge. You would break your factory, reworking that would be a lot of work, and it's questionable if it's worth the effort.
So the general advice is to start a new game if you want to experience Space Age cotnent.
Old saves will never run on new Factorio, just read 2 or 3 of the HUNDREDS of announcements about what will change and it should be clear that old saves would be maximum incompatible even when you run zero mods.
your old save will load in 2.0 but you'll have to adjust your rails and some machines will have void recepies ... which you can and should fix there and then ... 2.1 will not load old games properly
What is the outlook for those of us wanting take a wait-and-see approach to the expansion?
My current understanding is that 2.0 will happen to everyone. The space stuff will be optional buy-in.
But how does that work for starting new factories post 2.0, without having the DLC or whatever it will be called?
Will those be using the existing old 'vanilla' tech tree? And if not, what happens then?
Correct. To fill the gaps - 2.0 is also optional, but the default is to upgrade. To skip the upgrade you need to take action manually (and select a proper setting in Steam).
It "just works". You might have considerations starting OLD factories in 2.0, but starting a new vanilla 2.0 requires no extra thoughts.
There might be a bit of shuffling things around, but aside from that, it's the same old game with tons of QoL improvements. Without the Expansion, there won't be that much different when starting a new game.
That is still false info.
There might be a bit of a hicckup with RCU, and maybe (?) some other rocket-related items, but fixing those should be incredibly fast and easy, especially in a game with roboports. This is ten times as likely since people who want to continue saves usually put a lot of time into them. Re-making of the train network might be somewhat harder, depending on it's state, but on certain designs it will also be quite straight-forward and much easier with remote view improvements.
Yes, it is preferable to start a new game for Space Age, and not a bad idea for 2.0, but I do not remember anything about the consequences of staying on old save being as grim as you present them. It's unlikely upgrading the factory to 2.0 will take a tenth of the time needed to get there from zero, and likely we're talking more in 1/100th or a 1/1000th if not even more than that.
I really don't see any value in giving these people false hopes about your old saves. Once 2.0 hit and they loaded their old games it'll be too late. Better give them the chance to take action before that happens.
Sure, some things will break because of recipe changes, but only a few things will really break and fixing those is far easier and faster than getting to the rocket from scratch (even space age's rocket that comes a bit earlier).
You wanting to start fresh is one thing, spreading that it will be impossible to continue an existing save is spreading false informations.
https://factorio.com/blog/post/fff-373
Some late game setups will change, sure, but this is a matter of optimization around new beacons, not it working or not. Priorities stay very similar till rocket, and beyond that if your factory works fine, it will still work fine, even if it's priorities are not optimal. Finally, logic will not change, I have not heard about any changes going that far.
All in all, it does not seem to line up with the "nice factory you have there" rhetoric.
Never heard of that one. Maybe missed it, maybe it's as accurate as the rest of your post.
No, that is a MASSIVE change to the very core mechanic of the game. It's like saying "yeah, they didn't change much in DOOM, just made it into farming sim". Please, read what you wrote before posting.
The beacon-boosted setups will, but that affects only max-efficiency late-game setups. And those will still work. Otherwise no, the factory will NOT be shaped differently.
Why would I? If you suddenly change many dozens of mods in your game, OBVIOUSLY the saves will fail. You do not do that. First rule of Mod Club, don't change mods mid-game!
No, it won't be. You can backup the save, roll-back the update, as it drops, in a year, in ten years... why wouldn't you be able to? Do you think Factorio overwrites a save as soon as it is loaded?
Longer answer: "Yes, but."
The long answer: Redacted
The long answer overview:
Part One - The New "Vanilla"
There are indeed some massive changes which will be part of the free upgrade to version 2.0. Except for some weird edge cases, however, I don't think any of them will be breaking to the game anyone is playing now. They would be if WUBE didn't plan on making update scripts for loading 1.1.x saves into the 2.0 game. Here, by "breaking" I mean something to make the base stop working if loaded into version 2.0. Any save where the research has gotten into the blue science area will have things which are no longer 'quite right', and some will even be hard to find, let alone adjust, yet the base will keep running, or at least limping quickly. While the base might not be broken, many blueprints will be. Automatically, any blueprint which has even one rail piece in it will not work in 2.0. That has been explicitly stated in the FFF. Blueprints, without rails, which are in the main blueprint file, or saved in the save file might, maybe, be adjusted by the conversion scripts. I don't expect them to be, and I don't plan on it. It is, however, possible, even if not very probable. Even without change, however, the only issues are anything involving the RCU, making or using, any filtered inserters - purple and white for now, and the stack inserters, the green ones.
All of the QoL improvements won't change that the base works. Okay, so now the bots will act like they each have two brain cells rather than one shared between several bots. The might actually do their jobs a little bit faster now, but I don't think very many bases have things built around exactly how long it takes a bot to move across the map to do a job. All the train controls, logistic groups, train groups and even the enhanced circuit abilities are optional, so the old ones still work, just there is now a better choice. Even the existing rails placed in the base will still work. You won't be able to do a copy/paste with them (that's just a temporary blueprint anyway), and you can only connect new rails to straight, non-diagonal, old rails, but you can connect so you can still grow.
The update scripts will also, probably, deal with the rearranged tech tree in an intelligent, and reasonably 'common sense' way. If it wasn't for Space Age being added at the same time I think the rework of the tech tree would be considered a major change. I think it still is a major change, just that what Space Age does to it is even more major, making the vanilla changes seem small. The addition of discovery techs and the new recipe productivity researches change the tree big time. Still, most things will be in the same general order. Spidertron and cliff explosives are not moving, much if at all, and the rocket is still at the end but one of the non-infinite tree. I do have the impression that there might be some color swapping going on, but that could also be relative to the SA mod and not vanilla.
As for 'vanilla', because it relates to the FFF quote often given, there are only 3.63 variations of what 'vanilla' can mean.
Anyway, this little, famous, quote from FFF #373[www.factorio.com]:
seems to suggest that loading the Space Age mod in an existing 'vanilla' game will work. It could, however, also use "activate the expansion" as downloading and installing the expansion over an already installed, and updated, version 2.0 install. I take it to mean having an existing game in vanilla of 2.0 with the expansion already owned, and loading the Space Age mod the same as loading some electric train mod into an existing game. Now, because of the conversion and update scripts, I don't think it matters which 'vanilla' he had in mind when he wrote that. Even though I've used that quote myself to cover the idea of loading a 1.1.x map into Factorio 2.0/ In my mind, however, I've included the old-save loading scripts into that process.
To be clear, since it was mentioned already, the save file for a 1.1.x game will not be changed on the disk until you "save" the game, using the same name. Merely loading the file will not change the "file". It will, however change the game. The instant a 1.1.x game is loaded into Factorio 2.0 all the conversion scripts will run and what is loaded on the screen to play will be a version 2.0 game. Once saved it will not be able to load into a version 1.1.x install.
There is a warning, however, here. The blueprint library is not so lucky. It will not be converted to a 2.0 library instantly. It will, however, be converted automatically, and within a few minutes. If you take the time to look around a bit in 2.0 the odds are the library will be converted, and it will be very difficult, and some real work, to "fix" it and make it able to be used by 1.1.x again. That is nothing new, by the way. It happens now. If 1.1.111 is released tomorrow and you get the update and then load a game, soon the library will be updated and 1.1.110 will be unable to load that file, even if not a single blueprint was changed or even opened.
There are so many "what if" and "what about" things I want to cover, but they all get technical, and long, and still don't materially change the 'Short answer' or the 'Longer answer' above.
That you can does not mean that you should. You can use a requester chest for nuclear fuel and have a burner inserter feed that into your boilers for power. Not so sure I'd recommend doing that, even if I od plan on doing using burner inserters and nuclear fuel for my steam power. It will be train-fed belts rather than bot-fed requestesr, though.
So stands my short version of a long answer. Better details, or more discussion, will have to wait for detailed threads instead.