Factorio

Factorio

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1 Ara 2023 @ 4:00
Friday Facts #387 - Swimming in lava
V453000

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142 yorumdan 91 ile 105 arası gösteriliyor
hello, i really love the new animations but they are not really related to the I/O flux of the building in the game. For the foundry, the animation is very slow and we can see 10 output product for one smelting process. The same happens for the drill; when not mining, ore is still obtained. the drill does not look so well on the side perspective. Hope it helps
geothermal on a volcanic planet is REALLY a good idea. i wuold not go nukeular wthiout uran diposits
ok,how about a legendery drill full of legendery productivity modules? infnite ore without mods!
İlk olarak Vyndicu tarafından gönderildi:
Have you played Seablock?

No and I never will.

I had already enough after full Bob's & Angel's back in the day. I had my fun with that sort of stuff, but nowadays I am back to the basics, because I am done with "complexity for complexity sake"-mods or where it makes life just harder for no good reason. xD

That is why I strangely agree with the devs that they cut a lot of the one-use intermediate stuff and try to reduce unnecesary complexity.

İlk olarak Vyndicu tarafından gönderildi:
Regarding Factorio's Vulcanus, I am okay with stone as a byproduct. Stone is an input for landfills, rails, stone bricks, and stone furnaces.

There is a constant demand for electric furnaces (stone brick), rails, and stone walls (higher-quality wall gives more HP). The first two items are an ingredient for production science. The last item is particularly useful since recycling stone walls to get higher quality stone/wall will consume the excess stones.

That depends on how you play really. If you play wide or rather tall.

In the past I played rather tall, so there is not really that huge demand for stone. That is because I rarely expand beyond a certain size of factory or point in the game.

I am honest with you, I never reached high endless research levels that would warrant for me to have to constantly double up my factory capacity and stream of resources... because what for?
The second I had the last "normal" research I knew I had beat the game and the motivation to go further was "meh".

And it will likely not be much different for me when the DLC hits the shores. When I unlocked the last tech and did the last thing worthwhile doing, then there is no reason for me to keep expanding the bases on any of the planets any further.

I doubt most people really play to reach megabase sizes, but rather are similar to me and eventually lose interest once they did everything there is to do.


That said sure, (higher tier) walls can be a sink, but usually I eventually went out there and wrecked the biter nests and killed the problem at its source, or I already had so many turrets that they hardly ever got close enough to critically damage the walls in the first place.

The only real reason for higher quality walls will be if the other planets have enemies that are several times tougher than biters and which cannot easily be shot down even with higher quality turrets. ^^


İlk olarak Vyndicu tarafından gönderildi:
I have had scenarios where I ran out of coal in an extensive factory without a readily available alternative energy source. The factory consumed coal en masse to produce plastic and power everything else. I was staring down total factory blackout if I had not spotted the issue early enough to rectify it.

Well I had the same several times as well. That is just Factorio-life.


İlk olarak Vyndicu tarafından gönderildi:
Having Vulcanus Big Miner (until we know its official name) unlocked and built everywhere with productivity modules would delay the issue but not completely stop it from becoming a future problem.

It might not be a future problem if you lose interest in the savegame before it happens.

But that said, it is not an argument not to have some better, endless solution as well.

(even tho hypothetically, Uranium is also not endless because you could also run out of that, even the probabillity is considerably lower for that to ever happen).


İlk olarak Vyndicu tarafından gönderildi:
Also top-quality requires players in Factorio + Space Age to have access to all 5 worlds.
[...]
A top-quality module and top-quality Vulcanus Big Miner require all five worlds unlocked and exploited.

Yea, and at which point do you really run out of resources, unless you unlocked all 5 worlds and kept on expanding above and beyond? ^^

I had playthroughs where I had unlocked absolutely everything and barely left the starting area because I had set the resource patches to too high values and did not expect that.

So unless you set it to very low density and whatnot to challenge yourself it will hardly be an issue. But that is more a problem for players who do that on purpose then and who should know of the possible issues that brings, than one that will concern the average player.



İlk olarak Vyndicu tarafından gönderildi:
I like having an energy source that doesn't fail or depends on having sufficient power. Nuclear Energy needs powered inserters, production lines, logistic, etc.

Combined with an extensive solar farm infrastructure with a high-dense Nuclear Energy infrastructure, it is better than being restricted by the weakness of a singular energy source.

While I wrote that I don't like copy/pasting huge areas of solar/accu power... did not mean that I don't use them.

I totally use solar power as a failsafe to kickstart the actual nuclear power plant. They are only powering that part to ensures the nuclear power plant never runs out of power to keep itself running, but solar power powers nothing else. And the couple inserters don't take that big of a solar power array to keep going. ^^
hey devs? can you make a public testing beta? once you show all planets content and all. and no game-breaking bugs!
İlk olarak Medu Salem tarafından gönderildi:
No and I never will.

Fair enough, Seablock is unique enough that not everyone will like it.


İlk olarak Medu Salem tarafından gönderildi:
I had already enough after full Bob's & Angel's back in the day. I had my fun with that sort of stuff, but nowadays I am back to the basics, because I am done with "complexity for complexity sake"-mods or where it makes life just harder for no good reason. xD

That is why I strangely agree with the devs that they cut a lot of the one-use intermediate stuff and try to reduce unnecesary complexity.

I disagree a little bit, as Seablock uses complexity as part of game design, forcing players to choose between trade-offs.

Do you want the recipe algae one, two, or three to make early wood circuits or power?

Algae One is simple to run but has complex logistics for two products: Brown and Green Algae. Players need to consider ensuring that outputs are not building up and blocking one or another output, which can result in an out-of-control cascading failure if not appropriately handled (especially power).

Algae Two creates green algae and is great for power; the downside is having to re-direct slag away from ore production. So, power infrastructure needs its dedicated set of slag production distinct from ore production's slag.

Algae Three creates only brown algae, suitable for the early-game circuits (paper -> wooden board), but requires saline water (salt water), which different recipes can produce. Some are cyclical but lose a bit over time. Some recipes are better at producing it but can block other machines from emptying output (cyclical input -> output).

Each choice has consequences that shape the rest of your factory.


However, increasing complexity solely for the sake of complexity is terrible, and Seablock saddles a nice spot between being too much and keeping it interesting.

That said, I see why you would want to avoid dealing with the hurdles Seablock gives you and instead prefer a simpler modpack.


Pyanodon is definitely way too much complexity and one-off intermediate products.


İlk olarak Medu Salem tarafından gönderildi:
That depends on how you play really. If you play wide or rather tall.

In the past I played rather tall, so there is not really that huge demand for stone. That is because I rarely expand beyond a certain size of factory or point in the game.

I play tall somewhat and see a need for a higher-quality wall with more HP that can take more damage before being destroyed by biter attack waves.


İlk olarak Medu Salem tarafından gönderildi:
I am honest with you, I never reached high endless research levels that would warrant for me to have to constantly double up my factory capacity and stream of resources... because what for?
The second I had the last "normal" research I knew I had beat the game and the motivation to go further was "meh".

And it will likely not be much different for me when the DLC hits the shores. When I unlocked the last tech and did the last thing worthwhile doing, then there is no reason for me to keep expanding the bases on any of the planets any further.

I doubt most people really play to reach megabase sizes, but rather are similar to me and eventually lose interest once they did everything there is to do.

I get you. I eventually stopped at some point as I usually have a set goal and limited time playing Factorio. When I reach the set goal, I move to something else.


İlk olarak Medu Salem tarafından gönderildi:
That said sure, (higher tier) walls can be a sink, but usually I eventually went out there and wrecked the biter nests and killed the problem at its source, or I already had so many turrets that they hardly ever got close enough to critically damage the walls in the first place.

The only real reason for higher quality walls will be if the other planets have enemies that are several times tougher than biters and which cannot easily be shot down even with higher quality turrets. ^^

I often expanded the defensive perimeter beyond the pollution cloud. At the same time, I don't make the combat gameplay the focus of my game session. That may change with the release of Space Age; who knows?


İlk olarak Medu Salem tarafından gönderildi:
Well I had the same several times as well. That is just Factorio-life.

It might not be a future problem if you lose interest in the savegame before it happens.

But that said, it is not an argument not to have some better, endless solution as well.

(even tho hypothetically, Uranium is also not endless because you could also run out of that, even the probabillity is considerably lower for that to ever happen).

Yea, and at which point do you really run out of resources, unless you unlocked all 5 worlds and kept on expanding above and beyond? ^^

I had playthroughs where I had unlocked absolutely everything and barely left the starting area because I had set the resource patches to too high values and did not expect that.

So unless you set it to very low density and whatnot to challenge yourself it will hardly be an issue. But that is more a problem for players who do that on purpose then and who should know of the possible issues that brings, than one that will concern the average player.

No argument from me.



İlk olarak Medu Salem tarafından gönderildi:
While I wrote that I don't like copy/pasting huge areas of solar/accu power... did not mean that I don't use them.

I totally use solar power as a failsafe to kickstart the actual nuclear power plant. They are only powering that part to ensures the nuclear power plant never runs out of power to keep itself running, but solar power powers nothing else. And the couple inserters don't take that big of a solar power array to keep going. ^^

Yeah, I'm not too fond of nuclear energy either, but I do make use of it.
Given lava is sitting around and extracted like water, I assume it doesn't run out? So that means you have an infinite source of stone/iron/copper?
İlk olarak Vyndicu tarafından gönderildi:
İlk olarak schnappkatze tarafından gönderildi:
I don't think the foundry has a water input. What looks blueish there (top right pipe in the first in-game-gif) is very likely the molten iron output. It looks very similar to the blueish pipes in the second in-game-gif, which are definitely molten iron, since the foundries are making iron plates and gears from it.

I looked at the current water pipe and what it looks like in Factorio pre-Space Age before coming here to write a post.

It has the same blue hue as what you see in the Foundry Image, which is why I recognize it as water. How else could the Foundry cool down?


There are several possibilities that you should consider. The blog specifically states that water is created from sulfuric acid on Vulcanus. Water plus a heat source generates steam, which can drive turbines (the same kind found in steam engines and turbines).

There is no alt-mode in the Foundry image. We can not be 100% certain that it is liquid iron, especially since water and new-liquid-iron have the same non-alt mode color in the pipe.

Alt-mode is on in the casting machine animated gif and has a liquid iron icon. So, there is no such ambiguity here.

It would be odd for WUBE to reuse the same color/hue as a water pipe for liquid iron. Perhaps the color was a work-in-progress at the time of both screenshots.

The Foundry is mentioned as having several available yet-to-be-revealed metallurgic recipes, tungsten processing as cited as an example, and four potential pipe inputs/outputs with two orientations.

The Foundry shown in the first animated gif is but one such recipe.

If you look at the second gif, you can see that same blue hue on the iron input pipe without any water input in sight. Plus, the fact that lava has been said to output Copper, Iron, and Stone, I can almost bet that those two outputs are the filtered out iron and copper, not water. Wube also states in the FFF that they want you to be able to start on any planet and build back up to a rocket basically so adding a water input for this seems like an unnecessary bottleneck to get even the most basic of materials for construction.
İlk olarak Shaders...ellipses tarafından gönderildi:
If you look at the second gif, you can see that same blue hue on the iron input pipe without any water input in sight. Plus, the fact that lava has been said to output Copper, Iron, and Stone, I can almost bet that those two outputs are the filtered out iron and copper, not water. Wube also states in the FFF that they want you to be able to start on any planet and build back up to a rocket basically so adding a water input for this seems like an unnecessary bottleneck to get even the most basic of materials for construction.

Run Factorio (the current live version). Turn the ALT mod off if it is on.

Place an offshore pump and connect several pipe sections. Look at the blue hue here.


Return to the Foundry animated gifs (both Lava processing and forging). The "supposed" blue hue of liquid iron is the same as water.


They could have messed up and forgot to tell us that the initial Lava Processing requires water. Then, a second process is to split the bottom right red liquid into iron/copper liquid. It's not quite an implausible scenario, given we have yet to learn about those tungsten reprocessing recipes mentioned and other unnamed metallurgy technologies.


Or they messed up and re-used the water pipe's blue hue for liquid iron.


Regardless, we need some clarification in both scenarios.
Idea for more interaction behind the mechanics here: The smelting structure is pouring lava into a mold. Where does that heat go? Seems it just disappears. What if the smelter could only smelt as fast as it can dissipate heat - so you need the copper ground heat things you use in nuclear plants. They naturally dissipate heat the more and longer they are. And better yet you could hook them up to steam turbines to upcycle some of that energy and consume the heat even faster!
İlk olarak (GS) Driesd tarafından gönderildi:
Did they state anywhere what the timeframe of this is when we can play this?
It think a few FFFs back they talked about being a release in about year
not to be that guy but this really is just turning out to be space exploration with a price tag
For a moment I thought I saw acid literally splashing down the bucket wheel on the super-drill. It would be cool if the use of acid was visible not only on the machine, but on the animation as well.
İlk olarak Palladiun tarafından gönderildi:
not to be that guy but this really is just turning out to be space exploration with a price tag

Space exploration but made by a whole team of highly talented developers who spend 3 years to design every mechanic in a way that they are balanced and fun, without tedium, grind and overcomplicated stuff? Not sure if I would wish for anything else.
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