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Bir çeviri sorunu bildirin
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.
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. ^^
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.
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. ^^
Fair enough, Seablock is unique enough that not everyone will like it.
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.
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.
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.
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?
No argument from me.
Yeah, I'm not too fond of nuclear energy either, but I do make use of it.
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.
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.