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回報翻譯問題
First is not being able to choose what to pick up, so pressing "Pick Up" simply collects both resources.
And the second one makes merging with balancers pointless. For some reason (I can only guess why) input block gathers only resources that passed the middle point of a block. Say, I have an input block which contains one Red science and one Blue science. And in my research computer I have a fair amount of Red ones, but no Blues. In this situation input wouldn't take any Blues. I assume this is happening because input block is scanning only center of a square for a valid input resource, not an entire block.
The tutorial is very minimalistic. A little more help would be nice here. Many things are explained better in the F1 help. It would be enough for me if help opens at every step.
About the functions:
I also wish I could change the queue of items I produce.
It would also be great if I could throttle production (with a slider?).
I would also like to not only operate the machines with the mouse. It would be nice if you could use "E" to operate the buttons.
It would also be great if I could connect warehouses more directly to increase capacity.
About the optics:
The railings are currently only available as a straight block. It would be nice if a corner or a T-junction was automatically formed here.
It would also be nice if you could put a floor on a block of the slanted conveyor belts (1/2 height?).
The construction grid is currently very opaque. When I want to put a railing, I don't see how far I've already built the floor. The building grid should only be 30% visible.
Maintenance is an interesting angle to add complexity to the game. It could be done in tiers... Tier one is fix things with a tool, then fix in an increasing aura around you, then an increasing aura from a building, finally full factory-wide auto-maintain. Imagine if the maintenance was required because some local gremlins (of which there could also be a variety) are chewing away at your factory.
It feels very 3d factorio to me. I think Factorio is where I first ran into research "Packs", and using that same architecture feels a bit derivative. There are a million ways to be creative in that aspect beyond renaming the parts. For example, items have to be run through a liquid or to a specific altitude relative to sea level, expose items to heat or radiation...
I'm loving the engine, the performance. The beauty of the world is getting there. I am so impressed by your ambition.
Satisfactory is different and feels different. Especially the fact that you need to go out and find yourself a new resource node, gives a better incentive to explore then Satisfactory does.
Furthermore, it's a demo. Satisfactory took years to get where they are and they are still taking massive times for their updates.
I would say this game takes it's inspiration from Techtonica, Deep Rock Galatic and Factorio. I dont see much integrated from Satisfactory exept maybe the power poles?
You should've researched the small burner
Good luck with your development!
I think the Voxel framework has potential, though I think it’s underutilized in the demo. I did like how my ing. ore was hidden underground and I had to dig for it, that felt cool.
I’m probably going to kick myself over this, but I think basic foundation blocks should need to be supported. It seems odd to have this voxel based, terrain shaping world but barely need to interact with it since I can just make a floor of foundation blocks. I think it would be better if basic foundation blocks required a block below them. That way, if I want to expand my factory floor, I have to dig up some dirt to make a proper foundation. That feels like a way to really integrate the voxel aspect into the factory. Also, you could then have later building materials (higher tier foundation blocks, reinforced concrete, etc) that have a longer span distance, so you can have ceilings/floors with fewer and fewer columns.
Foundation platforms being able to transfer power indefinitely feels a little broken. I haven’t gotten high voltage power yet, and I haven’t moved far from my landing site, but so far I don’t feel very incentivised to use high voltage power. I can just connect my mini factory floors with a line of foundation blocks. I like not needing to hook up power lines to each building individually, but I think each power plant should have a radius in which they can provide power, with more powerful plants having a larger radius. Or maybe foundation blocks could have a limit to how far they can transfer power, with higher tier blocks being able to transfer power further.
I think it would be cool if I had some control over my landing site. Like, the world generates, and as the pod is falling I get a scan of the area and have some control over where I land.
Are there going to be caves? Maybe there are already, I haven’t explored very far, but I feel like there should be caves.
Some things that I don’t think are bugs, just obvious missing features:
Machines don’t act as a buffer - I can stack ore to 200, and I can put a 200 ore stack in a smelter. So why doesn’t the loader load the smelter up to 200?
Line balancing - I wish I could manually reduce the rate that a machine is producing parts
How fast am I using science packs? - Unlike with other machines, it’s not obvious how fast I’m consuming science packs. That would be useful to know for line balancing
Conveyor sorting - I’m sure this is just missing from the demo and is planned for the full release, but seems like a very basic feature to be missing.
Right now, my feeling is “this is good, but why am I not playing Satisfactory?” Don’t get me wrong, Satisfactory is not perfect, and I think this game could address a lot of my issues with that game. But it’s not there yet. Understandable, as this is an early access demo, but based on what I’ve seen so far I think there would need to be some pretty big changes to get me to play this over Satisfactory, or even buy this at release. At the moment, it feels like this is a factory game on top of a voxel world, not a voxel world factory game.
All that being said, I am enjoying what is here now, and will probably play some more this week. And I’d be interested in playing further demo updates to see what direction this game takes.
In games like Factorio, DSP and this one inserters only load enough materials for 2-3 crafts. This is done to prevent starving the machines further down the line.
In this game there is no benefit from limiting production speed.
If you open the tech tree and select technology it will tell in the upper left total number of science packs needed and a time to process a single pack.
One thing it want to see is power cables, power is distributed by blocks now, for a flat spot it is okay, but when you need power at different levels it is not quite good and do not look good at all.
1. The mushrooms seem to either deres or glitch the ♥♥♥♥ out, spontaneously appearing and disappearing all around me when I approach them.
2. The input loaders seem to not work for me? Or the guide is just misleading. I've got outputs attached to my drones and they pump onto conveyors fine but my inputs attached to smelters just don't work at all, or goes under the spot but then nothing happens.
Edit: Ignore 2, machines are autoloaded to a minimum value, not full. I really wish that was more clear.
Edit 2: How do you move items up? I see other comments talking about it but see nowhere explaining it and can't figure it out.
Edit 3: Wait a second, Conveyor slopes are a different item you need to craft? Fine, I guess that works but then you have to craft them every time you need them. Someone else mentioned that you should be able to autocraft stuff and I definitely agree. Let us add a marker to items with a minimum amount it will autocraft to if you have the resources.
The sound effect is too long, loud and is missing a crispness/punch to it. It feels very low quality.
The animations and effects are barebones.
This makes mining in general just feel off soft, floaty and impactless which is the exact opposite of what one would expect when drilling into stuff.
The research upgrade path, is too long and boring, in it's current state.
Correct me if I'm wrong, and I missed something, but you can't turn you conveyor belt to the left or right without stopping one space back from where you want to turn at and placing a curve section? why can't I rotate the conveyor with a Button press...
Access to the machine from the panel only, I also find annoying