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Fuse Factorio and Terraria to create the ultimate video game.
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# ? Apr 30, 2020 13:35 |
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# ? May 28, 2024 16:01 |
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NachtSieger posted:Fuse Factorio and Terraria to create the ultimate video game. ...Terrorio?
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# ? Apr 30, 2020 13:43 |
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Foglet posted:Factaria? Tectoria
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# ? Apr 30, 2020 14:41 |
when you say z axis houses do you mean like paper mario? or do you mean like layers?
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# ? Apr 30, 2020 14:41 |
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watho posted:when you say z axis houses do you mean like paper mario? or do you mean like layers? Like in Outworlder I think.
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# ? Apr 30, 2020 14:44 |
watho posted:when you say z axis houses do you mean like paper mario? or do you mean like layers?
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# ? Apr 30, 2020 14:45 |
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Just as long as the procgen and accessibility is polished, I would love any combo of finite or infinite worlds for a pie in the sky Terraria 2. Even in games with small finite maps, it's real annoying when a bottom tier item you normally get within 20 minutes takes forever to find. Then you crack open a sealed room and see five parts for it inside In hindsight, it is amazing how something as simple sounding as "One world, but you can dip into your other save files" dodges two of the major pitfalls of this genre. New areas are still more meaningful than "Infinite worlds!... which just means an extra road trip and radiation filter between ore tiers", but it leaves you an in game logic out for when it's own procgen fucks up. Or you just want extra loot on the same save guy.
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# ? Apr 30, 2020 15:00 |
Cat Mattress posted:Like in Outworlder I think. Zereth posted:Layers, I'm pretty sure. alrighty then
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# ? Apr 30, 2020 15:03 |
Kalas posted:They could use the original seed, then run it through the world builder a bit more to make progressively more and more alien worlds. Oh I like that, so the further you go from home, the more degraded a take on the original world it becomes. That alone could be some plot stuff, to boot.
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# ? Apr 30, 2020 15:40 |
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Dackel posted:Tectoria Catchy name, but makes me afraid of earthquakes.
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# ? Apr 30, 2020 17:21 |
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A factorio-like on a vertical plane sounds like it could be pretty interesting, honestly. Oxygen Not Included is kind of close but it's more focused on management and survival than logistics.
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# ? Apr 30, 2020 17:24 |
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In general i find building in 2d to be way more enjoyable for me because you can get good looking results way faster, so building some weird fabrication or refining line does sound like fun when attached to a game that has plenty of other things to do. Factorio on its own doesn't sound fun to me.
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# ? Apr 30, 2020 18:16 |
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New npc happiness and town system post As a fan of not making mega-prisons for npcs, I am overjoyed at this system.
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# ? May 1, 2020 20:08 |
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I'm so used to building Soviet Efficiency Apartments that it's gonna be a fun challenge to adapt to the new system. I'm really looking forward to this change!
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# ? May 1, 2020 20:15 |
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Zoig posted:In general i find building in 2d to be way more enjoyable for me because you can get good looking results way faster, so building some weird fabrication or refining line does sound like fun when attached to a game that has plenty of other things to do. Factorio on its own doesn't sound fun to me. You might want to consider Oxygen Not Included, once you get over the early game survival hump (which will admittedly kill a base or three) you mainly build elaborate contraptions that minimize power use or duplicant (the name for the little ingame people) time. That said, decoration is way more limited than something like Terraria and mainly limited to redoing your base's layout in a more pleasing/efficient fashion. e: So happiness solves the Brutalist Sadness Block and the Teleportation Is An Expensive Pain In The rear end problems at once? Brilliant! Big Mad Drongo fucked around with this message at 20:19 on May 1, 2020 |
# ? May 1, 2020 20:15 |
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graynull posted:New npc happiness and town system post Simple but effective. Cash discounts, unlocks hand placed biome teleports, keeping the safety margin against enemy spawns so you don't get punished for trying to do something interesting without even more prepwork. The fact they give you a "convenience for your opt in" is the sort of thing that makes Terraria good, where so many other "NPC Needs" systems are just plate spinning for the sake of plate spinning and maybe a pittance at best.
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# ? May 1, 2020 20:18 |
graynull posted:New npc happiness and town system post Just need to wait for 1.4 mods and cheat in some remote magic storage access stuff so i can get at my enormous pile of stuff from any of these min-bases! And I like that it takes a whole three NPCs to make it a Town, and that changes the music so you can tell when you've turns off spawns. Also: the music preview video has two merchants in the building. EDIT: Wait, isn't the buff Sunflowers give you when they're on-screen "Happy"? They might become important again! Before hardmode they were very helpful for blocking the spread of corruption, but that stops working in hardmode so it's not very relevant anymore. Zereth fucked around with this message at 20:32 on May 1, 2020 |
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# ? May 1, 2020 20:30 |
oh that’s such a good mechanic
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# ? May 1, 2020 21:03 |
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"Happiness Management" is usually a big red flag but this sounds like a good set of incentives for making nice houses instead of apartments, with the option for apartments still on the table if you don't care about nice things.
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# ? May 1, 2020 21:49 |
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Yeah the key i noticed was that the only penalty for them being unhappy was increased shop prices, so it doesn't sound like happiness is necessary, just advised. In general it seems like the rewards for doing this are well worth the effort given. Also gem trees are a solution to a problem i did not know i had.
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# ? May 1, 2020 23:13 |
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As someone who loves playing town layout/interior decorator with Terraria NPCs anyways, this is great news!
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# ? May 2, 2020 00:04 |
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JustJeff88 posted:Catchy name, but makes me afraid of earthquakes. Just had terrifying flashbacks to playing MotherLoad, the pre-Terraria flash game with tunnel-ruining earthquakes http://www.xgenstudios.com/game.php?keyword=motherload
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# ? May 2, 2020 00:20 |
god i played so much motherload
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# ? May 2, 2020 00:25 |
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I can think of few games that give you such a rewarding sense of fast progress as MotherLoad. A warning though, it runs out rather abruptly and leaves you with a hollow feeling. Not much replay value unless you're speedrunning.
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# ? May 2, 2020 00:33 |
Zoig posted:Yeah the key i noticed was that the only penalty for them being unhappy was increased shop prices, so it doesn't sound like happiness is necessary, just advised. In general it seems like the rewards for doing this are well worth the effort given.
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# ? May 2, 2020 01:46 |
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Zereth posted:Not even increased, you'll merely have to pay the price you'd pay right now. And they're not locking any inventory behind it either, so all you're missing out on if you continue making a giant bare-bones apartment block is lower prices and lack of those teleporters. And stuff like the witch doctor's biome-specific merchandise but you'd be missing that right now. Oh, you're right, it only said prices will adjust depending on how happy npcs are so there's literally no downside to not engaging with the system, and the benefits are a easy fast travel system, and lower prices. This might possibly be the one of best implementations of happiness i have ever seen.
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# ? May 2, 2020 03:37 |
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The town thing is a great idea, but now I just want some useless npcs to hang around and fill out these scattershot towns.
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# ? May 2, 2020 18:10 |
Freakazoid_ posted:The town thing is a great idea, but now I just want some useless npcs to hang around and fill out these scattershot towns. Also, if you go look at the preview there's actually two merchants on screen.
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# ? May 2, 2020 18:22 |
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I'm glad they are introducing the biome pylons along with the other changes because having to hop around to different parts of the map to access your NPCs pre-teleporters would have been a tedious nightmare. Seems like they realized that and addressed it in an elegant way. Though I kind of wish furniture quality did matter. A layer of progression that involves attaining higher quality goods for your NPCs is a staple of town management games and could work in Terraria as well if done right. Kibbles n Shits fucked around with this message at 18:33 on May 2, 2020 |
# ? May 2, 2020 18:29 |
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Zereth posted:If you installed the right mods you could end up with, like, 40 loving town NPCs. NPC count goes up the more people present in a multiplayer server.
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# ? May 2, 2020 18:33 |
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Boss and Item Rebalance for Journey's End Those flail changes make my old glacial heart shudder with joy.
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# ? May 4, 2020 20:47 |
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graynull posted:Boss and Item Rebalance for Journey's End Not looking forward to actually having to fight Moon Lord properly
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# ? May 4, 2020 21:19 |
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mfcrocker posted:Not looking forward to actually having to fight Moon Lord properly Seems like the minecart/rail cheese might still work?
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# ? May 4, 2020 22:11 |
mfcrocker posted:Not looking forward to actually having to fight Moon Lord properly
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# ? May 4, 2020 22:27 |
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I actually really appreciate the biome background changes, they look real good.
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# ? May 4, 2020 22:31 |
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graynull posted:Boss and Item Rebalance for Journey's End hot drat a proper Stand now to mod in "ORAORAORAORA"
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# ? May 4, 2020 22:33 |
What's the buzz like on how long it's going to be for some of the major mods like Thorium and Calamity to make the jump to 1.4? Since tModLoader is being cooked right into the pie, are they working with some of the big mods to help them have a head start on getting ready?
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# ? May 4, 2020 23:12 |
modloader being bundled with the game means you’ll be able to have a modded 1.3 install and a 1.4 install that can be launched separately. tmodloader for 1.4 will come eventually but don’t expect mods to work with it for a while. this is the first update since tmodloader came out right? at least the first major one
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# ? May 4, 2020 23:49 |
i feel like you didn't totally understand my question, obviously on launch day mods currently available for 1.3 will not function with 1.4 i was asking if anyone with their ears closer to the ground knew if we were looking at any timeframes for the big ones, or if there was any buzz that the devs have been working with the major modders to try to give them a head start on updating their stuff for 1.4
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# ? May 5, 2020 01:10 |
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# ? May 28, 2024 16:01 |
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Patware posted:i feel like you didn't totally understand my question, obviously on launch day mods currently available for 1.3 will not function with 1.4 The mod framework itself won't be updated at launch so modders really don't have much of a chance as far as head starts go.
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# ? May 5, 2020 01:25 |