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Sydin posted:The factorio devs are insane and every time I see a new FFF it just reinforces this. Absolute madlads. quote:Mapping the 4D state isn't so bad, I've developed some systems for Space Exploration to deal with a 12D system, so 4D is a nice break in comparison. I concur!
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# ? Mar 8, 2024 19:42 |
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# ? May 25, 2024 13:59 |
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KillHour posted:I kept cliffs on in Py and 300 hours in, I still don't have the explosives production chain finished. Yeah that sounds about right.
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# ? Mar 8, 2024 20:21 |
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I feel cliffs are also going to be less of a hassle come the expansion because we will have elevated rails. I'm really curious what the next two planets are going to reveal, mechanics wise.
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# ? Mar 9, 2024 09:38 |
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KillHour posted:I believe it was removed so all you can do is turn the slider down. I mean with Earendel working on the generation it's a miracle there's even still sliders for anything.
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# ? Mar 9, 2024 18:19 |
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Alkydere posted:I feel cliffs are also going to be less of a hassle come the expansion because we will have elevated rails. Have they mentioned if there’s a tech for elevated rails? I wonder if it’ll be locked a bit back, and cliff explosives aren’t available until you leave Nauvis.
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# ? Mar 9, 2024 18:42 |
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It's probably my prejudice against him for his add-on bullshit, but I was picking up something that seemed like poo poo stirring against the rest of the team at the start of the FFF but the rest of the post seemed to even out.
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# ? Mar 9, 2024 19:28 |
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Duodecimal posted:It's probably my prejudice against him for his add-on bullshit, but I was picking up something that seemed like poo poo stirring against the rest of the team at the start of the FFF but the rest of the post seemed to even out. This bit? quote:but it seemed like this was an uncomfortable topic that no one really wanted to get into. I’m willing to give the benefit of the doubt here that it wasn’t really a big deal but yeah I could see it the other way too with how he’s responded on the forums before working at Wube. He did improve things, from the sounds of it, but maybe it was a sensitive subject for a few folks who worked on it and left it where it was.
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# ? Mar 9, 2024 19:43 |
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necrotic posted:Have they mentioned if there’s a tech for elevated rails? I wonder if it’ll be locked a bit back, and cliff explosives aren’t available until you leave Nauvis. Separate Nauvis tech. Going by its importance for some planets, I'd guess it's maybe blue level?
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# ? Mar 9, 2024 21:05 |
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decided all this expansion stuff is so exciting can't wait. started space exploration game with default settings and recommended mods. got killed by a giant ray of sunshine while I was harvesting my downed ship. not sure how to rate this experience but I will try again
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# ? Mar 10, 2024 00:35 |
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Honestly it's pretty bad luck to be wrecked by the opening solar laser.
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# ? Mar 10, 2024 00:37 |
Yeah the opening CME and meteors are more to inform the player that "Hey these are new dangers", since you really have nothing to worry about getting destroyed yet, plus provide a little story beat for why you crashed. Also, just respawn.
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# ? Mar 10, 2024 03:06 |
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SettingSun posted:Honestly it's pretty bad luck to be wrecked by the opening solar laser. You would say that Mr Sun!!
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# ? Mar 10, 2024 03:40 |
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I noticed a thing. FFF-401, first terrain image slider (not the dune asset). Enhance! Centrifuge, Foundry, ... Biological Algae Tank??, Electromagnetic Plant, ... Cryogenics Facility?? Teases for new planet content I suppose. Does the centrifuge correspond to Nauvis now? Have they hidden other things in prior FFF? I do not have time to look. Teledahn fucked around with this message at 10:38 on Mar 10, 2024 |
# ? Mar 10, 2024 10:34 |
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Yes they have hidden things, in some cases maybe even by accident. You probably have the order backwards on the two new buildings. The last one in that image is from the trio in the wallpaper they posted with a biter, which would imply those are the three major production buildings from the mid-step planets. I'd guess #3 is the final ice planet building.
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# ? Mar 10, 2024 12:59 |
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From the colours #3 is a more living green, #5 is a cooler pale blue. The shape of #3 suggests tanks and plumbing lines, #5 is more abstract but looks more consolidated, armored, insulated. I'm drawing a lot from a few pixels, but I'm sure we're both looking forward to finding out.
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# ? Mar 10, 2024 20:43 |
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Is there still a mod that causes driving to snap to the cardinal directions? I'm really missing that one.
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# ? Mar 10, 2024 21:21 |
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Count Roland posted:Is there still a mod that causes driving to snap to the cardinal directions? I'm really missing that one. VehicleSnap should still be working with the current version.
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# ? Mar 10, 2024 22:28 |
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Today's FFF : wireless signal transmission and turbocrafting The wireless signal network is really cool. The best thing here is probably being able to cut and paste bits of a circuit contraption without it breaking. Very useful for compacting things after design. The crafting thing, I mean it's not super impactful but it's kind of cool that they made it possible to get more than one craft per tick. K8.0 fucked around with this message at 14:50 on Mar 15, 2024 |
# ? Mar 15, 2024 14:42 |
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K8.0 posted:Today's FFF : wireless signal transmission and turbocrafting I can't stop watching the gif of the ridiculously fast foundry just blasting out stacks of gears
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# ? Mar 15, 2024 14:57 |
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A single building slamming out a nearly full belt of stacked gears... The dream...
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# ? Mar 15, 2024 14:58 |
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Can't wait to get an entire 2700spm factory down into a 128x128 block.
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# ? Mar 15, 2024 15:11 |
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Jesus Christ I'm going to need to upgrade my dedicated server AGAIN aren't I? I'm staring at that foundry and I can smell the current CPU catching fire. Wireless signal transmission slaps.
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# ? Mar 15, 2024 15:27 |
Watch, Space Age will come out and your server CPU load for your current megabase will drop by 30% because of something they optimized. That's 30% more factory you can build out!
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# ? Mar 15, 2024 15:40 |
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Actually that change will improve UPS at the same level of production since you'll be using fewer machines even if each machine doing >1 craft per second is slightly more demanding. Of course, it will inevitably inspire you to build bigger, and then you will need to upgrade, but that's Factorio for you.
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# ? Mar 15, 2024 15:40 |
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Wasn't there something about them replacing the gameplay pattern of surrounding a building with beacons?
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# ? Mar 15, 2024 15:53 |
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Speed modules have a quality penalty, so anything where you are producing quality you won't want to use them and will thus have no reason to use beacons. For producing science, mass beacons will probably still be the end game ideal. Also keep in mind that there are still two planets, their associated mechanics, and possible base changes that we may yet be unaware of. I don't think they intend to eliminate beaconing, but rather to make it not everything you build. K8.0 fucked around with this message at 16:35 on Mar 15, 2024 |
# ? Mar 15, 2024 16:27 |
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Duodecimal posted:Wasn't there something about them replacing the gameplay pattern of surrounding a building with beacons? Space Exploration has that and people were hoping that the devs would switch to that, but it's not looking good now
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# ? Mar 15, 2024 18:30 |
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SE's wide area beacons have spoiled me. It'll be interesting to return to the old style.
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# ? Mar 15, 2024 18:34 |
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The trick with the deeply unenjoyable beacon-based gameplay is to just not do it.
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# ? Mar 15, 2024 19:05 |
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You just need to think linear design, like uncooked spagett
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# ? Mar 15, 2024 19:24 |
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Working with beaconed builds for the first time is quite fun actually. It can be difficult to squeeze in required belts and inserters, especially if the recipe needs 3 inputs. It gets boring quickly after you get familiar with it though, not to mention it looks ugly. I play with SE beacons mod now.
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# ? Mar 15, 2024 19:40 |
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I set down as many beacons as continues to look aesthetically pleasing. As many as can possibly fit into a tileable space? No thanks!
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# ? Mar 15, 2024 19:41 |
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I would always rather make Bigger setups than Beaconed setups, however Beaconed setups cost More per machine so that does make them Most Factorio.
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# ? Mar 15, 2024 19:47 |
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Getting these assembler go brr setups is only going to happen once you've invested extremely substantial amounts of time, resources, and space into getting high quality components to begin with. But yeah with the quality penalty you probably don't want to do the same "prod mods with speed beacons" build for many things. I'm wondering if science will have quality that makes packs worth more or something. Then you have tradeoffs to consider.
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# ? Mar 15, 2024 20:36 |
Me setting up my 6000gears/tick production line: ha ha yesss Me watching every atom of iron plate disappear into the maw of that production line: what the gently caress
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# ? Mar 15, 2024 21:04 |
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JonBolds posted:The trick with the deeply unenjoyable beacon-based gameplay is to just not do it. Yeah the secret is that even less than optimal designs still work
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# ? Mar 15, 2024 22:04 |
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hey the ultracube mod dev posts here, right? https://mods.factorio.com/mod/cubutt I have questions.
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# ? Mar 15, 2024 22:59 |
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Rosalie_A posted:hey the ultracube mod dev posts here, right? 10/10. No notes. Perfection.
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# ? Mar 15, 2024 23:10 |
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It is not made by the ultracube dev though, so not sure they can answer all your questions
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# ? Mar 16, 2024 13:45 |
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# ? May 25, 2024 13:59 |
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Well you know what they say, if you want something done you've got to wear it yourself.
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# ? Mar 16, 2024 13:47 |