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As I have accidentally discovered, turning trees down to next-to-nothing makes biters way more of a threat, since your pollution just flows freely so you can, and will, be attacked on literally all 4 sides at once, by biter nests many, many screens away. It's grueling.
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# ¿ May 14, 2018 19:20 |
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# ¿ May 7, 2024 07:21 |
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Truga posted:Also what's the point of 3d first person if I can't build my factory into giant multifloor buildings?? That's literally my only issue with factorio being 2d and these guys have gone and appear to have hosed it up lol They show exactly that in the trailer starting at 1:09.
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# ¿ Jun 13, 2018 04:46 |
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Sydin posted:Yeah that's the tutorial I was referring to. I'll give it a whirl, thanks. I found a patch of 6M iron ore and have grand designs for it that involves a sea of electric furnaces, and I'm not sure I want to waste the time and resources that would be required to defend the massive plot of land I'd need for the requisite solar farm. The setup on the wiki works great: https://wiki.factorio.com/Tutorial:Circuit_network_cookbook#Optimal_usage_of_fuel_for_nuclear_power
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# ¿ Jun 28, 2018 18:18 |
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LLSix posted:Almost everything in that FFF is amazing but at the end they fell into a classic developer trap - forcing the user to decide instead of just making a decision, any decisions. At least the addition of copy+paste should help nullify this a bit, since now when I make a blueprint I'd almost always want to actually keep it in some way. I can't believe they're adding cut, too. Factorio has ruined all other building games for me because none of them have anywhere near the amount of QoL.
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# ¿ Aug 10, 2018 20:26 |
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Jabor posted:Circuits are a nice, self-contained optional extra, that you can dip into when you feel like exploring it. No reason it couldn't be post-bot tech. Unless you are worried about the verisimilitude of being unable to design an inserter that only moves half as much without giving it sentience. Pigbuster fucked around with this message at 22:52 on Dec 29, 2018 |
# ¿ Dec 29, 2018 22:50 |
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After playing with the beacon rework where production buildings can only be affected by one beacon at a time but beacons have a ton of module slots I don't think I can ever go back. It makes the factory progression feel so much smoother than having to start putting identical rows of beacon cages everywhere.
Pigbuster fucked around with this message at 02:05 on Oct 25, 2023 |
# ¿ Oct 25, 2023 02:02 |
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I’d highly recommend industrial revolution 3, it’s what got me playing again and it has a ton of new mechanics and fun stuff, there’s a whole new steam-powered phase at first that demands you run steam pipes everywhere, it’s great
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# ¿ Oct 28, 2023 20:42 |
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FFF 386: Volcanus
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# ¿ Nov 24, 2023 13:22 |
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It's funny how this ends up being easier for him than his first rampant playthrough, and not just because he's more experienced.
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# ¿ Nov 28, 2023 07:01 |
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Dosh goes to the ends of the world: https://www.youtube.com/watch?v=HzpUQZIr15g It's great to finally see him make a proper infinite research ultrabase and a megaproject that warrants it
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# ¿ Jan 1, 2024 01:08 |
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DontMockMySmock posted:Same, and I looked at what it took to make blue science and immediately noticed intelligent calcium and besselheim flasks which greatly amused me. seiken is clearly a man of culture. Now i just gotta figure out how to avoid the helvetica scenario Okay I’m definitely playing this now
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# ¿ Jan 2, 2024 12:06 |
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There's also the question if they're going to make recursive blueprints official. That one mod adds so much megaproject potential that it'd be nice to be official.
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# ¿ Jan 20, 2024 03:32 |
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Harvey Baldman posted:Or is the space platform thing more of a background-is-animated-as moving thing, I wonder. It's this, I'm pretty certain. Like, I think they said as much somewhere.
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# ¿ Feb 17, 2024 00:24 |
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I hope we get some IR3-style tree management from that planet, I really enjoyed the unique gameplay layer that added.
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# ¿ Feb 26, 2024 18:23 |
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Yeah, for IR3 forestry you plop a greenhouse down and it'll generate wood, remove pollution, and grow more trees based on how many trees are in its chunk. So put one in a forest and it gets going right away, but for a desert you need to kickstart it with tree planters, which will gradually turn the chunk into a densely forested spot. It's a great take on farming, and much better than a building that's just "insert seed+water, get wood".
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# ¿ Feb 26, 2024 20:49 |
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New Dosh https://www.youtube.com/watch?v=GlPREQ55kzc oh god
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# ¿ Mar 1, 2024 03:15 |
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lmao
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# ¿ Mar 1, 2024 04:57 |
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# ¿ Apr 4, 2024 17:01 |
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Music! They hired an orchestra this time. They also have tracks for the two unseen planets, leaving it to us to imagine what kind of places the music invokes. https://www.factorio.com/blog/post/fff-406 Pigbuster fucked around with this message at 12:52 on Apr 12, 2024 |
# ¿ Apr 12, 2024 12:47 |
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Ha, the second image just outright shows the names of the unrevealed planets: Aquilo and... Gliecie? Harder to decipher that one
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# ¿ Apr 12, 2024 13:10 |
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The biggest problem with IR3 is that the expanded early game and pollution control mechanics are nifty, but eventually you have to expand into their nests and uh whoops turns out the nests have been evolving on their own even though you aren't killing anything and now every single nest has behemoths. Had to resort to console commands because screw that
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# ¿ Apr 25, 2024 21:36 |
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# ¿ May 7, 2024 07:21 |
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The funny thing about this kind of change is that a lot of Factorio-heads are 100% focused on UPS-optimization and they're complaining how this makes functionally no difference since they're so ultra-lategame brained. For people like me that value aesthetics way more this is great. I wonder what the other mathematically optimal layouts will end up with this, like max output per tile/watt/cost.
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# ¿ May 3, 2024 18:20 |