Factorio

Factorio Dev Tracker




22 Sep

Comment

Originally posted by juckele

rail signals with so many new directions that even the circuit connector (the yellow box) needed new directions

/u/V453000, I didn't notice a yellow box anywhere in this post. Any chance we could get some clarification on what you meant by this?

When you connect a rail signal to circuit network, a special yellow box apprears

Post

Hello!
There are certain areas in Factorio that we haven't really had the courage to change for a long time. One of those areas has been the rail system...


The rail system needs change?

Whenever playing the game, we'd be reminded about two annoyances that are caused by technical limitations.

So called "S-bends" are not possible - two parallel rails would need at least 6 tiles in the perpendicular direction in order to connect.


How many times has it happened to you that two of your rails wouldn't be able to easily connect.

Signal positions are often very restrictive as soon as curved rails cross any other rail. So building junctions is a lot of trial and error to see if you can signal it properly.


How many ...

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17 Sep

Comment

It's just placeholder icons don't worry

Comment

Originally posted by Mehovod

Can we now scroll logs up? In mods like SE and, especially, in multiplayer we have lots of messages in chat. It always was a problem for me to not be able to check all of them if I was AFK for a while.

Not currently, we could consider it.

Comment

Originally posted by robotic_rodent_007

Will the research triggers and research queue be in the base game, or the expansion?

Can mods use recipe specific production research without the expansion? It seems pretty divorced from the overall expansion systems that have been revealed.

Yes, this is core game feature available for everyone. (including the changes in the base game)

Comment

Originally posted by Illiander

So what happens when there's a trigger tech that depends on an unresearched tech?

Currently, it is just "force" researched instantly, but it could be tweaked.


15 Sep

Comment

Originally posted by Keulapaska

So is the scaling same as worker robot speed tech, which is exponential and get's ludicrously expensive or more like mining productivity, where it's still expensive, but attainable to get to the max? Or some combo in between.

Right now we have something in between, but it might very well be just exponential in the end, this is subject to balancing and we'll see, really.

Comment

Originally posted by ceresward

It wasn't quite clear to me from the FFF, does the triggered research progress automatically once it is available, or do you still have to select it as the active research target first?

It progresses automatically.

Comment

Originally posted by Thenumberpi314

Does this also mean that for example activating the quality mod changes around some balance to account for it? Or is it purely turning on/off various mechanics?

I think this would also be important to mention somewhere more available than scrolling three quarters down this post, like in the FFF itself. I saw a number of complaints where people said "if i dont want to use quality ill still be annoyed by it being in the research menu", which would be solved if you can simply not turn on quality for the playthrough.

No balancing isn§t planned. It would feel like unnecessary complication. Imagine having a value somehwere on a wiki, saying, oh the cost is 10 but with quality mod enabled, it is 15 etc. Or even activating quality and loading existing save finding out that balance is suddenly different :)

Comment

Originally posted by Nazeir

Awesome, does this mean an overhaul to the mod management page? Or is that a discussion for another Friday lol

No overhaul is needed. Base was almost "just another mod" which you can turn on or off since the beginning. The exapnsion is technically just few other mods on top of that.

Comment

Originally posted by NelsonMinar

Can someone explain in detail what's happening with the animation of a factory producing assembly machine 3 "in quality"? The label says

This is a simple build to create Assembling machine 3 in quality. If there's more than 100 of any quality, it recycles them hoping to get the next tier. The build only receives the basic ingredients from "the normal factory", and all of the quality complications remain here.

I get the goal but I don't understand in detail what the various lines of machines are doing.

Hi, the first row of machines is just crafting assembling machines from normal ingredients. Then, they are sorted into chests separated by quality by splitters. Each cheat has an inserter connected by circuit network reading if the chest has enough assembling machines. If it has enough, it sends that quality tier to recycling, and you hope to get a higher tier result from the recycler, or you just shove the results back to make more assembling machines for another chance to increase quality. Eventually the highest quality tier chest fills, and the setup stops… or you manually do because you discover it ate all of your red circuits 😂

Comment

Originally posted by Narase33

Can you make it possible to re-sort the research queue? I often find myself filling up the queue just to notice that I need a specific research ASAP. Then I have to delete the queue and set it up again...

That sounds like a good idea actually!

Comment

Originally posted by black_sky

God I'm so excited to put another 200 hours into a standard playthrough.

If you go nuts with quality, it can easily be more than that. A friend told me.

Comment

Originally posted by i-make-robots

u/kovarex how do you mine oil before researching oil?

You research pumpjacks, and then unlock the processing by building these pumpjacks

Comment

Originally posted by PervertTentacle

Also I like that we have one infinite research that doesn't even need space science

Doesn't it need space science period or is there a point that it will require space science?

Is it same with productivity for RCU? Is it 5 Nauvis packs indefinitely?

If so really great choice here, makes you balance different packs and gives your Nauvis base something to do while you're on the other planet building new stuff

Exactly, doesn't need space science ever.
All of the productivity researches are like that.

Comment

Originally posted by sawbladex

... okay, this just confirms to me that base quality should have been zero, because going to zero pips to 2 pips is sending me.

There is a very good reason why we need an icon for the normal quality.
We don't show the icon on items in inventory and such if it is normal obviously, but since you can filter quality only (without the item part of the filter), you need a way to display (for example), that you want only normal quality on a splitter to go right. But how do you show an icon of normal quality if there isn't one?

Comment

Originally posted by robot_wth_human_hair

I really dont think so. There are items where it will make sense more than others. Assemblers, sure. Inserters? No way. Power poles?.....maybe. this is a self limiting system. Nobody says you need an entirely legendary base from belts to assemblers.

Actually, inserters or even power poles make sense.You need to realize that quality is a multiplicator of price, so if something is cheap to begin with, making more quality version of it is way more affordable (lab is a great example), while making legendary spidertrons and such, that is where the craziness starts ...

Comment

Originally posted by neon_hexagon

Regarding quality

I used the "it's optional" argument, but I didn't mean it as an excuse for "It's shitty but it's ok, because you don't have to use it".

Lol, because that's exactly how I'm using it. The justifications given still don't entice me to use quality. I still don't like it and don't understand why it needs to exist. There already is quality: assembler 1, assembler 2, etc. The randomness is annoying and not fun.

By the way. We were thinking ahead, and the expansion is actually divided in a few mods and quality is already separated into a mod.

This means, that you can play with quality but without the planets, or the other way around. So you don't even need to mod it out of the game, u just uncheck this feature.

The actual motivation mainly was for mods replacing our space content with their own overhaul to still be able to just activate the default quality (or other stuff) without the need to do it manually.

Comment

Originally posted by Mytho0110

Great FFF, few thoughts on the new trigger method. New players will benefit greatly from this, and on that premise alone it should be included. Without new players the longevity of this game diminishes. However,, veteran players will be bothered by it as they now have an artificial road block that they must push through. If I use myself for example, I build with a backwards design. I start with what I want the end to look like and I work my way back to the start. So when I build oil, I first design my oil refinery and then go plug in oil to it. Same with electronics, Ill often have gears and electronics already set up and awaiting input for my starter base. Now I would have to wait to craft 50 iron before being able to see green circuits.

My suggestion to allow for new player experience, and accommodate veteran players, would be to tie the trigger unlocks to the UI function of highlight new recipes. This would allow a new player to have this on by default, but a veteran pl...

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I understand the concern. But I think it is just another limitation we have to play around. Limitations create strategy.
But mainly, it didn't really feel like a bad thing even for us when tested the game as a whole, it actually felt more organic to do it differently.