Factorio

Factorio Dev Tracker




15 Sep

Comment

Originally posted by P0L1Z1STENS0HN

To put a price to that - according to the screenshot the 2nd level needs 2250 science packs. I think it's safe to assume the same exponential progression as with e.g. artillery range.

Then, if I put it into my spreadsheet correctly, the total needed to get to level 30, is 1,207,959,550,875.

Assuming that all the quality improvements allow us to reach 50k spm, that's just over 1100 years of playtime; and we would have to get to 1M spm to be able to live to see level 30. And then it takes just as long as all previous levels together, to research level 31...

Not all exponentials have 2 as a base :)
Basically, the lower the base is, the more likely it is, that it have a meaning to choose between the recipes strategically, instead of making everything at the same level.

Comment

Originally posted by Kano96

Most of these seem like low output volume recipes, is that on purpose? It makes sense to me, you are unlikely to fill a full belt of steel, so the extra productivity won't cause any issues in most cases. (and it's not a big deal to design these factories with some extra output belt capacity in mind)

Plastic seems like the odd one out in that aspect tho. I like the inclusion of an oil product, but I feel like a combined oil processing/liquefaction or just rocket fuel would make more sense.

Yea, low output volume recipes are the good choise because of the reasons you provided.

Also I like that we have one infinite research that doesn't even need space science, so you have more choises of what you want to do at each stage of the game.

Comment

Originally posted by lee1026

If the cost is exponential like the current ones, even very large factories won’t be touching level 30. Two to the power of 30 is a lot.

It depends on the base of exponent. There are interesting differences when the exponent is for example 2 versus 1.8 or 1.5 etc.

Comment

Originally posted by sonaxaton

Do technologies that require a trigger work even if you trigger it while the technology is locked behind other technologies? Like does it "remember" that you triggered it in the past, so you would instantly research it once it becomes available?

That is a good question. I think that it currently unlocks no matter what, but I can imagine it being configurable. Or maybe there should be another state of the technology which would mean something like "triggered, but waiting for prerequisities to be unlocked", basically what you suggest.
It would probably make the most sense.

Comment

Originally posted by FlurgBungler

Are the changes to research and the trigger technologies going to be exclusive to Space Age, or will they change the base game too?

This is for the base game as well.

Comment

Originally posted by megalogwiff

How can the endgame research be infinite, if productivity is capped at 300%?

Also, designing perfect ratios for late game just became practically impossible.

The research cost scales fast enough that it's not really possible to reach level 30. Also, at some point when you get beyond 300% including productivity modules (or other bonuses), you can start replacing productivity modules with speed modules inside of machines.

Comment

Originally posted by Choice_Percentage_26

I would like to have the option to show a message in chat when a research is completed, like in the "Improved Resarch Queue" mod by sonaxaton. With the queue like it is now it is easy to miss what research was completed.

We somehow forgot to include it in the FFF, even when I implemented it yesterday just to make the topic a whole. (Implemented sounds little bit too much for the 6 lines of changes, including the localisation and changelog entry)

Comment

Originally posted by StarryGlobe089

Triggered research sounds great! Perhaps they should be color coded differently in the research tree so that you can identify what needs manual action.

Will research always be unlocked by either science packs or trigger, or can a research require both?

You can distinquish them by not having science pack icons in the bottom. If both trigger and research is desired, it can be easily just two technologies one depending on another.

Comment

Originally posted by Radoslawy

1 - if quality probability isn't a problem because with a big factory it will turn into ratios why not have it as a ratio from the start, instead of having 25% probability to make a better tier why not have every fourth item better (still dislike it tho, it will make blueprints worse and putting same recycler loop for every building in mall seems boring) 2 - productivity research will make ratios impossible
:(

We actually spent some time in the office discussing the alternative, to change the quality to work as progress bar, basically, you would have to go through, lets say, 4 cycles of production, to produce one result, but of higher quality. It has some pros and cons.
The main con is, that some of the more intricate theory-crafting setups wouldn't exist anymore. Also as it was mentioned, it would probably mean loosing the progress towards legendary when you relocate the building or just change a recipe, which could be quite a huge loss with some of the legendary stuff.

Comment

Originally posted by Asddsa76

I don't like gating refineries and chemplant research behind setting up an oil pumpjack.

Currently, I automate tens of pumpjacks, refineries, and chemplants, along with necessary railway, then set up a refinery outpost somewhere with oil + coal + water in one go.

The new system would require going there once to set up pumpjacks to unlock the research, going back to your main base to automate refineries/chemplants, and then finally going back to set up the rest of the outpost.

We are aware of this. The gameplay changes, so you have to first acquire oil before being able to even start researching the infrastructure to eventually craft and build it. The concesus was, that it basically just adds a new constraint on the way you progress through the middle game, which can be part of the strategy.

For example, if you want to be efficient, you need to prepare a time when your factory can build what you need, while you find the oil in advance.

Comment

Originally posted by Nazeir

What happens to the infinity research when your base prod bonus is 300%? It wouldn't provide any more bonuses right? So what's the point of continuing to research it?

30 levels will probably be too expensive to make it reachable in a normal way. Or we can just change from unlimited to 30 levels, but virtually infinite anyway.

Comment

Originally posted by Asddsa76

I don't like gating refineries and chemplant research behind setting up an oil pumpjack.

Currently, I automate tens of pumpjacks, refineries, and chemplants, along with necessary railway, then set up a refinery outpost somewhere with oil + coal + water in one go.

The new system would require going there once to set up pumpjacks to unlock the research, going back to your main base to automate refineries/chemplants, and then finally going back to set up the rest of the outpost.

Yeah we will probably consider moving the entities to be along with pumpjacks while only the recipes are unlocked with the trigger. It's a little weird that you can have chemical plants and refineries without a single recipe for a bit of time, though...

Comment

Originally posted by Learwin

What was the determining factor for which recipes have been chosen? From the post it seems like high cost intermediates.

We chose several important/influental recipes. There are things like steel (Something you can do before you go to space), blue chips, plastic, low density structure and few other things. But these things can change easily, so the list might change on a whim.

Comment

Originally posted by DanmakuGrazer

Infinite crafting productivity research will make it impossible to have lasting perfect assembler ratios for endgame items, which sounds pretty exciting. Transporting materials by train to a dedicated production site will probably be a lot more effective, and you might even oversaturate your output belts eventually. Interesting stuff to think about during the most monotonous part of the game.

Also love the changes to early game research, I felt overwhelmed when I started even in the tutorial. They won't make a difference to someone who already knows what they're doing, but they'll help get new players used to all their starting tools.

Keep in mind that just few selected recipes have this research, not all.

Hello,
This week we will talk about some technology and research related changes coming in 2.0 and the Space Age expansion.


Quality clarificationskovarex

It was rather interesting to read the reactions to the last FFF-375 about quality.
It sparked a lot of debate and we noticed a lot of misconceptions about it. So we would like to address some of the biggest ones:

  • When you don't put quality modules somewhere, everything works as before, so you don't have to sort everything everywhere as some people thought.
  • The random aspect of the mechanic seems to be very upsetting to a lot of people....
Read more

14 Sep

Comment

Originally posted by Jjeffess

For modding, are Quality tiers basically a new prototype definition, or is there only a specific set of attributes that can be varied by Quality? So if somebody wants high Quality beacons to be OP, that could be a mod?

Quality tiers are a new prototype definitions and their names, power, probabilities and tiers are part of the moddable definition.
But their effect on different entity types isn't moddable currently.


13 Sep

Comment

Originally posted by rpetre

I have the impression that only a few items are going to be worth upgrading. Probably the devs decided that if quality is a property of any item, they might as well have fun and set the bonuses to whatever would make sense in-universe. From a cost/benefit perspective, I expect that just the personal items and the spaceship components (since it'll have space and energy constraints) would be worth it.

When it comes to priority, this is how I played it:

The first priority is the quality modules, as you want to improve the efficiency in which you make more quality modules, and other quality stuff.

Second most impactful are the productivity modules, as they greatly improve the production of everything.

Right after that we have the speed modules and assemblers (this includes any producing machine), as they improve the return of investment of the quality productivity modules.

Big priority is also inserters, since they are quite cheap, so making them in higher quality isn't that expensive, and with the beaconed super fast productions, inserters could become the bottleneck otherwise. This is generally very important factor, as quality is a multiplier on price, so making high quality labs, which are very cheap, might be much more sensible to do sooner compared to power armor 2, which is quite expensive on its own for example.

The personal armor/eq...

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Post

Bugfixes

  • Fixed that updating a mod would re-download all of its dependencies if they were not enabled. more
  • Fixed that Build control was allowing binding to controller buttons that would not work. ...
Read more External link →

12 Sep

Comment

Originally posted by SorryAboutTomorrow

Is it not pretty common to have a remote factory that build something like plastic and bring them to another part of your factory via trains? If you add some quality modules to your plastic factory, you have to deal with the factory producing multiple quality types of plastic that have to get loaded into trains.

You could use quality modules in these specialised remote Factories, but in practice people (including me) just use the improved productivity modules in these to avoid having to deal with quality items on a big scale.

And if we need a plastic locally in higher quality, it is usually a smaller scale, and we do it locally, or just avoid it at all.

The point is, that using quality on a big scale remote setups is a probably a super late game strategy, which is hard to manage, and the motivation to do so is to squeeze the extra quality output for the sake of complications which could be a wanted challenge at this point.