V453000

V453000



22 Sep

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


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 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 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 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 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...


10 Sep

Comment

There is one key thing which is probably miscommunicated: The "speed module quality penalty" does not mean that if you put Uncommon ingredients in an assembling machine, you will get Normal outputs.

What it means is, if there's an assembling machine with quality modules, you Really don't want it to be influenced by any speed beacons as it will reduce the chance of uptick.

Comment

No! :)

... and as you've read in the FFF I'm sure, higher quality mining drills drain less resource which effectively multiplies with mining productivity,


08 Sep

Comment

Originally posted by ConspicuousBassoon

I feel like a lot of people who are saying they don't like this are forgetting that it's completely optional. Not only do you not have to engage with quality, it sounds like you can just avoid researching it altogether (unless quality modules are required in some unrevealed space age crafts). There are some valid criticisms to be made (the quality names especially), but I think converting this system into modules was the correct way to handle it

Yes, no quality related research is required to complete the game in space age.

Comment

Originally posted by Wiwiweb

Haven't seen anyone share my question/concern here yet.

If quality doesn't affect science production, then this is just about malls. You'll have your normal prod/speed setup for science, but you'll need to create a whole new thing for malls. You can't just leech ingredients from science anymore.

Creating malls is already an unpopular part of Factorio, so I wonder how this will pan out. I'm waiting to try it out before forming a stronger opinion.

You can still import normal quality circuits etc into the mall, and just recycle the final products in the mall, that making the whole quality problems stay in the mall.

Comment

Originally posted by Effete-Snob

Three questions for the developers:

  • Does the recycling machine have a fluid output, or will recycling something like batteries simply fail to recover the sulfuric acid?
  • How does the quality system interact with train scheduling? If I have a locomotive set to depart when the inventory is full, but a high-quality gear somehow sneaks onto the wagon, will that train be stuck waiting at the station until enough high-quality gears arrive to fill that one stack?
  • Will the mod API provide a way for recipes to weight quality output besides influence of modules? Say, a more expensive version of the green circuit recipe that provides a higher chance to output a better quality green circuit?

All fluids get lost on recycling, furthermore no smelting or chemical recipes can get reversed.

Quality items behave completely as separate items, so a full train with having a single quality gear in some slot will prevent the train from completing inventory full condition.

Recipes with a specific quality, I don't know.

Comment

Originally posted by subjectivelyimproved

Two questions regarding mixed quality production and separate stacks.

Does an assembler accept mixed quality items as input for its recipe - Like, 2 perfect/legendary copper cable and 1 normal/basic iron plate and one normal/basic copper cable to make a green circuit?

If yes, how is the product quality calculated?

There is a specific mode "Any quality" that you have to explicitly choose to allow mixing ingredients of different qualities. The lowest ingredient will be considered only, higher quality on the others is excessive and will have no beneficial effect.

Comment

Originally posted by ultra1994

do higher quality train fuel increase top speed and acceleration?

Not at the moment but that may still change

Comment

Originally posted by Vitau

One question, can train locomotives have higher quality too? I would love a acceleration bonus on them too

No, primarily because we don't have an automatic way of upgrading locomotives.

Comment

Originally posted by PlusVera

Hmm. Interested feature. I'm mixed on it.

Pro: From the sounds of things, you do not get "Quality" Items until you use the Quality Module. So your miners won't be spitting out "Quality" Ore until you put the modules into them. This means that you can beat the game and ignore this system if you don't like it, like the circuit network.

Con: Once you start using Quality Modules, it might be VERY VERY PAINFUL. Not only will they start to take up space in Trains or other inventory locations, they will also end up in places you might not expect, due to the nature of Factorio factories being... intertwined after a while.

Pro: Higher quality items might help alleviate beacon spamming as a strategy in the early late-game.

Con: It might make the end-late-game way, WAY worse as q5 beacons with q5 modules are now so much more effective.

Pro: This does mean your starter base will likely not produce these items, and instead they will be the focus of mega b...

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There's a lot more interesting details about this. Generally there's 2 main approaches:

More complicated approach:

- Put quality modules in every steps you can

- Means a lot of complications with where you route which items.

- It's possible to mix qualities, but the result will be of the lowest quality. This way you can make use of all items.

This is generally really complicated and I don't think you'd typically want to do this. Maybe at the early stages of the game you just shove quality modules in various machines so that you could get quality ingredients for a 1-off thing (like armor, equipment or tank) - then you're not really relying on RNG and just on your strategic decision of putting those modules in machines early so they build up the quality parts.

Simpler approach:

- Put productivity modules everywhere on for example circuit production

- Put quality modules only on the final product (Productivity module)

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Comment

Originally posted by MjccWarlander

To be honest it sounds like it would be quite tedious feature, knowing me (and I'm probably not alone on this) I would just recycle everything that isn't the best quality so entire factory only uses the top quality components and products.

The problem with this is, that the costs are quite significant so it's very much worth it to not ignore steps. Also, the last two quality tiers are unlocked later on planets so you'd have to skip it entirely at the first half of the game, and it's quite worth it to have just a handful of better machines on the space platform for example, or a few higher quality productivity modules in the most resource expensive recipes.