kovarex

kovarex



08 Jun

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Congratulations, explanation of this kind of attempt is actually quite useful to read. I have a confession to make, I never actually tried the achievement, when we were designing them, we kind of looked at the world records at that time and multiplied it by something (2 I think), and hoped it to be reasonably achievable. With the science packs update, we didn't change the time and I was afraid that it might be too short, but it is probably ok.I should try it one day :)


25 May

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My 4 year old started playing and he loves it, I didn't expect him liking it so much so soon. He now wants to play every day. I started a peaceful mode game for him and joined in multiplayer. He was just running around to learn the controls and explore, mining trees in the start, but eventually, he started to copy basic smelting setups and now he plays with construction robots and copy pastes solar arays.

I'm actually quite suprised how well the game scales as the technology goes on. Small/unexperienced kids can do super simple things like running around/mining random stuff and exploring, and then, they can step by step do more and more sophisticated things and explore the game as they age and/or get more experienced and the the technologies unlock.

Next game, we will play without peaceful mode.


04 Jan

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Originally posted by OwenProGolfer

For everyone saying paid DLC: what would they add that you can’t already do for free with mods?

There are a lot of things that mods can't do (these would be mainly the candidates). Or things that mods can do, but not in as optimised way as we can do.

Also, we would always make things little bit differently even if something similar is done by mod already.

As an example, I give you the blueprints.

There was actually a blueprint mod before blueprints became a thing in the base game:

You had a special item that you could build to specify 2 corners of the blueprint to be stored. Then, through some gui, you selected the blueprint to be built and then you had to build different entity that specified the position of the blueprint to be built. It spammed that blueprint on the map instantly for you. It was interesting, but very clunky. Compare it with what we have now, blueprints as items with tooltips that contain preview of the blueprint. Instead of just appearing, it is built by robots, you get warnings when you have not enough items to build i...

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Originally posted by Razor_Fluff

Factorio is a preety complete game for me if it makes any sense. Like paid DLC's are maybe the thing. But we got a few games factorio-like lastly. And TBH it would be hard to make like Factorio 2. Also what could be possibly added in those DLC's? I saw an idea of improved combat mechanics etc but it could be just a big update, IDK. I know it may sound like I'm stingy but if there is anything really worth it, like a big deal addition to the game I'm willing to give Factorio devs my money ^

There is a lot that can be added. More than we could do in a lifetime :)

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Originally posted by WideWeierstrass

The "obvious" extension to Factorio is to implement interplanetary logistics so that a factory on one planet can receive shipments from a factory in another planet that has different resources available. You'd have the incentive to have high tech and complex factories because you'd want to minimize weight sent to space by sending refined or manufactured materials (circuits instead of copper ore). Hopefully with something interesting going on in space like orbital stations and such.

The problem is that those mechanics are very lategame, which realistically most players would never see, so it can't really happen unless "Factorio 2" shifts to building many small factories in many planets, instead of just a big one. But I don't think that's nowhere near as interesting as the current game loop.

Adding things late game is fine by me. It increases the progression scale. Lot of people don't start the rocket, because it is almost "just the end of the game" (apart space science).

But if there was a whole chapter of gameplay behind it, you bet that more ppl would go for it, and even if they wouldn't, i don't care, i would and you would :)

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There are SO MANY THINGS that could go into a dlc (lets call it expansion back). I have a whole trello board for things, and a working branch with one of the first additions I want to put there. We even spent one whole weekend testing the branch in a MP lan party, and it was a lot of fun. I'm just not allowed to put it into the base game, because we want to stick to no feature policy so the game gets actually finished. Obviously I can't tell you what it is. Sorry for teasing, I just couldn't stop it :)

So ... DLC makes a lot of sense to me, Factorio 2 ... not that much.

There are other possible things that could be done apart that. I would love to play some kind of Factorio online game. Turn based competetive - market driven game, where everyone build their own factory on their own little piece of land. People would have to try outsmart others, specialise depending on the market and try to predict the changes of the supply/demand ratios as the overall research p...

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04 Dec

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You are right.


04 Jul

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Originally posted by shawn1368

I would totally buy a water extension to factorio!

I would love to do some of the content ideas we have in mind someday :)


03 Jul

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Originally posted by pakjesboot12

So do I. Are you seeing this, u/kovarex ? :)

The list of things we could do is long :) Now we need to finish 1.0 and lets see what we do then.


14 Jun

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You might have noticed that a lot of rail related stuff was broken during these past releases, and now it is working more or less fine again. The story behind it is not so trivial.

Rail signal logic

The rail signal logic for automated trains is quite straightforward:

As a train moves forward, it tries to reserve signals in front of it. If it can reserve a signal, the whole block guarded by the signal gets reserved for the train. If the train can't reserve the signal, as the block is reserved or occupied by different train(s), it stops in front of the signal and waits. Once the train passes a signal and enters a new block, it removes the reservation on the signal and block it had reserved. Once it exits the block, the block can be reserved and entered by other trains.

This looks nice and simple, nothing fundamentally wrong could happen with this logic right? Especially since we have it there for almost five years and it all just works right?...

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