kovarex

kovarex



27 Oct

Comment

Originally posted by superstrijder15

remember: you can do basically everything via remote view now. So it'll be a fresh start... where you put down bots instantly, then use your bots to manage things locally while also handling everything at home through remote interfaces and construction bots. And you can bring a space platform that you loaded up with 10 rockets worth of stuff, or 100, or whatever you want so you can instantly deploy a nuclear reactor or solar panel grid and use dozens of mines and assemblers to kickstart your new base.

It's a fresh start in terms of what infrastructure you have around you, but because you can take stuff it is going to be effectively straight skipping to blue science

Exactly as you say.
The amount of stuff you want to bring compared the amount of stuff you want to do locally is part of the strategy.

Comment

Originally posted by apaksl

/u/kovarex in addition to toggling 'trash unrequested' can you add a once-per-press keybind so that a quick tap of alt-c (or whatever) will immediately add all unrequested items into trash without leaving the option toggled on?

Based on testing, it seems that just quickly toggling it on and off again is good enough. We are starting to have wee bit too many shortcuts maybe ...

Comment

Originally posted by Nazeir

I would argue ammo that's in the character ammo slot shouldn't count as part of the no-ammo rule. I think the no items in inventory is perfectly fine and reasonable.

The reason is nukes. Nukes are super heavy on purpose, because they are too good everywhere, so only one nuke per rocket was a designed limitation.

Comment

Originally posted by fede1301

Those space platform building animation look so good, i wonder if every building will have it’s specific animation. Also the logistic groups will probably become my favourite new feature.

No, we won't have custom animation for every building, that would be too much.
But we will have some general scaffolding extension animation.

Post

Hello, today we will go over some of the details of Space platforms we couldn't fit into the last FFF, as well as some new features that will tie the whole system together.


Space platform clarifications

Without construction robots, do the things just magically appear on the platform?
Many things we show in FFFs these days are work in progress, including the space platform building visualizations.
Let me present the tiles building animation preview.

Mp4 playback not supported on your device.

We will have something similar for entities too, so things won't magically appear, but it will be as though the platform is 'building' them by itself.

If blue science leads to rockets do we get advanced stuff like low density structure and rocket control unit earlier, or are rockets different?
Low density structure is blue science. Rocket control units were removed an...

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21 Oct

Comment

Originally posted by warchamp7

This made me wonder, what happens right now if you try to underground belt across water? Does it prevent it?

Water is still fine, but there are other examples where it doesn't work in the expansion later on.

Comment

Originally posted by bm13kk

I am not sure, that plain "no gaps" will work for your goal. A spiral structure (like the Milky Way with only 2 arms) will have the same issue and have no gaps.

If you need topology solutions - you need to have a "clear" goal.

But since underground belts can't go over empty space (under what?), it would be really hard to build a factory on that.


20 Oct

Comment

Originally posted by DrSouce12

Well I’m somewhat disappointed as this FFF partially confirms my main fear with the update - reducing the need/complication of using combinators in material logistics.

Why make it so easy to load the silo?

The core challenge to this game is effective and thoughtful material logistics. Making everything a requester chest that has access to the bot network simplifies this challenge to silly levels.

In the current game, one of the main distinctions that is noticeable between a good player and a great player is mastery of combinator logic. Now it seems like no mastery of combinator logic will give you an advantage over just using the built in request or function of the silo…

They left it open that there were niche cases where the logistics may be more difficult (maybe there is a planet where you can’t use bots), so maybe the entire game is not being simplified, but it concerns me.

The complexity of current combinators creates a nice reward...

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I'm just finishing an internal DLC playthrough, and I never used so many combinators in my life as now. Apart the things where it is already useful in vanilla (wall resupply logic for example), there are new challanges where circuit network helps a lot in the expansion.

On the platform for example, you can make a simple, but not so efficient setup where you just throw things out in a simple way and keep what you need. But you can do smart things with circuit setup, reprocess asteroids and keep track of what you need to make the platform much more efficient.

And we didn't get to the planet mechanics yet.

The point is, that some things are fun or challanging to make, and some things are just a lot of work, and we want to differentiate these two.

Comment

Originally posted by KyraDragoness

Tiles being instantly built is a bit strange.
Why not have tentacles that can build everything in a certain range, and the hub has its own tentacle to start with ?

This is WIP, I saw what the graphics team is planning, and it is fantastic, just wait :)

Comment

Originally posted by kevihaa

The problem was, that the actual gameplay produced by this system proved to be incredibly annoying very quickly. The reason is, that you need many different items in small quantities to build all the platform mini-factory and the only reasonable solution to do that was weird

With that you could go explore planets. This sounds great until you realize that the player isn't quite getting anything useful out of any of this until they have successfully brought science packs back from another planet.

Sounds like they are solving some of the major issues with pacing that have plagued SE from the start.

Honestly, having the actual team at Wube act as editors for Space Exploration is a bit of dream come true, as the bones of the mod are just amazing, but it desperately needed to be trimmed and refined.

Hopefully when the Space Age fork of SE is released it’s able to incorporate these QoL improvements.

Thanks!
I think that the key is to realize that making things approachable and better paced is not the same as dumbing things down.

Comment

Originally posted by tripleomega

This makes me wonder about many things:

- If there are no robots and players can't walk on the platform how are things getting built? The devs seemed quite concerned when adding remote rotating of a belt that it might feel odd for it just to happen, but this is on another level and they don't mention it.

- How are we getting back down once we are up in space? The vanilla rocket doesn't really have a reusable capsule.

- For that matter how are items sent back down from a platform?

- Do we get to keep our inventories when going to space? I'd guess not as that would highly encourage manual transportation of items to space.

- If we need interplanetary logistics and can only send things one stack per rocket do we need low quantities of these items or do we need to launch huge numbers of rockets? Or are rocket inventories bigger now?

- If things get auto-requested by platforms how does the rocket know when to launch? Does it launch even wit...

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The platform is thick enough to have some machinery inside. We didn't show it, as it is still work in progress, but there is going to be a scaffolding animation related to building tiles and entities.

From a game design perspective, getting down is for free. There is some capsule landing animation/mechanics in progress, while in the current playtesting version, things just teleport down. When it comes to the way how do you request things down there and how it all works together, it will be covered later.

You can't keep your inventory, only your armor. Platform payload is quite limited, more on it later.

Rockets are not limited per stack, but per weight, more on it later. But even so, you are going to send quite a big amount of rockets in the expansion (many thousands at least, probably more, but don't forget rockets are 20 times less expensive now), this is why rockets were made much cheaper and little bit more simple to produce, to not make the whole expans...

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Comment

Originally posted by hanuke

You'd still be able to place an underground belt that goes between the two prongs of a C-shaped platform

No you can't. I twouldn't make any sense.

Comment

Originally posted by usernamedottxt

Why no holes in the spaceship? Is it just to force size/weight to be linear?

Game-design reasons.
If you could build holes, you can just make sparse (non compact) setup, with the tiles only on needed places.
With the holes being disabled, you are more likely to build compact platform area, which you need to compactly fill with machinery.

Comment

Originally posted by [deleted]

I know people don't love to see criticisms about our favorite game, but I wish the audio team got as many resources as the graphics team. The graphics are incredible. The gameplay is incredible. The audio, well, the audio seems to be the red headed step child.

It's not really noticeable on little PC speakers but if you play this game on a quality sound system the audio comes up a little short.

Audio got a lot of love as well. Including my personal longest wanted feature (you can try to guess what it is)It will be covered later in FFFs.


06 Oct

Comment

Originally posted by RoofComprehensive715

I think the remote interactions are going to compliment the space elements pretty well as you can't be expected to be everywhere at once

Yes, it is a prerequisite to a lot of the content.

Comment

Originally posted by juckele

Does this mean we're getting a replacement for splitters filtering for deconstruction planners?

You can still make items from blueprints as before. Especially because their physical existance in the world might be useful.

Comment

Originally posted by Virtual_Function_958

How does this work with Spidertron remotes? They have configurable state and need more than one.

Spidertron remotes will be covered in some future FFF. The clumsiness of the current 1.1 solution is crazy.

Comment

Originally posted by tincanstan

Will abstract items still take up inventory space?

It would be awesome if there were more inventory management options in general.

(Inventory tabs, item quality filters, etc)

They can't be inserted into inventory, similarly how you can't insert copy-paste tool and such.
The way I personally use it, I just press alt+R (the default shortcut for the red wire), do what I want, and the q to forget about it. No inventory management is related.


30 Sep

Comment

Originally posted by SBlackOne

Will they require concrete? Would make sense of the way they look.

Yes


29 Sep

Comment

Originally posted by BiblicalFlood

When you try to manually mine the support, it will automatically select (and mine), the rails that depends on the particular support first.

You guys think of everything. How will this work when the player's inventory can't hold all the rails? Like belts, where it dumps the items on the ground, or like chests, where you mine what you can hold and the rest, including the structure, stays?

Its not like we think of everything. We just played the game, and realized it is quite annoying otherwise.

When you don't have space in the inventory, it just fails to mine the same way as if you wanted to mine the related rail directly.