No.100569[View All]
Server isn't up
We're fast-approaching the time of year where plenty of people are available, and there's a lull in media content to keep people entertained. So, I was thinking it'd be a great time to start up a Factorio server and play with Kissu! The plan is to play on a really big modpack known as Space Exploration which should ensure the server lasts a
long while, and also that every person can be helpful even if they're new and it's late into the game. You see, this particular Factorio modpack revamps and expands Factorio beyond the typical endgame where you need to build a rocket out of the world, to where you will now need to escape the entire stellar cluster! Utilizing multiple planets and a space base in the process to reach this goal, Space Exploration forces the players to learn every aspect of it to keep their factory properly running. Especially with the added feature of bot decay which really changes the dynamic of the late game.
With all that said, I think it'd be good to get a head start and begin to discuss things related to Factorio related to optimizing Factories, or maybe even teaching new players/people that want to test things out how it all works. There's a lot to learn about the game and it can make it feel a bit daunting to new people at the start, so if you want to try starting up a world and seeing what makes sense and what doesn't initially I highly recommend it! Also remember that the server will be a group effort so there's no need to worry if you're not particularly good at one aspect since others should be able to help out as well!
I'll be available in the steam chat (
https://s.team/chat/NUIbnP7U ) to give anyone who may want to try out the game a copy, or you can pirate it and download the mods yourself if you so wish to do so. I plan on actually opening up the server sometime a little after Christmas, so there should be plenty of time to talk in here before then.
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No.102580
>>102574Can you upload a folder of the mods? I'm not comfortable connecting to their servers to make an account on a pirated copy.
Or record a tour of the bases or something?
No.102581
>>102580Ohhh yeah oops, completely forgot to keep the folder in the OP up to date with what the server's currently using. I added a link to another zip that has all the additional mod files we're using on the server, so just shove those files into the existing mod folder and you should be good to join.
No.102900
nerd gaming time
No.113631
https://www.factorio.com/blog/post/fff-373There may be hope for kissu's space adventure's yet. An expansion for factorio is in the works and kovarex is collaborating with the maker of the Space Exploration mod to make it.
Some key notes that kissu should take into account
¥Game Length: Space Exploration is a long-form adventure designed for players to gradually uncover many interconnected challenges over 150-500 hours (or more). Space Age challenges are more streamlined and self-contained for a faster pace of 60-100 hours (rough estimate).¥Space Age has a lot of different challenges but they never get too extreme and the usage of combinators is quite lightweight, so we expect that most players will be able to complete it.So the expansion will be essentially a more simple version of space exploration baked into the vanilla game. Hopefully meaning that we don't get stuck like we did trying to play the later parts of SE that just became a complicated drag that would require us to rebuild entire bases to fix.
Also worthy of note is this
https://www.factorio.com/blog/post/fff-375, when we do Space Age I don't want a SINGLE structure that isn't legendary quality.
No.113632
ALSO
¥Examples of things that will be in the 2.0 update are: the ability to control train systems better, better blueprint building, better flying robot behaviour and many more. It will all be covered in more details in future FFFsThe smarter robots were already elaborated on in
https://www.factorio.com/blog/post/fff-374 so I can't wait to see what they have in store for trains because I wanted to tear my hair out sometimes trying to fix them.
No.113633
>>113632>the ability to control train systems betterNeat.
>I wanted to tear my hair out sometimes trying to fix them.A lot of the issues comes from running multiple trainsets that of differing lengths. One of the bigger issues is with distance between signals. If a backup exists up to a signal station, eventually a train will get stuck in an intersection depending on how the intersection signals are configured.
No.114146
>>114145Yeah it's lovely, and looking at what else they were talking about with the improved signal placement makes me extremely excited to get back into the game once this expansion comes out. It's going to save so much headache-inducing brute forcing of railroads...
Man... this'll make it possible to have parallel train lines running as well... I hope the expansion comes out sometime next year.
No.115408
>>115407Holy... Flying junctions :o
No.115417
As if I needed more reason to stay in-base and have robots work on everything
https://factorio.com/blog/post/fff-380
No.115424
I don't like the Quality feature in the new expansion. I hope someone makes a mod to remove it.
No.115509
>>115424After having read the blog post on it and thinking really hard about it, I actually really like the system. Especially when I read the line that basically made one of the points I'd make for me:
>It plays nicely with the space platform building part, as the space on the platform is quite limited and expensive, it is very efficient to save the best stuff you have for the platform, at least in the beginningSince the next expansion is a mini space exploration, quality seriously helps with setting up new planets and quickly popping out a new world base. Also if you pay attention to the notes about quality, it only adds benefit to existing buildings, it doesn't actually detract from the existing functionality of stuff so you could play completely ignoring it and have no difference in experience from playing regularly. But now instead of needing to worry about quickly sucking dry the resources of a new planet that we're trying to expand to we can see instead a way to keep bases a bit more compact for a while and not need to make a labyrinth out of each.
>Mining drills deplete resources slower>4 Legendary productivity modules in an an assembling machine 3 gives +100% productivity bonus (it was +40% before). Since this multiplies in multi-step production chains, the overall factory productivity gets quite a big boostThis could seriously improve the longevity of a small outpost on a new planet. Also assuming they add the planetary drill from SE then this could be used to make that an even more viable strategy. I can already picture an endgame setup where your space platform has a large quality factory on it taking resources from the many planets you've colonized and there you use it to craft legendary quality materials for your most important facilities (like previously mentioned world drills)
On the topic of things I'd really like to see added in the expansion, I think an expansion on the current enemy variety could be cool. Especially so if it's worked into the planetary exploration part of the game where different planets could potentially have different species on them and the world you spawn on initially could harbor any of them. I think this'd be neat for later game when you're already in space so that maybe you need to adapt different strategies with your godly arsenal at that point for expanding into a different species than you've been struggling against already. Like maybe extremely fast and numerous aliens with far less health, or maybe even flying ones. Would add a whole new level to death worlds if you could spawn on a world with flying bugs.
No.115548
friday nite!
time to read some factorio updates
https://factorio.com/blog/post/fff-382
No.115945
probably a matter of a game that's really wide but not entirely polished
No.115947
>>115946too many of these could make the game really slow...
it looks like you can select a specific signal location on the top row. Based on the sorting you can select the number 0(which would min/max) so on. Then there's a flag for counting the number of something... then a random number generator and so on
No.118115
>>118096This is probably one of the best additions they've announced so far. Making refueling stations for each deposit/drop-off caused so many unnecessary headaches in getting the fuel all around up until you have bots capable of doing it, and even then sometimes you'd have the conditions for coming and going from stations be fulfilled causing the trains to eventually blow past stations too fast to refuel and then run low while in the middle of the tracks. Even more than that though, you could probably make an entire train system based on interrupts and the new grouping system for trains will make scaling up infrastructure a breeze if adjusting a group will adjust the path for an entire system of trains. Probably will be amazing to combine this with switches.