I really like the heat pipe mechanic. It provides great gameplay. Maybe it is unrealistic - who cares, so is carrying around twenty nuclear reactors in your pockets!!
I also really like that space platforms can gather resources - and potentially channel those resources to planets. I don't want that limited. I think it is super cool.
My only wish is that we had Aquilo enemies: the flying enemy teased seemed awesome. Will you launch with a mod that adds them back in? I really really want them. My sense is that once you get to Aquilo, you should be so ready with resources from other planets that enemies really shouldn't be a problem / bother, and rather a worthy challenge!
It is going to be hard resisting spoilers on YouTube once the embargo lifts on Monday. I am so looking forward to launch!!
Friday Facts #432 - Aquilo
Re: Friday Facts #432 - Aquilo
I think you are correct on the "bot" mindset which is given much more importance with the remote view and the different planets, one would want every thing to be manageable remotely, i think logistic bots and also construction ones are going to be everywhere.
I also think that the different stats of planets could play a role in how efficient bots are, like in Space Exploration some planets had strong magnetism which damaged bots / cause attrition and others had better solar.
I wouldn't be surprised to see planets having incentive or restriction on bots. After all they are not allowed on space platform. For construction bots it removes the hassle of forgetting them, you can always build remotely, but you can't use logistic bots to help for "logisitic".
And i'm not saying this only because we are past the 14 and that some reveal may occur x).
I think it would align with the spoilage mechanic in Gleba where you are not allowed to mitigate it using things to keep freshness. If devs wants you to use heatpipes and make spagetthi, they may have kept a trick or two to discourage using bots too much when they don't want player to abuse it. They do not freeze to death when running out of battery, ON THE VIDEO, but they seem to get out of battery a lot and we don't see any flying in the video where it's heating up.
I'm curious to know what happens to bots flying if all the robotports end ups freezing due to lack of heat now.
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Re: Friday Facts #432 - Aquilo
I agree that it isn't Factorio, and it probably never would or should be, but I'd love to see that game. Maybe it comes from reading Ignition! too many times, but there's just something magical about the idea of almost blowing up your factory with the fantastically powerful and dangerous chemicals you're working with.The Phoenixian wrote: ↑Fri Oct 11, 2024 3:46 pm Another note:
The addition of fluorine to chemical industry has me suddenly picturing an alternate universe where Factorio had more of a focus on industrial accidents as a threat than tower defense against wildlife, and the game over screen took the form of a USCSB report.
Because the moment fluorine gas as a resource came up, my first thought was "well, this is certainly going to be extremely hazardous." Despite that not really being a thing in Factorio.
Literally in the same sentence:
Heat pipes and heated buildings would melt the ice, so to protect the ice that keeps you floating you can place concrete (or refined concrete) as an insulator. In practice this just means that most entities can't be placed directly on to ice, we don't actually turn the ice tiles into ocean... anymore. That used to be a mechanic, but it was too annoying to deal with when you try to build in an already heated area.
Re: Friday Facts #432 - Aquilo
Ah, overlooked that, thank you.
That's definitely gonna be a pain. We'll have to bring a hefty supply of concrete to Aquilo with us, since we can't mine iron or stone to make it on-site.
That's definitely gonna be a pain. We'll have to bring a hefty supply of concrete to Aquilo with us, since we can't mine iron or stone to make it on-site.
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Re: Friday Facts #432 - Aquilo
The write-up preceding the video was awesome.
This is my favorite planet, for sure.
It's not clear if the machines become slow continuously, or discretely.
I hope it's the former.
This is my favorite planet, for sure.
It's not clear if the machines become slow continuously, or discretely.
I hope it's the former.
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Re: Friday Facts #432 - Aquilo
Warning: Entering ecological dead zone. The prospect for survival is fast approaching zero.
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Re: Friday Facts #432 - Aquilo
Except that you are. You're trying to make a real life argument about something in the game. Your argument isn't even true, real life rail guns would 100% use casings, all of them. For the same reason HIMARS rockets are stored in pods despite the fact that rockets and rocket launchers don't need pods. For the same reason rifles switched to magazines. It's for fast reloading. You would never expect a logistics systems to handle "just rods", nor a loading system.XT-248 wrote: ↑Sat Oct 12, 2024 4:19 am The concept of 'Railgun' is to remove the inefficiency of using chemical fuel from the equation (gunpowder, solid/liquid propellant, etc.), utilizing a magnetic coil to generate a powerful magnetic field that is formed in a particular way to accelerate the 'entire' solid projectile at a very high muzzle velocity, which overcomes air friction through sheer brutal force. The only thing resembling anything being ejected from a Railgun would be the armature, which keeps the projectile moving in a straight line out of the barrel (as opposed to cartridges falling out to the side from a gunpowder-powered military rifle being used in the #432 Railgun animation).
I am not advocating for 'realism over gameplay' here.