Friday Facts #438 - Space Age wrap up

Regular reports on Factorio development.
Makka77
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Re: Friday Facts #438 - Space Age wrap up

Post by Makka77 »

The unit test video made me feel a bit funny...
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Re: Friday Facts #438 - Space Age wrap up

Post by CPU_BlackHeart »

Going to miss looking forward to FFF's but all good things come to an end. One thing that is consistently on my mind is Aquilo and its presence in a Death World. In earlier FFF's, it was mentioned that Aquilo originally had enemies but they were removed because they messed with the flow of Aquilo too much. Normally this isn't much of an issue in a normal game, but for those of us who play Death World, we're in the majority that enjoy an experience of having to juggle defense on logistics, so maybe in 2.1 Aquilo's enemies could be added back to the game as a Death World exclusive setting? I can understand not putting enemies on Fulgora, but I believe that on the Death World setting, each planet should have its additional threats.

Nauvis has extra biters and faster evolution, but outside of Nauvis, there's nothing extensive about playing on the Death World setting carried over to the new content, so a couple of ideas.
Space, Space is already enough of a challenge doesn't need changes regardless of Death World setting or not, Space isn't a world/planet, it's the inbetween.
Gleba. Gleba is pretty obvious, same as Nauvis, extra enemies.
Fulgora, this one is a bit of a tricky one given that the elements seem to be your major obstacle, but after you get lightning towers up, the weather stops being a concern which eliminates the threat of the planet completely. It'd be nice if Fulgora had additional weather elements you had to look out for like maybe thick sand storms every now and again, additional things that impede you that can be nullified with other buildings, like forcefield generators to keep the sand out of your factory. (Essentially if in range of the building, the sand storm effect is alpha'd out.)
Vulcanus is Vulcanus, thankfully there's the Explosive Biters mod which can add additional elements to the planet, but with no way to really control pollution, Explosive Biters get out of control. Maybe for Death Worlds there can 2 Demolishers inside a zone instead of one?
Aquilo... well, Aquilo is obvious, enemies were prepared and then later removed due to them making the planet harder than needed, so essentially that means they're near a finished state? At least that's what I get from the interpretation from the one FFF. If anything I would think adding back the Aquilo enemies for 2.1, mainly for Death World players, could be the .1 feature a certain niche of us are looking for.
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Re: Friday Facts #438 - Space Age wrap up

Post by BlueTemplar »

Mango wrote: ↑Fri Nov 22, 2024 8:39 pm
The game I'm thinking about is related to WoW in a similar way as to how Factorio is related to Minecraft.
If Factorio = Minecraft - dimension + automation
then RPGtorio = WoW - dimension + automation

...isometric rpg where you automate leveling. Sounds like clicker heroes :mrgreen:
Yeah, we know that Kovarex is a fan of Baldur's Gate 1-2.
And guess which game is a top down isometric party RPG with tons of automation for its auto-pause system and party member actions ? Yeah, still BG1-2 (and also the Icewind Dales I guess).
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Rebmes
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Re: Friday Facts #438 - Space Age wrap up

Post by Rebmes »

Well, I can't end this day without commenting on your last Facts for awhile. I've read them all for a long time, and the recent set of all 50ish have been great to follow. I've also had the chance to play the expansion quite a bit, and although I haven't completed it yet (Aquilo etc, I wasn't so great at the game to begin with!) I feel like you've made the best game that there is today. Make sure you celebrate and pat yourselves on the back for this! Sorry there's so much bug fixing to do, and I hope you have great holidays, and the best of luck with whatever you choose to do next year and on!

Thanks to all of you guys and the people who helped along the way <3
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Re: Friday Facts #438 - Space Age wrap up

Post by IsaacOscar »

Just wanted to say thank you for everything you've done so far, I've been playing space age since release, and I've only encountered a few minor bugs, so you've definitely done an excellent job on release quality.

Also I know everyone here seems to want you guys to keep making factorio, it's your businesses/life so I think you should do whatever you want and be proud of the excellent game that you've already made and the bugs you've squashed.
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Re: Friday Facts #438 - Space Age wrap up

Post by Crowd_Kraut »

Thanks for all your work Wube for this game.
I think it is a bit of an understatemant to say: "Our realse was ok"
The game did not crash once. I had no serious bugs 170 hours in and you never promised anything that you couldn't hold.
In other words you are better then 90% of developers in the modern gaming era.
Have fun in WoW and see you with your next game.
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Re: Friday Facts #438 - Space Age wrap up

Post by Molay »

The discord invite seems to be invalid. If that is intended, could you please give details as to what server and faction it is? Is it the PvP one? Alliance or Horde? I was intending to give WoW another whirl myself, might as well do it on that one and see where it takes me.

Thanks!
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Re: Friday Facts #438 - Space Age wrap up

Post by FasterJump »

Congrats! I think of all the knowledge you gained while developing the game, and all the knowledge you shared in the FFFs. Good luck in your new project(s), and I hope there will still be some ongoing work on Factorio in the background!
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Re: Friday Facts #438 - Space Age wrap up

Post by Hamez_Boi »

GregoriusT wrote: ↑Fri Nov 22, 2024 12:34 pm Factorio 3.0 - Rustacean Age

Discover the depths of Nauvis's and Glebas Oceans in this new and rewritten in Rust Version of Factorio! Fight off giant Crabs as you venture deeper and deeper into a World optimized to its very Core!

Deal with the all new Oxidization Mechanic, which will deteriorate all Iron Objects underwater! Build Sacrificial Anodes to stop rust from spreading!
lol i said this a few posts before this :D
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Re: Friday Facts #438 - Space Age wrap up

Post by Hamez_Boi »

cackling.fiend wrote: ↑Fri Nov 22, 2024 1:42 pm
Hamez_Boi wrote: ↑Fri Nov 22, 2024 12:13 pm shame we're only getting one factorio expansion.
i could've forseen an expansion including caves and oceans levels under the surface of the planets, as well as different kinds of planets like a barren moon/murcury planet and maybe a gas giant. not sure how the gameplay would've worked for the gas giant though and if it'd be too similar to underwater
Lets see what the modders bring us.
there's a difference between modding and dlc, a very big one
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Re: Friday Facts #438 - Space Age wrap up

Post by mmmPI »

Makka77 wrote: ↑Fri Nov 22, 2024 10:15 pm The unit test video made me feel a bit funny...
Dear -insert-AI-name-, i'm going to show you a tutorial video demonstrating what moves are allowed in the videogame factorio, i want you to watch carefully, and infer the rules of the game to then devise a strategy. :D
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Re: Friday Facts #438 - Space Age wrap up

Post by picklock »

So, that's the last FFF for now. But V2.0 has been released and everything has actually been said. Nevertheless, I will miss the in-depth descriptions of the development. But maybe we can still enjoy some interesting FFFs before the release of V2.1.

The end of Factorio development is in sight. That's a pity on the one hand, but understandable on the other. You developers want to do something new. I'm still curious to see what V2.1 will bring. But I hope that the impact on existing mods will not be too great.

I wish you all the best for your new projects, but hope that Factorio will be maintained for a long time to come.
My Mods: Picklocks Fusion Power | Picklocks Inserter | Picklocks Lithium Polymer Accumulator | Picklocks rocket silo stats | Picklocks Set Inventory Filters | Picklocks QuickBar Import/Export | Picklocks Nauvis Cliff-Explosives
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Re: Friday Facts #438 - Space Age wrap up

Post by KeithFromCanada »

How difficult would it be to spin off the procedural music generator as its own app which uses an existing game/soundtrack install to provide users with a constantly shifting soundtrack for their day without needing to leave Factorio running? Bonus points if there was also a (purchased) mobile app version.
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Re: Friday Facts #438 - Space Age wrap up

Post by levas_007 »

Factorio 3.0: Interstellar
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Re: Friday Facts #438 - Space Age wrap up

Post by TheoMarque »

Maybe Wube Follow Relogic developing Terraria. Every time they said "last update" and do some small updates. Now, they focused into merch and Terraria spin-off's.
I would like see special mods smaller than Space Age but designed on current 2.0 engine created by Wube team. For example:

Extend Fulgora "Deadly End of Technology" - discovering history about this planet and what caused end of Fulgorian Civilization - maybe AI or something?
Extend Vulcanus "Sunfire" - preventing planet destroy by sun and demolishers (or demolishers are not that bad as wee saw)
Extend Gleba "General Genes" - Biological horror and genes manipulating given us way to empower classical machines with biological things (like biolabs!)
Extend Aquilo "Climate change"- global warming impact
Extend Nauvis "Sky is not Limit" - make good place to support whole engineers civilization - like OTTD or other tycon/citybuilder games.

These ideas can move from factory/automation game into more narrative/interactive and impactful game that lacks currently. I would pay por them separately for example 1/3 prace of last DLC.

Other Way is expand to other solarsystems with different planet and map settings (same technologies), but with strage generation. Like No Man's Sky.
Or, Create large project - like Dyson Sphere Program
Of course, any of this can be made by modders but i prefer maintaining and developing way that Wube do :)
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