Please enlighten us what those mistakes were ?
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Sorry, an open beta seems unlikely :yblondinca wrote: ↑Fri Aug 25, 2023 4:22 pm From the post, it looks like things are progressing nicely towards Step 6 - Beta testing. I do hope that an 'early access' version is made relatively soon with the caveat that it would need to be purchased (similar to how Factorio was released). I would be willing to pay full expansion price to be part of your early access beta testers. I imagine with FFFs coming every week now, I will need to remain patient and look forward to news on that in a future FFF.
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However, since the closed beta already started, and will be taking more people as we get closer to release, you can always try to apply ? (But expect to have a LOT of competition at first ! )Klonan, kovarex, V453000 wrote: [...]
Step 6 - Beta test
At this point, most of the graphics are in place, and the game is fully playable. When the game feels close to finished, we can tweak the final details, like new simulation screens, tips and tricks, achievements, and so on. We can also start to invite a limited number of players to help us find the most obvious bugs. We want to also invite some of the mod makers to help us test the modding API, and let them prepare for the release. Same goes for our top community translators/proofreaders on Crowdin.
Step 7 - Release
The tricky part is, that we want to release basically directly to stable, without an experimental phase, like when we released 1.0. The reason is the obvious problem we would have otherwise: An experimental release is not interesting to many people, but by the time it becomes officially stable, it is old news and nobody cares. Hopefully the focus on automated tests and beta testing should make it smooth enough.
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(I'm not even bothered, it has been years since the modders have been releasing great extensions to the game faster than I am able to try them !)
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Of course, there are already mods for that.Shuisman wrote: ↑Fri Aug 25, 2023 4:41 pmThat would be a great new achievement, some sciencepacks/minute. Would make speedrunners rethink their strategy as well. New challenges.serhatozgel wrote: ↑Fri Aug 25, 2023 4:26 pm Excellent news!
……Something to make me say “I did it” other than seeing 1000 on a graph……
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«Technically», you have the possibility to load, say a 0.15 factory, and upgrade it to 1.1 (possibly through multiple steps), but of course it's not really recommended - and there's also not much point, considering how you can just continue playing it on that version using a separate Factorio folder.Chindraba wrote: ↑Fri Aug 25, 2023 4:55 pm [...]
The one part that did catch me attention was the "technical" possibility of playing Vanilla to rocket launch and then switching over to SA. Seems like the balance is trashed, heavily, allowing that. At the end of Vanilla I'll have level 3 modules, arty, and cliff explosives in quantity, even if the recipe changes and nullifies the existing factories. I love having options, yet I'm not sure "that" option belongs in the deck.
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(Or upgrade a total conversion mod factory to a new big mod version that would make lots of changes - same issue.)
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With eyes that aren't too ancient yet, bricks on belts look quite different from concrete IMHO, and with my badly calibrated wide gamut monitor, only pink and red might give me trouble.Chindraba wrote: ↑Fri Aug 25, 2023 5:17 pmAs a someone without colorblindness, just ancient eyes, looking at the tech-tree sample I can barely tell the logistic science green from the new green and the utility science yellow from the new orange?, and even in the larger icon for the red it looks like automation science to me.
If the belts are in isolation from each other, I don't think I could tell if the green was old or new at all, while I might notice the difference between yellow and orange. The two reds are so close that I might tell them apart if they were side-by-side on a belt, maybe. A different shape to the flask wouldn't help much either. On a full belt at zoom-level 1, or further out, the shape's probably lost anyway, especially in map view at the first detail zoom level where even other similar things are the "same" based on shape and color. Concrete, bricks, and refined concrete as a "concrete" example. Of course, I happen to love the science beakers for science packs, just seems natural. I am not, however, any good with colors, so I have no suggestions for changes, merely the request for change.
But it looks like it's going to suck a lot for colorblind people :
So I would support different beaker shapes.
Factorio has color filters, but some colorblind people have reported them not working for them.
I'm aware that color filters in games are often not even for the colorblind people directly, they are here as a testing tool for the developers (including modders) that aren't, so that they are able to notice the issues that colourblind people are suffering from, maybe this is also the case for Factorio ??
Colorblindness/Accessibility Improvements
IMHO, Factorio is finished enough and big enough at this point that maybe these aspects affecting minorities should be also worked on ?
(And considering what I expect the Factorio playerbase to be, I would expect around 8% of them to have these issues, not a tiny minority.)
Also, comes to mind :
- Is Factorio fully compatible with IPv6-only networks ? Can you use domain names in the IP field ?
(IMHO we should be already at the point where non-IPv6-compatible hadware/software should be illegal, before IPv4-compatible (or at least defaulting to) hardware/software is made illegal a few years later, like it happened for digital TV standards.)
- Maybe consider right-to-left text compatibility again ? What is the state of Unicode support ?
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Nukes are currently after artillery, though not dramatically so, depending on your science production.Sigma1 wrote: ↑Fri Aug 25, 2023 7:48 pm [...]
artillery meanwhile i have mixed feelings about, it feels like a sort of win condition even, so in that sense i definitely support moving it further. however from an immersion standpoint it has always felt weird, and this'd make it feel even more weird, as i often end up having nukes before artillery, which is just very strange-feeling progression, because in the end artillery is really just an enormous gun, and it's not like the engineer hasn't built guns before. meanwhile, nukes since being added have felt a bit underwhelming, so i think a better idea would be rebalancing such that artillery is a good mid-to-endgame defense rather than a proper offensive weapon, and nukes become the high end offensive tech you need to reach space for, which'd make the progression feel a bit more natural in my opinion. now, granted, that's only something i thought of while making a coffee, and probably has some issues i haven't thought of, but point stands
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Which I would argue is on the contrary backwards (Gameplay >>> Realism), because while nukes are very powerful (and with a second nuke to get rid of the aggroed biters you don't need any defenses, unlike for artillery), they are MUCH less automatic than an artillery train on a «border patrol». (Maybe nukes combined with spidertrons ?? Haven't tried that yet...)
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Indeed, while it would suck that the expansion would be required for standalone «generalist» / early game mods like Alien Biomes, AAI vehicles, Jetpack, pYanodons Industry, Angels Industries (why oh why still these mod requirements ?!) or even AAI Industry - it just makes no sense to spend effort on separate versions for games without Space Age for the big/complex/grindy overhaul mods like Space Exploration, Sea Block, (full) pYanodons ?bayesianmind wrote: ↑Fri Aug 25, 2023 8:30 pmSpace Exploration's core audience is advanced players who have put in a lot of energy on Factorio and who want ~150-500 hours of challenge. Surely the expansion cost isn't much to ask given that many hours of quality entertainment? Many games provide far less for more money. Given that everything is a tradeoff it seems more valuable to be able to focus on more features sooner rather than spending a lot of time trying to make SE work well without the expansion. If they still don't want to buy the expansion, they can play an older SE version.Earendel wrote: ↑Fri Aug 25, 2023 4:07 pm Anything that is part of the 2.0 engine and not tied to expansion content will be used by SE.
SA won't be a hard dependency, i.e. you won't NEED it to play SE.
SA will probably be an optional dependency, so extra features be used if they are unlocked. This will mean that SE will be a bit different based on if you have SA or not. I don't really like having 2 versions like this, at least not while I'm still changing so much in the mod, but it seems unavoidable unless the SE playerbase overwhelmingly already has the expansion, but I don't know what the acceptable % would be for it to be ok to make it required.
Either way, things are changing on both sides and I have a long time before I need to start making these decisions.
Given how painful timing and compatibility mod conflicts already are requiring the expansion seems like an easy way to reduce development complexity to me.
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From experience with pYanodon's xenoworm logistic station «teleporters» (and cargo xenobears and xenowhales), while teleporters feel very cool at first, in the end they are much less interesting than other logistic options, especially trains !
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More seriously, same thing, trains are much more interesting than many other forms of transportation because you have to be careful of them not colliding with each other !Xterminator wrote: ↑Fri Aug 25, 2023 9:26 pm [...]
I just uh... Hope you can't get killed by other space platforms floating around... I have enough problems with just the trains being after me!
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But also even trains could (in a different game ?) be more interesting :blazespinnaker wrote: ↑Fri Aug 25, 2023 10:29 pmActually, that's a good point. Accurate acceleration/deceleration and all the challenges that entails would be a great mechanic that would go to the heart of the original factorio.there are no steering engines (except for the turrets recoil). You can't steer or turn, thus you can not stop.
This was a huge miss in SE, imho. Starting/Stopping on a dime makes things more convenient, but removes so many potentially interesting problems.
Trains are a good example of this and how they destroy anything in their path, especially as you amp up their size/tech/fuel. More could have been done, tho.
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You might have noticed that they don't slow down even in tight 90° corners (and also stop on a dime if the rails break just before them). This has consequences for rail layouts, there's no (efficiency) incentive to use anything else than these as tight as possible 90° corners !
(But then the bigger issue is how Factorio is tile-based, and so while diagonal rails exist, they are second-class citizens, because they take more space, don't fit well with the rest of the factory, diagonal gates and stations don't even exist, &c.)
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IMHO some of these would be too hardcore additions to vanilla, but «there are mods for that» :jaggmann wrote: ↑Fri Aug 25, 2023 11:29 pm Yes this is an interesting development for a game I am enjoying still . I think that FACTORIO has the scope to go in a few directions though .I propose that an expansion of the game could utilise and improve some existing Mods ."They are biters" comes to mind .Also tying in airfiltering and how it effects the biters could be expanded .
I propose something a little radical . The story would include the addition of personel .Aspects of the factory requires the presence of personel for functionality and research .The story of how the personel get to the factory and it's protection .The story is that a colony ship orbiting the planet is in the slow process of orbital failure .Drop pods with personel on board are deployed randomly .Some closer to the factory some further away .
The personel have to be rescued and transported to the factory and protected en route .The biters not only attack personel and the drop pods but emit poison into the atmosphere .So the time factor of rescue is also key .Rescue personel before they sucumm .
Atmospere filtering would be an integral part of factorio .
A helecopter with grappling hooks for the drop pods would be the initial transport .Transport would have to be upgraded as more personel would need to be rescued from the field of play .Flying Biters ? The introduction of anti air tech ?
https://mods.factorio.com/mod/Pitch_Black
(Also Wave Defense scenario ?)Choumiko wrote:Presently, your first day is bright and will last 2 hours. After that nights will occur lasting roughly 20-40 minutes to 30-40 minutes day time, although days will still be dark.
Biter behavior comes in phases, where they will be more passive during the daytime and become more aggressive at night.
https://mods.factorio.com/mod/Oxygen
----Natha wrote:Your oxygen amount is taken from oxygen bottles in your inventory. If you have no oxygen bottles, you get damage.
The more polluted your position is, the more oxygen you will need!
Abarel wrote: ↑Sat Aug 26, 2023 2:10 am I was wondering if nobody noticed some interesting things, until now.
I will talk about some of tamanous' list ↑ and some more findings.
This seems to me like just some fuel to throw into the talk fire
- one turret is missing it's ammo inserter
- one turret is feed by the central rocket thingy
- two collectors are dumping their trash directly into space, two don't
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I guess we were a bit carried away, we have to remember that this animation has first to look cool even for people that never played Factorio, and it's not like Factorio advertising has not been quite game-inconsistent before :
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Phew, I got a bit carried away there, it's nice to be back !