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Factorio 2.1 Experimental Release

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21–30 of 115 posts

Re: Factorio 2.1 Experimental Release

#21
post #12
post #9

Earlier quoted context omitted.

It seems like the developer intent based on spores and spoil times and farm space constraints is to harvest small amounts as needed and build just in time products. But the tools to do that a suck, and the best solution is just massively overbuilding all products and burning huge waste piles. If products stop moving, you are kinda fucked because there is no good way to distinguish between fresh and nearly spoiled goo…

Totally agree. I tried the JIT approach; I could never get it to work, and I've never seen anyone else do it either. The wisdom has always been to keep everything flowing and accept spoilage (or kludge it with lots of bots and then move on). This patch makes it a more feasible, I think. I'd love to see splitter filtering by freshness (e.g. nutrients at >=80% freshness) but I don't think that's in the cards.

I just use small buffers. I don't know if that's technically JIT or not, but a smaller restricted buffer with high throughput works great for me.

> keep everything flowing and accept spoilage Yeah, I still have to do this too though.

Re: Factorio 2.1 Experimental Release

#22
post #4

I love this game but am kinda disappointed with the patch after almost two years of hype. I was hoping for a total overhaul of the quality mechanics, not just a random nerf here and there. And there is still the big problem that by the time you unlock late game cool tech like foundation, fusion, and legendary quality, you no longer have much use for them. And I am still convinced Gleba was a terrible idea even though…

I was so disappointed to unlock fusion the first time. The complexity seemed interesting at first but the power it produces just wasn't worth my time.

Re: Factorio 2.1 Experimental Release

#24
post #4

I love this game but am kinda disappointed with the patch after almost two years of hype. I was hoping for a total overhaul of the quality mechanics, not just a random nerf here and there. And there is still the big problem that by the time you unlock late game cool tech like foundation, fusion, and legendary quality, you no longer have much use for them. And I am still convinced Gleba was a terrible idea even though…

I don't think the developers promised more here, but the community might have overhyped itself as it is common. It's still a very solid .1 release, the improvements to space logistics and platform building are very nice. There's also a whole bunch of really nice circuit additions.

Gleba is different, but I think that is good in a game that is as long as Factorio. There's a bit of a bumpy difficulty curve here if you approach Gleba in certain ways. But it is very different mechanically than the base game or the other planets in a way that is interesting, at least to me.

It took me two or three iterations when I first landed on Gleba. But afterwards my factories there were more robust than on the other planets and almost never stalled or broke down. And solving that was quite satisfying.

Re: Factorio 2.1 Experimental Release

#25
I'm on the fence about quality now. I really, really dislike the recycler and asteroid processing spamming as the endgame. But is it going to too hard to bother now? Will having to deal with the rare exceptions of actually having a quality item pop out be worth all the extra logic?

Re: Factorio 2.1 Experimental Release

#26
I'm especially stoked about space-to-space logistics. One of my first projects will be an in-orbit space platform factory, so that making a new space ship won't take a bazillion rocket launches just for the platforms.

Re: Factorio 2.1 Experimental Release

#27

Earlier quoted context omitted.

Yes. Quality boosts storage for wagons and speed for trains. Also unloading is more compact due to inserter belt side selection. I did a 1m eSPM base though, and I don’t think the totality of all of that would bring me back to trains. Belts are extremely reliable, and I have never managed to make trains so.

Trains don't need to be optimal, they just need to be viable. The fun makes them optimal. I think the quality, speed, and belt improvements did enough to return them to this balance (but I have not played, so I can't say myself).

For complex recipe graphs beyond vanilla train routing is also way more efficient. You get to reuse the same rail network, and sometimes not have to route dedicated belts for 6 low throuput ingredients from all over the map

I feel like a lot of the challenge in early Pyanodons is place-and-route and belt congestion. Unlocking trains feels amazing. They're definitely optimal for a lot of recipes in that mod I think

Re: Factorio 2.1 Experimental Release

#28
post #9

Earlier quoted context omitted.

It seems like the developer intent based on spores and spoil times and farm space constraints is to harvest small amounts as needed and build just in time products. But the tools to do that a suck, and the best solution is just massively overbuilding all products and burning huge waste piles. If products stop moving, you are kinda fucked because there is no good way to distinguish between fresh and nearly spoiled goo…

I'll be honest: I don't like Space Age. It seems like the developers were focused on providing entirely new types of logistics challenges to solve, but I didn't want that. I wanted things which were fairly natural extensions of the existing logistics challenges, fresh but not too different. The only part of the expansion I enjoy is Vulcanus, everything else doesn't feel like Factorio any more to me.

I love it. Sad that we aren’t to expect another DLC

Re: Factorio 2.1 Experimental Release

#29
post #4

I love this game but am kinda disappointed with the patch after almost two years of hype. I was hoping for a total overhaul of the quality mechanics, not just a random nerf here and there. And there is still the big problem that by the time you unlock late game cool tech like foundation, fusion, and legendary quality, you no longer have much use for them. And I am still convinced Gleba was a terrible idea even though…

> And I am still convinced Gleba was a terrible idea even though I have conquered it twice now.

I hated Gleba at first. I have come to love it, and it might be my favorite part of space age. Embrace its organic nature, stop trying to centralize an focus on "flow"...

Nauvis is a monolith, then gleba is micro services...

Re: Factorio 2.1 Experimental Release

#30
post #4

I love this game but am kinda disappointed with the patch after almost two years of hype. I was hoping for a total overhaul of the quality mechanics, not just a random nerf here and there. And there is still the big problem that by the time you unlock late game cool tech like foundation, fusion, and legendary quality, you no longer have much use for them. And I am still convinced Gleba was a terrible idea even though…

I was so disappointed to unlock fusion the first time. The complexity seemed interesting at first but the power it produces just wasn't worth my time.

Fusion is so useful though. It is easy to set up on ships because it requires no consumables other than the fuel cells, and it has a small footprint. It is easy to set up power on all planets by stamping down a blueprint, and requires minimal resources shipped to them. If you're not expanding the factory, you probably already have a setup that works, so I can see why it would feel useless. But, when you want to double, or 10x your power consumption, fusion makes it easy.
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