Friday Facts #386 - Vulcanus

Regular reports on Factorio development.
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FactorioBot
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Friday Facts #386 - Vulcanus

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Hares
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Re: Friday Facts #386 - Vulcanus

Post by Hares »

Hell, YEAH! Finally!
News about new worlds from the space age! Can't wait to see more!
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Re: Friday Facts #386 - Vulcanus

Post by Kallinger »

This looks great, I really love the animated resources. So many more possibilities!
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Re: Friday Facts #386 - Vulcanus

Post by Ghoulish »

The hype keeps on growing! So much is being added in the expansion.
See the daily™ struggles with my Factory! :D https://www.twitch.tv/repetitivebeats
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Re: Friday Facts #386 - Vulcanus

Post by IForgotMyName »

If I find a full circle crater I like to put turrets in the middle, like a little fort.
That is, there will also be enemies on this hot and acid planet? Really sounds like a great place to start space travel :D
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Re: Friday Facts #386 - Vulcanus

Post by malecord »

Jim Raynor wrote:Huh, lava and zerg. Two of my favorite things.

Let's do this.
Last edited by malecord on Fri Nov 24, 2023 12:41 pm, edited 1 time in total.
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Re: Friday Facts #386 - Vulcanus

Post by JackTheSpades »

I really like that sulfuric acid is directly obtainable but I think sulfur itself should also be mineable, no?
The description literally reads "sulphur-stained rock covers a larger area." Which to me sounds like I should be able to obtain my yellow rocks here.
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Re: Friday Facts #386 - Vulcanus

Post by Tertius »

The pretty new graphics raise a question: will the new planets look nicer than Nauvis? Just because you have more experience and more time to develop? In many games, areas and buildings and features added by expansions are more detailed and more fleshed out than in the original game. I wish you revisit the existing graphics as well and check if they could be improved and make it as detailed and sophisticated as the new graphics.
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Re: Friday Facts #386 - Vulcanus

Post by SuperSandro2000 »

> are difficult to build on until you get cliff explosives.

Or just turn stupid cliffs off. Good old times where you just the stupid rocks down with your pistol.
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Re: Friday Facts #386 - Vulcanus

Post by IForgotMyName »

Now I understand why the cliff explosive are available so late in the expansion. The use of cliffs as labyrinths and mountains looks unusual, in contrast to the boring hills of Nauvis. Hopefully the cliff's collision-boxes will also become fairer so that players are less motivated to destroy "annoying" obstacles
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Re: Friday Facts #386 - Vulcanus

Post by picklock »

Another very interesting FFF.

The new planet looks very good. The new resources also make you curious to mine, process and use them.

Will the maps of the new planets be as individually customizable by the player (resource deposits, resource diversity, terrain (cliffs, liquids, flora)) as those of Nauvis in version 1.1?
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Re: Friday Facts #386 - Vulcanus

Post by Ironmonk »

my guess and hope is that there is 2 kinds of cliff explosives:

- weak version for the soft rock-based cliffs present on Nauvis
- strong version for the hard rock-based cliffs present on Vulcanus

this way, getting rid of cliffs on Nauvis isn't postponed too much.


I guess with the Thermal Vents it will be possible to install some kind of steam turbine to produce power? And/or probably condense Water?
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Re: Friday Facts #386 - Vulcanus

Post by Xunie »

Very interesting and pretty! Although I must say I miss some cracks and other patterns to disturb the landscape.
There are some really interesting photos here to give an idea: https://en.wikipedia.org/wiki/Patterns_in_nature#Cracks

10/10 blog post as usual.
Last edited by Xunie on Fri Nov 24, 2023 1:19 pm, edited 1 time in total.
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Re: Friday Facts #386 - Vulcanus

Post by ObsidianGauntlet »

From the sound if it Fearghall poured a lot of time and effort into the art for Vulcanus and I must say, it was worth every last bit!
Very hype for the eventual release of 2.0 and the expansion!
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Re: Friday Facts #386 - Vulcanus

Post by FasterJump »

The planet looks cool, and the terrain brings new challenges. Lava and mountains are rich in resources but challenging to tame, while plains are the best place to build outposts.

I think that this makes a great use of various terrain, and I hope that the challenge will not be trivialized too early by landfill and cliff explosives, or this planet would just be another Nauvis.

(I am still wondering if trees and cliffs can be revived, just like water/lava can be restored by deconstructing landfill)
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Re: Friday Facts #386 - Vulcanus

Post by luckymike11 »

Will electricity be transmitted wirelessly?
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Re: Friday Facts #386 - Vulcanus

Post by Bergzwerg »

i just wanted to say i love you all - fridays are exciting again
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Re: Friday Facts #386 - Vulcanus

Post by Aardwolf »

The landscape looks amazing!

I really hope it comes with some new enemies as well
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Re: Friday Facts #386 - Vulcanus

Post by brazilianjoe »

Being also a dwarf fortress fan, would love to have the ability to contain, move, and channel lava and other liquids.
Any plans for terraforming controls that would allow us to channel the soil and let the fluids flow?
Would be fun to allow for emergent gameplay, like "open the lava floodgates to burn enemies to a crisp" instead of plain boring guns.
Could lead to even more fun if the player lets the lava in their facility and have things go boom!
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Re: Friday Facts #386 - Vulcanus

Post by luckymike11 »

This is very good sci-fi.
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