Friday Facts #417 - Space Age development

Regular reports on Factorio development.
Batt
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Re: Friday Facts #417 - Space Age development

Post by Batt »

Thx for making my fridays way better every week, guys! Can't wait to download the expansion and sink in the whole night for days hahahahaa.

Engeki
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Re: Friday Facts #417 - Space Age development

Post by Engeki »

The 200hours or 300 hours full playtrough doesn't looks to terrible to me.
Love all the works and details put into the update will invest hundreds of hours of my life in the incoming update

Splitframe
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Re: Friday Facts #417 - Space Age development

Post by Splitframe »

Do I smell early access / beta next week together with the release date announcement?

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Re: Friday Facts #417 - Space Age development

Post by luckymike11 »

Splitframe wrote: ↑
Fri Jun 28, 2024 12:59 pm
Do I smell early access / beta next week together with the release date announcement?
Yeeeeaaaaa!!!

Terrahertz
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Re: Friday Facts #417 - Space Age development

Post by Terrahertz »

Splitframe wrote: ↑
Fri Jun 28, 2024 12:59 pm
Do I smell early access / beta next week together with the release date announcement?
Probably not, it's at max half a year till release and this would most likely only cause more work for the devs.

Devanor
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Re: Friday Facts #417 - Space Age development

Post by Devanor »

There is one more building typically combined with foundry and electromagnetic plants, which will be covered later.
And what might that building be, I wonder :?:

Inscius
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Re: Friday Facts #417 - Space Age development

Post by Inscius »

This was a fun look behind the curtain.

Though I'm really not a fan of the concept of transporting molten metals being more efficient. For me it falls into the same "utter nonsense" category as steam batteries. Not a big problem though since I can hopefully avoid using them. What people, including myself, find bothersome in terms of "realism" is after all pretty arbitrary.

Blood_Asp
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Re: Friday Facts #417 - Space Age development

Post by Blood_Asp »

I absolutely want to play it right away. And that even through i'm only just about to finish up my pyanodons playtrough i'm on since last october and a little burned out...

And then just think about what the modders can do with all the new base game features.

So lets see what release date we get next week. I just hope it does not collide with my vacation.

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Re: Friday Facts #417 - Space Age development

Post by Rebmes »

What a fantastic recap, it's amazing to hear you share so much more detail now that you've come so far. And you're taking us through the "one last stretch" feeling before giving us a release date. I've followed keenly, and am only more excited for it all. Really though 12 plants? >.>

qubit
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Re: Friday Facts #417 - Space Age development

Post by qubit »

Love the development details! So excited for the upcoming release!

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Re: Friday Facts #417 - Space Age development

Post by Shuisman »

https://cdn.factorio.com/assets/blog-sy ... -gleba.png

Top-left: is that a new water enemy or a tree in the water?

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Re: Friday Facts #417 - Space Age development

Post by BrainlessTeddy »

Damnn that got me hyped. That last picture too... my god thats crazy
Please consider english is not my native language.

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Re: Friday Facts #417 - Space Age development

Post by GregoriusT »

Shuisman wrote: ↑
Fri Jun 28, 2024 2:01 pm
https://cdn.factorio.com/assets/blog-sy ... -gleba.png

Top-left: is that a new water enemy or a tree in the water?
Holy crap there is two of them and they are both in a SLIGHTLY different animation frame so they MIGHT be moving entities!
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...

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Re: Friday Facts #417 - Space Age development

Post by Koub »

with the goal of 1 million science per minute (SPM).
Daaaaaaamn !
Koub - Please consider English is not my native language.

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Re: Friday Facts #417 - Space Age development

Post by dmsilev »

I played the game from start to finish once again, it took 240 hours, which is still way too much. But it needs to be considered that I went quite heavy with the factory size, trying to get almost everything in legendary quality, with the goal of 1 million science per minute (SPM).
I haven't reached 1M SPM yet, but I might get there before we release :).
What's the current record for SPM, on one of those big umpteen-person cluster events? Anywhere near a million? Certainly nowhere near that for an individual playthrough. So yeah, numbers get big.

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Re: Friday Facts #417 - Space Age development

Post by Terrahertz »

Devanor wrote: ↑
Fri Jun 28, 2024 1:10 pm
There is one more building typically combined with foundry and electromagnetic plants, which will be covered later.
And what might that building be, I wonder :?:
Image

^^^^^^^^^ Probably the one in the bottom left corner of the FFF-390 Christmas-Card.

Image

I guess it's the same thing from the previous card with the blue bow on it.

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Re: Friday Facts #417 - Space Age development

Post by Delen22 »

Koub wrote: ↑
Fri Jun 28, 2024 2:23 pm
with the goal of 1 million science per minute (SPM).
Daaaaaaamn !
Yep, thought I was the only one noticing this.
From what I've seen a 10k SPM vanilla seems to be the limit before UPS starts to suffer on above average computer.
1M SPM is "only" 100x bigger. Probably a good UPS optimisation coming from the Quality, but still impressive.

GalegO
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Re: Friday Facts #417 - Space Age development

Post by GalegO »

Hi, I have a doubt, I realy don't remember if it was said or not on some FFF.

I know on some FFF said the SE will be more like a mod and you can play the base game or the SE, but the QOL and other things will be on the 2.0 base game to improve the game quality.

My doubt is: For the 2.0 base game, the recipities and sciences packs will be untouched or will follow the new rules on the SE? The quality itens will be part of the base game?

Id like to have a FFF explaing the main differences between 1.x base game X 2.0 base game X 2.0 SE

Thanks! :mrgreen:

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Re: Friday Facts #417 - Space Age development

Post by Dmytrozern »

Inscius wrote: ↑
Fri Jun 28, 2024 1:18 pm
This was a fun look behind the curtain.

Though I'm really not a fan of the concept of transporting molten metals being more efficient. For me it falls into the same "utter nonsense" category as steam batteries. Not a big problem though since I can hopefully avoid using them. What people, including myself, find bothersome in terms of "realism" is after all pretty arbitrary.
+1. The same cheese as transporting steam, or having multiple landing pads to distribute stuff. Why when bother with trains? I feel like with new fluid system i can just lay pipes between factories and outposts! Almost instant fluid transfer saves the throughput for trains. And it's a bad thing, as it sounds like cheating.

I would rather prefer a new type of a train cart that has bigger inventory, but can only accept stacked stuff. Or some other kind of trade-off or requirement to break the repetition in train stations.

PS. Well, i guess molten stuff can be justified with some high - quality/price traincarts that can be used for that. With some special materials from vulcanus... Maybe, there should also be kind of hight-temperature grade pipes to justify the mechanic.πŸ€” And it would be nice if you could not store all that molten stuff in a car/tank forever.
Last edited by Dmytrozern on Fri Jun 28, 2024 2:46 pm, edited 1 time in total.
Primarily a vanilla player. Enjoy extreme rail world death worlds with biter expansion and a 10x+ tech price. Do not feel much fun after the tech tree is fully researched.

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Re: Friday Facts #417 - Space Age development

Post by aka13 »

I think I enjoyed the behind-the-curtains the most of all the FFF. It's like getting to know, where the busses go to after they drive through the city for the day.
Has a magical, hidden-forbidden feeling to it.
Pony/Furfag avatar? Opinion discarded.

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