Friday Facts #245 - Campaign concept

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Re: Friday Facts #245 - Campaign concept

Postby thereaverofdarkness » Sat Jun 16, 2018 10:29 am

sdg2001us@yahoo.com wrote:I used to build rockets before the technology tree was changed with the new science packs. Launching rockets now requires an hundreds of hours and a massively complicated base.

I don't understand how that is a problem? The game development is bad because the devs are keeping the playerbase busy? Games aren't a race to the finish, but if you think otherwise, then why don't you just harken back to the days in which you launched rockets and claim you've won and it's over? I think if you spend 50 hours playing and don't launch a rocket, and you get bored at that point, you've gained 50 hours of fun.
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Re: Friday Facts #245 - Campaign concept

Postby HurkWurk » Mon Jun 25, 2018 1:14 am

late post to this thread, but for the tutorial, how hard would it be to separate science use, so that a research doesnt need to have all the science packs in it, but rather, separate research factories running in parallel to full a single common queue that isnt the building itself.

so for instance, something requires red green and blue science x75, instead of a single progress bar on the research screen, there would be 3 progress bars that all had to be filled. and the science buildings would simply produce whatever they had resources for. so a building that only had red would produce 1 red point per cycle, while a building that had red/green/blue would produce 1 point of each per cycle. etc.
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Re: Friday Facts #245 - Campaign concept

Postby eradicator » Mon Jun 25, 2018 2:04 am

HurkWurk wrote:so for instance, something requires red green and blue science x75, instead of a single progress bar on the research screen, there would be 3 progress bars that all had to be filled. and the science buildings would simply produce whatever they had resources for. so a building that only had red would produce 1 red point per cycle, while a building that had red/green/blue would produce 1 point of each per cycle. etc.

I like that idea. It solves the "every lab must have all the bottles" problem, while still making it desirable to do it anyway. This also opens up modding opportunities for specialized labs.
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Re: Friday Facts #245 - Campaign concept

Postby theolderbeholder » Mon Jun 25, 2018 6:55 pm

But either way you´d end up with - say 12 yellow needed to complete. Whether you use the other colours up right away or when the missing ones show up doesn´t really change anything.
It might simplify supplying bottles to the labs (by having dedicated labs for each colour), but even with all seven colours needed it is doable.
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Re: Friday Facts #245 - Campaign concept

Postby eradicator » Mon Jun 25, 2018 7:19 pm

theolderbeholder wrote:but even with all seven colours needed it is doable.

Sure it's "doable", but to a beginner it's probably pretty daunting, so it would "ease the learning curve". And with mods that add more packs it gets progressively more difficult.
(Not that i believe this is likely to happen at this stage of development. But as a thought experiement.)
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Re: Friday Facts #245 - Campaign concept

Postby theolderbeholder » Mon Jun 25, 2018 8:25 pm

As soon as you automate white flasks I´d say you are not a beginner anymore :D
edit: but yes, I get your point.
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Re: Friday Facts #245 - Campaign concept - Reddit post

Postby Omnifarious » Tue Jun 26, 2018 2:46 am

Someone made a really excellent Reddit post on this topic where they give a really detailed tutorial script. You might be able to mine it for ideas:

https://www.reddit.com/r/factorio/comments/8sf9bx/a_somewhat_new_newbies_comprehensive_analysis_of/
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Re: Friday Facts #245 - Campaign concept

Postby SuicideJunkie » Tue Jun 26, 2018 7:59 pm

zOldBulldog wrote:Google "New Hope 4" and look at those that can't beat it. It is because it is a race against time, if you don't build the plane fast enough you can't stop the assaults.
My strategy was to kill all the biters, and then take a good long sit-back to build the plane.

It took a fair bit of reloading saves, a few cars, and some run & gun to clear out the open field, and then I bottled up the main hive with a turret wall.
Ended up doing a mix of all the classic strategies from other games; turret creep... snipe the spawners & leave the defenses... drive-by attack, repair faster than the spawner heals, repeat.
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