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Farming
Posted: Thu Oct 20, 2016 12:11 pm
by lucserre
Ability to create/plow some soil and plant stuff like trees or some other grown material needed for some assembly.
Re: Farming
Posted: Thu Oct 20, 2016 1:03 pm
by aubergine18
Re: Farming
Posted: Thu Oct 20, 2016 1:15 pm
by Deadly-Bagel
The devs have confirmed that right now the base game is just about as complex as they want it to be, pretty much everything going forward from this point is quality of life and balancing. Some extra circuit features, liquid transport, reworking science, stuff like that.
Re: Farming
Posted: Thu Oct 20, 2016 4:12 pm
by Factoruser
I'd still favour this concept - you should also need food to survive the whole time, and reducing pollution should be another goal. Medkits instead of the fish and a less instant health regeneration would be more realistic too.
But I understand that the team doesn't want now to build factorio from the bottom again.
Re: Farming
Posted: Fri Oct 21, 2016 8:30 am
by ssilk
Added to
viewtopic.php?f=80&t=14638 Producing food / Herbalism / Health
Re: Farming
Posted: Fri Oct 21, 2016 12:05 pm
by bobucles
Survival elements just don't work very well in this style of game. The player's survival needs are FIXED. Factory production SCALES. If the survival tech is too complex it becomes a death clock. If it's too simple then it's a plop and forget chore.
Challenge elements need to scale.
Re: Farming
Posted: Fri Oct 21, 2016 2:06 pm
by lucserre
bobucles wrote:Survival elements just don't work very well in this style of game. The player's survival needs are FIXED. Factory production SCALES. If the survival tech is too complex it becomes a death clock. If it's too simple then it's a plop and forget chore.
Challenge elements need to scale.
I wasn't thinking about it from a survival/food point of view only. A mod has a greenhouse element to it so that you can grow trees. A farm would be better for that, in the sense that it would need to take up TONS of real-estate on the map to get a sufficiently large enough farm.
Re: Farming
Posted: Fri Oct 21, 2016 2:16 pm
by aubergine18
It's basically about generating sustainable resources, and then having the recipes to turn those resources in to useful stuff, which could be combined with more traditional stuff to do yet more stuff.
Also, don't overlook the multitude of directions that mods can take the game in. IMO there is lot of potential to create RPG style gameplay via mods (never in core game though, it's focus should be fiddly factory automation).
Re: Farming
Posted: Fri Oct 21, 2016 4:26 pm
by Factoruser
bobucles wrote:Survival elements just don't work very well in this style of game.
factorio is very similar to Minecraft with more automation and less sandbox elements.
bobucles wrote:If the survival tech is too complex it becomes a death clock.
That's the point: you are also forced to organise food to survive. If you e.g. don't use your potatoes at the beginning of the game properly, you may run out of food like when you are failing in building turrets fast enough.
Planting trees won't be "just" for the resource wood, but also to fight pollution, which might be additionally affecting yourself.
Re: Farming
Posted: Fri Oct 21, 2016 8:17 pm
by steinio
Re: Farming
Posted: Sat Oct 22, 2016 12:20 am
by aubergine18
I'm considering adding turnips to the game, and making them have special effect when thrown in the general direction of biters.
Re: Farming
Posted: Sat Oct 22, 2016 10:34 pm
by ssilk
The character comes home and tells stories, of what has happened with him:
"Some day I mined a whole field with turnips. A herd of biters come, goes through the field. I burned the fuse, throw the burning turnip into the middle of the field and run.
Since then I call this menu Roasted Biters with Turnips."