Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
Posted: Thu Apr 24, 2025 11:03 am
www.factorio.com
https://forums.factorio.com/
More power production options could be nice to have, however keep in mind that even if solar panels weren't required on space platforms, they'd still be necessary for starting power production on Vulcanus and on Aquilo, and thus still strictly necessary to beat the game, and therefore should be required in the tech tree imo.Panzerknacker wrote: Thu Apr 24, 2025 11:20 am I would prefer if they would go with another suggestion (viewtopic.php?t=119792) for the sake of having more options but otherwise I strongly agree.
I see the line of reasoning here but I don't personally think the optional challenge achievements should have priority over the regular gameplay experience. Additionally, in the base game, the Solar energy research is already a prerequisite for the Rocket silo research due to the Satellite recipe requiring Solar panels.mmmPI wrote: Thu Apr 24, 2025 12:35 pm I disagree with the proposed change, there is an achievement to launch a rocket to space without using solar pannels, i feel it would be more confusing if player were forced to research something but forbidden to use it.
I'm sorry did you... read my post? I clearly established that solar panels are Not Optional in space age. I'm not concerned about realism, I'm interested in intuitive and consistent game design.eugenekay wrote: Thu Apr 24, 2025 11:43 pm There are many ways to play the Game, and deciding not/to use Solar Panels is an intentional Option, with tradeoffs in both directions. The Space Age expansion rearranges the tech tree substantially, and Solar Panels are simply not required for Rockets since Satellites are removed. Don’t read into the realism too much - it’s just a game.
Yes, I read the original post. It was… a… joke?Nataly171 wrote: Fri Apr 25, 2025 1:43 amI clearly established that solar panels are Not Optional in space age. I'm not concerned about realism, I'm interested in intuitive and consistent game design.
Aquilo is so far down the tech tree that I don't see requiring solar energy a problem there, it can be made a prereq for aquilo in some way. Vulcanus can maybe be found a similar workaround for to get by without solar, you wouldnt expect much sunlight there anyway through the thick sulfur clouds. This way you would have more ways to play the majority of the game.Nataly171 wrote: Thu Apr 24, 2025 6:41 pmMore power production options could be nice to have, however keep in mind that even if solar panels weren't required on space platforms, they'd still be necessary for starting power production on Vulcanus and on Aquilo, and thus still strictly necessary to beat the game, and therefore should be required in the tech tree imo.Panzerknacker wrote: Thu Apr 24, 2025 11:20 am I would prefer if they would go with another suggestion (viewtopic.php?t=119792) for the sake of having more options but otherwise I strongly agree.
Pretty sure this has only been the case since 2.0 as the satellite and rocket silo used to be separate techs.Nataly171 wrote: Thu Apr 24, 2025 6:41 pm Additionally, in the base game, the Solar energy research is already a prerequisite for the Rocket silo research due to the Satellite recipe requiring Solar panels.
You know what research isn't required to beat the base game? Electric mining drills. Everyone does it, though, because it'd be tortuous otherwise. I think a game not holding your hand on presenting a solution is perfectly fine. Solar panels will be staring at you when you realize you can't place boilers and open the tech tree.Nataly171 wrote:
I clearly established that solar panels are Not Optional in space age.
My apologies, I thought only the top half of the message was meant to be a joke, not the entire thing.
Even if you only use the solar panel for as little as possible, you still need to use it, which means you need to research it, which means the technology is required.eugenekay wrote: Fri Apr 25, 2025 2:14 am There is indeed a hard requirement that Assembling Machine 2 (capable of Fluod Handling) requires some electricity to unload the first barrel, but you can then toss the offending Solar Panel overboard; never to be spoken-of again.
What is your opinion on other forced researches such as rocket turrets, advanced asteroid processing, or fusion reactors (or even explosive damage 1 and 2)? None of those are strictly required to beat the game, and yet researching them is still required for beating the game. This question also extends to the base game tech tree. Tier 3 speed modules aren't required for beating the base game, but researching them is required before being able to research the rocket silo. What are your thoughts on situations like these?eugenekay wrote: Fri Apr 25, 2025 2:14 am I do not understand how “forcing” players to make the research before launching the Rocket improves anything.
I have been playing Factorio occasionally since 2016. There has been a lot of Change, and I have tried a lot of different Modpacks over that time. I have consequently un-memorized most of the Recipes, Layouts, in favor of an Organic "do what works" playstyle. I think this is Fun because it lets me approach each new Problem that I encounter with "fresh eyes".Nataly171 wrote: Fri Apr 25, 2025 11:56 pmWhat is your opinion on other forced researches such as rocket turrets, advanced asteroid processing, or fusion reactors (or even explosive damage 1 and 2)? None of those are strictly required to beat the game, and yet researching them is still required for beating the game. This question also extends to the base game tech tree. Tier 3 speed modules aren't required for beating the base game, but researching them is required before being able to research the rocket silo. What are your thoughts on situations like these?
Funny, it's exactly this same challenge run was my first SA run (On Marathon diffficulty with expensive recipes) and dang so dissapointed I was getting hard stuck on the space platform.Nataly171 wrote: Fri Apr 25, 2025 11:56 pm For context, the lens I'm looking at this through is from a potential challenge run idea I had where you only research technologies that are prerequisites for the prometheum science pack research. It is correct that you wouldn't have electric mining drills, nor would you even have gun turrets! Because neither of those items are *strictly required* in order to beat the game. With the way the game is currently, this run would be impossible due to requiring the "optional" solar energy tech.
Yes, this is a completely arbitrary challenge, which obviously shouldn't be a thing that majorly dictates the game's design, however when I thought about it I realized it just makes sense for the game design as a whole, in my opinion.
It's not about priority, you said about not confusing new player, adding an arbitrary restrictions on solar pannel to suit people's self-imposed challenge is not going to help imo, and the 'consistency argument' doesn't work for me either as, as you said there are differences between space age and regular game where solar pannel prerequisite come from satelites.Nataly171 wrote: Thu Apr 24, 2025 6:41 pmI see the line of reasoning here but I don't personally think the optional challenge achievements should have priority over the regular gameplay experience. Additionally, in the base game, the Solar energy research is already a prerequisite for the Rocket silo research due to the Satellite recipe requiring Solar panels.mmmPI wrote: Thu Apr 24, 2025 12:35 pm I disagree with the proposed change, there is an achievement to launch a rocket to space without using solar pannels, i feel it would be more confusing if player were forced to research something but forbidden to use it.
It's quite bold to self-impose rules on the first try, unfortunately the set of rules you picked doesn't allow finishing the game, and the current proposal wouldn't help.Panzerknacker wrote: Sat Apr 26, 2025 6:16 am Funny, it's exactly this same challenge run was my first SA run (On Marathon diffficulty with expensive recipes) and dang so dissapointed I was getting hard stuck on the space platform.
Tbh it just feels rather lame gameplay wise to land on your first space platform only to discover its going to be completely dead until after waiting for another 1K science (on marathon) research to be completed. This has absolutely nothing to do with self imposed challenges. Do you even know how easy and fast you can rush to Rocket silo in SA? Probably not because I bet you're one of these players that researches every tech in order of required science regardless if you need it or not. Well fyi, I can tell you from my own experience having solar the moment your rocket silo is built is not at all logical, you can get there very easy with steam power. I actually think me and OP's 'challenge' is a very normal way to play because the game is designed on purpose such that you open the techtree in order to see how you can progress, since the entire progress is directly linked to the completed research. Knowing this, why the hell should I research things I don't even need to progress???mmmPI wrote: Sat Apr 26, 2025 8:09 amIt's not about priority, you said about not confusing new player, adding an arbitrary restrictions on solar pannel to suit people's self-imposed challenge is not going to help imo, and the 'consistency argument' doesn't work for me either as, as you said there are differences between space age and regular game where solar pannel prerequisite come from satelites.Nataly171 wrote: Thu Apr 24, 2025 6:41 pmI see the line of reasoning here but I don't personally think the optional challenge achievements should have priority over the regular gameplay experience. Additionally, in the base game, the Solar energy research is already a prerequisite for the Rocket silo research due to the Satellite recipe requiring Solar panels.mmmPI wrote: Thu Apr 24, 2025 12:35 pm I disagree with the proposed change, there is an achievement to launch a rocket to space without using solar pannels, i feel it would be more confusing if player were forced to research something but forbidden to use it.
I think it's nicely done currently, where you can have a platform, and 'test' different things, see what will or will not work, and then 'understand' you need solar pannel, and research them when you realize you need them, you can start sending platform and place them while researching solar pannel.
It's quite bold to self-impose rules on the first try, unfortunately the set of rules you picked doesn't allow finishing the game, and the current proposal wouldn't help.Panzerknacker wrote: Sat Apr 26, 2025 6:16 am Funny, it's exactly this same challenge run was my first SA run (On Marathon diffficulty with expensive recipes) and dang so dissapointed I was getting hard stuck on the space platform.
I feel like advocating for a specific technology to be a pre-requisite to something else is adding a restriction that currently doesn't exist and as such feel like the underlined part is grotesque. It tells a lot imo if you think it's not obvious that you are on purpose writing only reasons to contradict your own conclusion before adding it.Panzerknacker wrote: Sat Apr 26, 2025 9:27 am Me and OP as we said before are talking from a pure gameplay perspective. You are in fact actually the one making the game restricted to your way of playing.
Stop trying to turn reality into bullshit and the other way around.
Exactly ,why force solar pannel to be researched before you can have a platform, when you don't need them to build the platform tiles which you need to do first ????Panzerknacker wrote: Sat Apr 26, 2025 9:27 am why the hell should I research things I don't even need to progress???
I think you may be misunderstanding the suggestion? Either that or I am misunderstanding what you are saying here, because the "current proposal" (my original post) would exactly help this specific set of rules. Regardless, yes, the self-imposed rules are barely relevant to the suggestion itself, I mentioned it just to give context and perspective.mmmPI wrote: Sat Apr 26, 2025 8:09 am It's quite bold to self-impose rules on the first try, unfortunately the set of rules you picked doesn't allow finishing the game, and the current proposal wouldn't help.
To reiterate, my "consistency argument" is this: in all other instances in both the base game and the space age dlc, everything that is strictly necessary in order to beat the game is also a required prerequisite for the game-winning research. Solar energy in space age is the sole exception to this, and I think it's strange to have just one exception like thismmmPI wrote: Sat Apr 26, 2025 8:09 am It's not about priority, you said about not confusing new player, adding an arbitrary restrictions on solar pannel to suit people's self-imposed challenge is not going to help imo, and the 'consistency argument' doesn't work for me either as, as you said there are differences between space age and regular game where solar pannel prerequisite come from satelites.
I agree.Nataly171 wrote: Sat Apr 26, 2025 5:10 pm Regardless, yes, the self-imposed rules are barely relevant to the suggestion itself