Tertius wrote: Mon Mar 10, 2025 10:05 am
quineotio wrote: Mon Mar 10, 2025 3:34 am
I don't think space age is finished at the moment
I don't agree, in my opinion it's definitely finished.
Etc
I like fulgora. I find the sorting mechanic really interesting and I haven't mastered it yet.
I enjoyed Gleba initially, after getting over the cliff that is the learning curve. But I actually think it has very little after you've solved the initial problems. I'm disappointed that most of what you're doing is just producing basic resources, and also that there's no second tier of recipes - which is a complaint I have on all the new planets. The complexity never goes beyond the basic set-
up of produce nutrients, combine with bioflux, makes product. So once you're producing the science pack you're essentially done.
In 1.0, you're regularly increasing the complexity of recipe chains, combining things - building on previous knowledge in more complex challenges. Not so in space age.
Vulcanus I think is the worst offender. It's so easy. I've played through twice now, and I've only spent about 2 days on vulcanus. I would like the tech tree to go further, and introduce more cross pollination between planets and better utilisation of the new buildings.
I think quality is badly implemented, because it would be the perfect place to introduce these new recipes without bloating the number of items in the game. Putting modules into machines is not a challenge. Managing the different outputs from quality IS a challenge, but it's similar to the fulgora challenge, and kinda annoying once you unlock epic and legendary quality. The easiest way to solve the problem is with bots, which I don't find fun, but the alternative is building parallel replica factories that do the same thing, or just recycling unwanted stuff, which isn't challenging or fun.
I half enjoy space platforms. They are an interesting and unique challenge, but once again it feels like something is missing. Why are there no new resources in space? And why is the travel between all the inner planets exactly the same?
And the most obvious underdone part of the game is the end. Making prometheum science is an interesting challenge, but kinda pointless. There could easily be more added here.
And there's a lot more I'd like to see, like biological science on nauvis. The devs said that it's hard to introduce biology into factorio, but there are plenty of things you could do, such as new alloys, new fluids (eg a way to produce electrolytes on nauvis). And the cryoplant could have a role - e.g. maybe a highly spoilable item (like 5 seconds) can be turned into a snap frozen version that lasts longer. I know fluids don't interact with spoilage but maybe a liquid that needs to be kept cool, like the coolant loop.
I was really hoping for more cross pollination with the planets, but space age is so restrictive in that regard, which is why I mentioned not liking buildings being restricted to a specific planet.
Here's an example combining ideas above: you go to fulgora and learn how to build the electromagnetic plant. The only restriction to where you build it is access to holmium. There's a recipe for holmium bacteria you can learn after visiting gleba, and you can make it on nauvis if you set
up an appropriate nutrients chain.
You can then make uncommon electromagnetic plants by using tungsten instead of steel. Rares require mixing tungsten in the foundry with a fluid produced in the biochamber. You learn how to grow gleba fruits on nauvis and can combine them with nauvis fruits to produce rare minerals that combine with holmium solution to produce epic holmium for epic electromagnetic plants. Etc.
So producing high quality items would actually be difficult and require solving increasingly complex logistics and automation challenges, which is what is fun about factorio. And you could delete the productivity research and instead make more complex crafting chains to achieve higher productivity.
At the moment, you're essentially done once you've produced a planet's science pack, and quality is mostly a waiting game, and there's no big goal at the end of it all. I LIKE factorio. I want to play it. But I'm struggling to find the fun in space age, which wasn't the case in 1.0.