Friday Facts #159 - Research revolution

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Loewchen
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Re: Friday Facts #159 - Research revolution

Post by Loewchen » Fri Oct 07, 2016 8:25 pm

kovarex wrote:Soon
What a tease...

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Re: Friday Facts #159 - Research revolution

Post by saturn7 » Fri Oct 07, 2016 8:28 pm

Nice, but the alien artifact requirement is gone? Will they have any new uses?

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Re: Friday Facts #159 - Research revolution

Post by kovarex » Fri Oct 07, 2016 8:29 pm

saturn7 wrote:Nice, but the alien artifact requirement is gone? Will they have any new uses?
We might use them in some high tier items as we do in modules level 3, but not in the research. The idea behind it is, that you can scale and automate the production quite well, but not the alien science pack gain.

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Re: Friday Facts #159 - Research revolution

Post by Masterfox » Fri Oct 07, 2016 8:30 pm

What is it with the topic of this post?

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Re: Friday Facts #159 - Research revolution

Post by kovarex » Fri Oct 07, 2016 8:31 pm

Masterfox wrote:What is it with the topic of this post?
What do you mean?

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Re: Friday Facts #159 - Research revolution

Post by Masterfox » Fri Oct 07, 2016 8:32 pm

kovarex wrote:
Masterfox wrote:What is it with the topic of this post?
What do you mean?
Fixed itself, it showed as FF #158 for me just a moment ago.

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Re: Friday Facts #159 - Research revolution

Post by mngrif » Fri Oct 07, 2016 8:33 pm

Yes please I love these proposed changes! Every single one of them!

Also it gives me reason to rip up the science factory and make it properly...
Some Stuff About Stuff And Things || My Silly Factorian Tricks
<_aD> OBSERVE SIGNAL ASPECT BEFORE CROSSING TRACK

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Re: Friday Facts #159 - Research revolution

Post by Mooncat » Fri Oct 07, 2016 8:35 pm

We will combine a circuit board, an engine and a 3x3 machine into a jar to make blue liquid and give it to scientists for further study. Sounds interesting. :twisted:
My mods (Deprecated, maybe temporary... idk. Currently time/mood to continue):

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Re: Friday Facts #159 - Research revolution

Post by chris13524 » Fri Oct 07, 2016 8:36 pm

Good thing I didn't build my science setup yet...

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Re: Friday Facts #159 - Research revolution

Post by chris13524 » Fri Oct 07, 2016 8:36 pm

Question: Will there be a bottom drain for the fluid tank cars? Or will the liquid be pumped out of the top?

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Re: Friday Facts #159 - Research revolution

Post by teemu » Fri Oct 07, 2016 8:37 pm

You guys are the best. I like the new researches and the liquid wagon is awesome.

I think you could probably keep things 100% fair for the starting area in PvP mode by doing something like:
  • make the starting area bigger, and splice it into n sectors
  • generate 1 sector
  • use a wrap-around method to seamlessly generate stuff on the one side of the sector to the other (so that a lake doesn't get cut off)
  • copy, rotate and paste the section into the other splices and fix up the seams
Mooncat wrote:We will combine a circuit board, an engine and a 3x3 machine into a jar to make blue liquid and give it to scientists for further study. Sounds interesting. :twisted:
I'm convinced that the science packs actually power some strange interstellar modems that is used by computers to connect to the Internet and read Wikipedia.
Last edited by teemu on Fri Oct 07, 2016 8:43 pm, edited 4 times in total.

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Re: Friday Facts #159 - Research revolution

Post by Marconos » Fri Oct 07, 2016 8:38 pm

I really like the science overhaul except for one portion of it. Red / Green science is way too fast. I would love to see the research at these levels of the game doubled at least (or more). Currently it takes no time to blow through these items.

Another thought on this, as I'm sure not everyone agrees with me (though they are WRONG :D ) is to have the science factor be governed by a game setting. Allowing masochist to make the game take more science if they desire it.

Beyond that, lovin the changes and really looking forward to them!!!

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Re: Friday Facts #159 - Research revolution

Post by voyta » Fri Oct 07, 2016 8:40 pm

What's the idea behind 30 copper wires in the recipe? "Enforcing" use of stack inserters? (It isn't just plain copper consumption, as that's less than a blue circuit).

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Re: Friday Facts #159 - Research revolution

Post by voyta » Fri Oct 07, 2016 8:41 pm

Marconos wrote:Another thought on this, as I'm sure not everyone agrees with me (though they are WRONG :D ) is to have the science factor be governed by a game setting. Allowing masochist to make the game take more science if they desire it.
Marathon mod.

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Re: Friday Facts #159 - Research revolution

Post by Exasperation » Fri Oct 07, 2016 8:41 pm

Mooncat wrote:We will combine a circuit board, an engine and a 3x3 machine into a jar to make blue liquid and give it to scientists for further study. Sounds interesting. :twisted:
All I can think of is https://www.youtube.com/user/Blendtec/videos.

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Re: Friday Facts #159 - Research revolution

Post by Marconos » Fri Oct 07, 2016 8:43 pm

voyta wrote:
Marconos wrote:Another thought on this, as I'm sure not everyone agrees with me (though they are WRONG :D ) is to have the science factor be governed by a game setting. Allowing masochist to make the game take more science if they desire it.
Marathon mod.
I don't like the marathon mod. I don't want everything in the game changed, just the science. I know it's easy enough to have in a mod, but I'm one of those weird people that play with few to no mods and those few that I do/have used in the past don't change gameplay, colored trains mod for example.

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Re: Friday Facts #159 - Research revolution

Post by Afforess » Fri Oct 07, 2016 8:46 pm

Marconos wrote:
voyta wrote:
Marconos wrote:Another thought on this, as I'm sure not everyone agrees with me (though they are WRONG :D ) is to have the science factor be governed by a game setting. Allowing masochist to make the game take more science if they desire it.
Marathon mod.
I don't like the marathon mod. I don't want everything in the game changed, just the science. I know it's easy enough to have in a mod, but I'm one of those weird people that play with few to no mods and those few that I do/have used in the past don't change gameplay, colored trains mod for example.
As the current maintainer of the Marathon mod, I would love for the cost-scaling to be native to Factorio and the mod to be obsolete. It's very tedious to maintain.

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Re: Friday Facts #159 - Research revolution

Post by madpav3l » Fri Oct 07, 2016 8:48 pm

Marconos wrote:
voyta wrote:
Marconos wrote:Another thought on this, as I'm sure not everyone agrees with me (though they are WRONG :D ) is to have the science factor be governed by a game setting. Allowing masochist to make the game take more science if they desire it.
Marathon mod.
I don't like the marathon mod. I don't want everything in the game changed, just the science. I know it's easy enough to have in a mod, but I'm one of those weird people that play with few to no mods and those few that I do/have used in the past don't change gameplay, colored trains mod for example.
Then there is this mod ScienceCostTweaker Mod https://mods.factorio.com/mods/UberWaff ... ostTweaker
You can tweak it however you like in the configs.

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Re: Friday Facts #159 - Research revolution

Post by Chocolatetthunder » Fri Oct 07, 2016 8:55 pm

dang you for sure have to stop by saturday if pvp excites you :D


https://www.reddit.com/r/factorio/comme ... pvp_event/
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