Friday Facts #159 - Research revolution

Regular reports on Factorio development.
Loewchen
Global Moderator
Global Moderator
Posts: 9096
Joined: Wed Jan 07, 2015 5:53 pm
Contact:

Re: Friday Facts #159 - Research revolution

Post by Loewchen »

kovarex wrote:Soon
What a tease...
saturn7
Long Handed Inserter
Long Handed Inserter
Posts: 89
Joined: Wed Apr 27, 2016 6:14 pm
Contact:

Re: Friday Facts #159 - Research revolution

Post by saturn7 »

Nice, but the alien artifact requirement is gone? Will they have any new uses?
kovarex
Factorio Staff
Factorio Staff
Posts: 8207
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Friday Facts #159 - Research revolution

Post by kovarex »

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.
Masterfox
Long Handed Inserter
Long Handed Inserter
Posts: 58
Joined: Wed May 18, 2016 5:24 pm
Contact:

Re: Friday Facts #159 - Research revolution

Post by Masterfox »

What is it with the topic of this post?
kovarex
Factorio Staff
Factorio Staff
Posts: 8207
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Friday Facts #159 - Research revolution

Post by kovarex »

Masterfox wrote:What is it with the topic of this post?
What do you mean?
Masterfox
Long Handed Inserter
Long Handed Inserter
Posts: 58
Joined: Wed May 18, 2016 5:24 pm
Contact:

Re: Friday Facts #159 - Research revolution

Post by Masterfox »

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.
User avatar
mngrif
Fast Inserter
Fast Inserter
Posts: 173
Joined: Wed Feb 13, 2013 10:44 am
Contact:

Re: Friday Facts #159 - Research revolution

Post by mngrif »

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...
My Silly Factorian Tricks
<_aD> OBSERVE SIGNAL ASPECT BEFORE CROSSING TRACK
User avatar
Mooncat
Smart Inserter
Smart Inserter
Posts: 1196
Joined: Wed May 18, 2016 4:55 pm
Contact:

Re: Friday Facts #159 - Research revolution

Post by Mooncat »

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:
chris13524
Fast Inserter
Fast Inserter
Posts: 207
Joined: Thu Jun 04, 2015 12:20 am
Contact:

Re: Friday Facts #159 - Research revolution

Post by chris13524 »

Good thing I didn't build my science setup yet...
chris13524
Fast Inserter
Fast Inserter
Posts: 207
Joined: Thu Jun 04, 2015 12:20 am
Contact:

Re: Friday Facts #159 - Research revolution

Post by chris13524 »

Question: Will there be a bottom drain for the fluid tank cars? Or will the liquid be pumped out of the top?
User avatar
teemu
Long Handed Inserter
Long Handed Inserter
Posts: 51
Joined: Tue Sep 20, 2016 10:08 pm
Contact:

Re: Friday Facts #159 - Research revolution

Post by teemu »

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.
Marconos
Filter Inserter
Filter Inserter
Posts: 301
Joined: Mon Jun 02, 2014 10:46 pm
Contact:

Re: Friday Facts #159 - Research revolution

Post by Marconos »

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!!!
voyta
Long Handed Inserter
Long Handed Inserter
Posts: 61
Joined: Thu Jul 23, 2015 10:29 pm
Contact:

Re: Friday Facts #159 - Research revolution

Post by voyta »

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).
voyta
Long Handed Inserter
Long Handed Inserter
Posts: 61
Joined: Thu Jul 23, 2015 10:29 pm
Contact:

Re: Friday Facts #159 - Research revolution

Post by voyta »

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.
Exasperation
Long Handed Inserter
Long Handed Inserter
Posts: 88
Joined: Fri Apr 22, 2016 9:55 pm
Contact:

Re: Friday Facts #159 - Research revolution

Post by Exasperation »

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.
Marconos
Filter Inserter
Filter Inserter
Posts: 301
Joined: Mon Jun 02, 2014 10:46 pm
Contact:

Re: Friday Facts #159 - Research revolution

Post by Marconos »

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.
User avatar
Afforess
Filter Inserter
Filter Inserter
Posts: 422
Joined: Tue May 05, 2015 6:07 pm
Contact:

Re: Friday Facts #159 - Research revolution

Post by Afforess »

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.
User avatar
madpav3l
Long Handed Inserter
Long Handed Inserter
Posts: 81
Joined: Sat Oct 31, 2015 10:24 pm
Contact:

Re: Friday Facts #159 - Research revolution

Post by madpav3l »

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.
Chocolatetthunder
Long Handed Inserter
Long Handed Inserter
Posts: 74
Joined: Sat Sep 03, 2016 12:00 am
Contact:

Re: Friday Facts #159 - Research revolution

Post by Chocolatetthunder »

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


https://www.reddit.com/r/factorio/comme ... pvp_event/
3Ra Gaming Owner
join us on discord @ http://www.3RaGaming.com/discord
Post Reply

Return to “News”