Friday Facts #159 - Research revolution
Re: Friday Facts #159 - Research revolution
What a tease...kovarex wrote:Soon
Re: Friday Facts #159 - Research revolution
Nice, but the alien artifact requirement is gone? Will they have any new uses?
Re: Friday Facts #159 - Research revolution
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.saturn7 wrote:Nice, but the alien artifact requirement is gone? Will they have any new uses?
Re: Friday Facts #159 - Research revolution
What is it with the topic of this post?
Re: Friday Facts #159 - Research revolution
What do you mean?Masterfox wrote:What is it with the topic of this post?
Re: Friday Facts #159 - Research revolution
Fixed itself, it showed as FF #158 for me just a moment ago.kovarex wrote:What do you mean?Masterfox wrote:What is it with the topic of this post?
Re: Friday Facts #159 - Research revolution
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...
Also it gives me reason to rip up the science factory and make it properly...
Re: Friday Facts #159 - Research revolution
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.
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Re: Friday Facts #159 - Research revolution
Good thing I didn't build my science setup yet...
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Re: Friday Facts #159 - Research revolution
Question: Will there be a bottom drain for the fluid tank cars? Or will the liquid be pumped out of the top?
Re: Friday Facts #159 - Research revolution
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:
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
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.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.
Last edited by teemu on Fri Oct 07, 2016 8:43 pm, edited 4 times in total.
Re: Friday Facts #159 - Research revolution
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 ) 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!!!
Another thought on this, as I'm sure not everyone agrees with me (though they are WRONG ) 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!!!
Re: Friday Facts #159 - Research revolution
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).
Re: Friday Facts #159 - Research revolution
Marathon mod.Marconos wrote:Another thought on this, as I'm sure not everyone agrees with me (though they are WRONG ) 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.
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Re: Friday Facts #159 - Research revolution
All I can think of is https://www.youtube.com/user/Blendtec/videos.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.
Re: Friday Facts #159 - Research revolution
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.voyta wrote:Marathon mod.Marconos wrote:Another thought on this, as I'm sure not everyone agrees with me (though they are WRONG ) 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.
Re: Friday Facts #159 - Research revolution
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.Marconos wrote: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.voyta wrote:Marathon mod.Marconos wrote:Another thought on this, as I'm sure not everyone agrees with me (though they are WRONG ) 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.
Re: Friday Facts #159 - Research revolution
Then there is this mod ScienceCostTweaker Mod https://mods.factorio.com/mods/UberWaff ... ostTweakerMarconos wrote: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.voyta wrote:Marathon mod.Marconos wrote:Another thought on this, as I'm sure not everyone agrees with me (though they are WRONG ) 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.
You can tweak it however you like in the configs.
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Re: Friday Facts #159 - Research revolution
dang you for sure have to stop by saturday if pvp excites you
https://www.reddit.com/r/factorio/comme ... pvp_event/
https://www.reddit.com/r/factorio/comme ... pvp_event/
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