Friday Facts #162 - Theme Art Again
Re: Friday Facts #162 - Theme Art Again
For me personally the Biters/Enemy is half the fun of the game. You crash land in a HOSTILE planet and need to not only build your way to "off-planet" but survive at the same time.
I think the game will lost a large part of it's soul by removing them...
EDIT: Are you thinking about removing Enemy or just Artifacts? If just Artifacts, mods could take care of uses for them.
I think the game will lost a large part of it's soul by removing them...
EDIT: Are you thinking about removing Enemy or just Artifacts? If just Artifacts, mods could take care of uses for them.
Re: Friday Facts #162 - Theme Art Again
Just artifacts.TheSAguy wrote:For me personally the Biters/Enemy is half the fun of the game. You crash land in a HOSTILE planet and need to not only build your way to "off-planet" but survive at the same time.
I think the game will lost a large part of it's soul by removing them...
EDIT: Are you thinking about removing Enemy or just Artifacts? If just Artifacts, mods could take care of uses for them.
If you want to get ahold of me I'm almost always on Discord.
Re: Friday Facts #162 - Theme Art Again
Just removing the artifacts, the biters will remainTheSAguy wrote:For me personally the Biters/Enemy is half the fun of the game. You crash land in a HOSTILE planet and need to not only build your way to "off-planet" but survive at the same time.
I think the game will lost a large part of it's soul by removing them...
EDIT: Are you thinking about removing Enemy or just Artifacts? If just Artifacts, mods could take care of uses for them.
EDIT: I made it slightly clearer in the FFF
Re: Friday Facts #162 - Theme Art Again
So long and thanks for all the alien artifacts.
Smart choice with multiplying liquids by 10, I like it. I'm eager to get my hands on the fluid wagon and to work with the new science. Any estimate on when this will arrive for the experimental builds?
Smart choice with multiplying liquids by 10, I like it. I'm eager to get my hands on the fluid wagon and to work with the new science. Any estimate on when this will arrive for the experimental builds?
Last edited by lingnau on Fri Oct 28, 2016 4:44 pm, edited 1 time in total.
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Re: Friday Facts #162 - Theme Art Again
down with the Alien artifact . the end of a pane.
0.15 I think new year for that.
0.15 I think new year for that.
Last edited by Lee_newsum on Fri Oct 28, 2016 4:45 pm, edited 1 time in total.
Re: Friday Facts #162 - Theme Art Again
While part of me is slightly concerned about the further marginalization of the biters (i.e. more of an annoyance then a part of gameplay), I'm in favour of removing alien artifacts. I think it was either that, or create more production options for lower tier stuff that would use them, but without any way automate the collection of artifacts, that would have hit a dead end, I think.
Re: Friday Facts #162 - Theme Art Again
I have an idea : artifact could be used to speed up research. You could put artifact in lab and it would increase speed research by 10% for exemple, while slowly consuming artifacts.
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Re: Friday Facts #162 - Theme Art Again
I agree with the reasons for removing the artifacts but I will miss the little pink anime girls.
Re: Friday Facts #162 - Theme Art Again
The multiplying of all liquids by 10 will mean all the tanks will be nearly empty, right? This might be pretty bad on the first start and a hand full of mod authors will have to change great parts of their mods.
Re: Friday Facts #162 - Theme Art Again
For me it is very good news because battles with biters are very boring in the late game. So, no need in artifacts - no need in biters.
Now we can disable biters absolutely and play in comfortable Industrial-Logistic-Constructor with only Logistics, Trains , Robots and perfect layouts, without "aaa I must destroy yet these ugly cochroach bases which cause an attack of Trypophobia!"
Hooray! Thanks.
Now we can disable biters absolutely and play in comfortable Industrial-Logistic-Constructor with only Logistics, Trains , Robots and perfect layouts, without "aaa I must destroy yet these ugly cochroach bases which cause an attack of Trypophobia!"
Hooray! Thanks.
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Re: Friday Facts #162 - Theme Art Again
I like the idea of the artifacts giving a boost, but maybe not just research. Make them like consumable modules. Anything you feed them into operate 10% better for a time.
"Aliens Power Ups!"
Mr Goodbits...
"Aliens Power Ups!"
Mr Goodbits...
Re: Friday Facts #162 - Theme Art Again
The alien artifact removal is welcome change it was more of a annoyance also if you multiplied the fluid values by 10 I hope you didn't forget to multiply the barrel volume.
Re: Friday Facts #162 - Theme Art Again
In addition to this - problem is not only in biters bases. As it says in FFF, in the late game battle is boring. But not only in the late game, the principe of battle is strange and clumsy.Mion wrote:For me it is very good news because battles with biters are very boring in the late game. So, no need in artifacts - no need in biters.
Now we can disable biters absolutely and play in comfortable Industrial-Logistic-Constructor with only Logistics, Trains , Robots and perfect layouts, without "aaa I must destroy yet these ugly cochroach bases which cause an attack of Trypophobia!"
Hooray! Thanks.
In the early phase - Super Speed but Weak Cockroaches. Then - less speed but more strong, etc. 4 types. That's all.
Spitters are also clumsy. All you need is making distance from them, or just do step back when spitter attack - and attack will break! Fantastic.
Worms as defence towers?... I don't know. Why they shoot homing missiles?! (By the way - why laser turrets shoot homing lasers?!)
So battle with biters is only fighting with Zerg Rush attacks.
I think - there is 2 ways: either make total revision of Aliens and fighting with them or like now - no need in artifacts > no need in biters.
It's a Factorio, not Fightorio and not Cockroachorio.
Re: Friday Facts #162 - Theme Art Again
I think you mean prefixes instead of suffixes.
For the unit discussion in the beginning of the FFF.
For the unit discussion in the beginning of the FFF.
Re: Friday Facts #162 - Theme Art Again
The fluids already in fluid boxes will be migrated, and it shoudn't break many mods, as the definition of the fluidbox size is unchangedMasterfox wrote:The multiplying of all liquids by 10 will mean all the tanks will be nearly empty, right? This might be pretty bad on the first start and a hand full of mod authors will have to change great parts of their mods.
Re: Friday Facts #162 - Theme Art Again
Remove alien artifacts? Why not just remove the biters completely?
They are useless if you don't need them to finish the game because you need the artifacts for science and other things.
EDIT: Oh you don't need them for science any more. But I don't like that decision either.
They are useless if you don't need them to finish the game because you need the artifacts for science and other things.
EDIT: Oh you don't need them for science any more. But I don't like that decision either.
Last edited by Marc90 on Fri Oct 28, 2016 5:32 pm, edited 1 time in total.
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Re: Friday Facts #162 - Theme Art Again
Great change! It always seemed strange that genocide was mandatory in order to progress and finish the game, that machines would literally run on dead biter babies
Re: Friday Facts #162 - Theme Art Again
They still represent an obstacle that has to be accounted for. You have to defend against their attacks, which forces you to account for base defenses, as well decide whether you want to take a low pollution strategy. You also have to take over new territory for resources - territory that they might be occupying.Marc90 wrote:Remove alien artifacts? Why not just remove the biters completely?
They are useless if you don't need them to finish the game because you need the artifacts for science and other things.
That said, it begs the question: could peaceful mode legitimately function without even bothering to spawn biters now?
Re: Friday Facts #162 - Theme Art Again
I don't, because I can just disable them completely. They are no benefit. I don't need them to finish the game.Mehve wrote:They still represent an obstacle that has to be accounted for. You have to defend against their attacks, which forces you to account for base defenses, as well decide whether you want to take a low pollution strategy. You also have to take over new territory for resources - territory that they might be occupying.Marc90 wrote:
That said, it begs the question: could peaceful mode legitimately function without even bothering to spawn biters now?