(just kidding
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I agree with this. The one thing I want to see more than anything else, is Factorio team announcing DLC/expansions/what have you. Let's be realistic, Factorio is a > $20 game, value has absolutely been delivered, whether you've extracted your $20 of enjoyment or not, you'd be hard pressed to look at the game, and say it wasn't incredibly reasonably priced.Artentus wrote:So one thing I would like to know after reading this is, are the features you cut for 1.0 gone forever or can we hope to see them in mayne a DLC later on? Reason I am asking is because you previously mentioned the possibility to add the space station idea through a DLC.
I'm currently playing on the deathworld pre-set and I believe you overlooked something here, because mining drills cost 70 iron and 25 copper per, whereas assembling machines only cost 35 iron and 15 copper per. Instead of making it slightly less expensive you have doubled the costs with this change, making blue science extraordinarily expensive.The overall feeling was, that we might have gone little bit too far with all the science pack extensions, so I wanted to make it slightly less expensive. So we changed it that the science pack 3 (the blue one) requires mining drill instead of assembling machine now.
I'm having a little trouble fully understanding your statement, but I believe what are asking for is already in the game. You can name multiple stations the same name and the train will pick one at random (it may be closest, not sure). You can also use the circuit logic to make any that don't have enough resources waiting to be picked up be unavailable as a stop. I you can just have a train go to iron loading until full and iron unloading until empty and it will do everything on its own. I had forgotten this was a feature until you mentioned it. Makes it a lot easier to set up routes with many similar stops.factoriouzr wrote:3) improved train management like what many mods try to do but can't do properly because it's not built into the game. It would also be nice to be able to label trains with say "iron loading" and "iron unloading", then group iron loading and pax and supply stops into a station at each outpost and give the same labels to the stops. Then just tell the train to go to station "iron 1" and it will find a stop with the same label in that the train has and it will go there.
This is a clever ideaArtman40 wrote:I think there should be a middle ground between having to automate things that you really need and having to automate things that normally have to be produced in relatively small quantities.
One solution is to make a research overhaul in form of being able to make a specialized science pack production lab (maybe after a research) where you need default ingredients to make a science pack but where you could add more optional ingredients to produce more science packs per raw material. The more different products used to produce science pack, the more you'll save on raw materials.
Each optional ingredient could be assigned a tier to indicate which science pack it can be used to increase productivity of. For an example, in that kind of a building, you'd still need a copper plate and 2 gear wheels to produce a science pack 1. However, you could add tier science pack 1 ingredients to the mix. Tier 1 ingredients would be copper plate, iron stick, copper cable, wood, stone brick and perhaps an iron axe. Different items would have science pack production productivity value according to the raw materials needed to craft the product.
That means that a good builder who can automate complex product chains will be rewarded while a more inexperienced player could still get their research done.
Hard to describe though. Have to go to suggestions forum for that.
+100Balinor wrote:While I know you guys are looking forward to 1.0 and want to lock things down please do consider modular armour/weapons for the tank and/or the long talked about rts option.
Without the ability to send out robots to do the fighting for you, I think you are missing out a huge chunk of what a game focused on automation should be.
Sorry for the confusion I was trying to summarize a previous suggestion I made (viewtopic.php?f=6&t=38496). This feature is not in the game now and running cables for distant outposts is a chore and would make this more difficult. Basically what this boils down to is that train management in this game is too basic. Some reasons why it kind of sucks right now:Aurilika wrote:I'm having a little trouble fully understanding your statement, but I believe what are asking for is already in the game. I'm pretty sure you can name multiple stations the same name, and the train will go to the closest unoccupied one. You can also use the circuit logic to make any that don't have enough resources waiting to be picked up be unavailable as a stop. I think you can just have a train go to iron loading until full and iron unloading until empty and it will do everything on its own. I still have the stops in manually but I thought I remembered reading that there was support for having stations named the same that are considered the same.factoriouzr wrote:3) improved train management like what many mods try to do but can't do properly because it's not built into the game. It would also be nice to be able to label trains with say "iron loading" and "iron unloading", then group iron loading and pax and supply stops into a station at each outpost and give the same labels to the stops. Then just tell the train to go to station "iron 1" and it will find a stop with the same label in that the train has and it will go there.
Try pressing L button in game. And be amazed.factoriouzr wrote:What about other promised features such as being able to see everything in the logistics network. The only way to see this now, is still with the ancient GUI when you hover over a logistics item and it's cut off and becomes useless very quickly after getting robots because the items run off the screen and jump positions too fast. This would be a great integration into the production GUI with an ability to search for specific items.