Friday Facts #432 - Aquilo
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Re: Friday Facts #432 - Aquilo
You can imagine that the ice is thicker at the middle of the iceberg. Or you can imagine that the rocket silo is built below the water, like a boat hull.
Anyway, to add to my previous posts, Aquilo visuals and mechanics look cool and I'm hyped for the expansion.
About the embargo lift, if we don't want too much spoilers, are we supposed to read the next FFF? Will the comments be moderated to prevent spoilers?
Anyway, to add to my previous posts, Aquilo visuals and mechanics look cool and I'm hyped for the expansion.
About the embargo lift, if we don't want too much spoilers, are we supposed to read the next FFF? Will the comments be moderated to prevent spoilers?
Re: Friday Facts #432 - Aquilo
Looks like a nightmare, cant wait
Also has any thought been given to expensive recipe mode? Sometimes I like a slower, grindier game
Also has any thought been given to expensive recipe mode? Sometimes I like a slower, grindier game
Re: Friday Facts #432 - Aquilo
I know theres one mod that adds boats as a form of aquatic railway and has offshores. Fun idea.FasterJump wrote: ↑Fri Oct 11, 2024 9:02 pmUsing Pumpjack rather than offshore oil rigs and boats feels like a missed opportunity, but on the other hand I understand the gameplay choice of not having boats. Having a new massive building just for that would be a waste of graphic asset / RAM.
Pumpjacks are probably fine as long as it cannot deplete the source (reducing it's yield overtime). Since the fluids floats up (in a very straight line!) from 200km below, the extraction should not affect the source.
Conceptually, could there be a cristalline conduit (of ice or mineralised matter)? That would explain the straight line. The conduit could have been naturally created by chemical reactions from the fluid or microorganisms.
One thing I never liked is that the Nauvis crashsite is the center of the world (or thereabouts) and everything scales up as you move away. I understand why from a gameplay perspective but it always felt weird to me
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Re: Friday Facts #432 - Aquilo
Uranium and holmium are also “unique” to their planets, not just tungsten. And the same goes for all of Gleba’s plant items and all of Aquilo’s chemicals. Space can only provide the “basic” resources.jakeit1111 wrote: ↑Fri Oct 11, 2024 8:19 pm
- It is possible to craft copper, as well as calcite and sulfur, and there is some crazy reason why you need them. (If this is true, than that makes Tungsten the only truly unique resource (but also kinda goes against what the dev's said about needing to import calcite if you wanted to use foundries for liquid metal on Nauvis).
But funnily enough, there appears to be one missing: Stone. Just regular stone. You can get iron, copper, calcite… Actually, the chain of sulfur+iron+water=acid, sulfur+carbon+water=coal, coal+calcite+acid=heavy oil should even let you access all oil products completely in space. But no stone, that’s where the line is drawn. Of course, I could be wrong, but that’s how it looks so far. It amuses me greatly.
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Re: Friday Facts #432 - Aquilo
So there's no way to store items to prevent or slow down spoilage on Gleba, and yet there's an entire planet full of ice AND cryogenics research?
Make it make sense devs, because this practically screams "ICEBOX!"
Make it make sense devs, because this practically screams "ICEBOX!"
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Re: Friday Facts #432 - Aquilo
Let's go baby
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Re: Friday Facts #432 - Aquilo
It’s just a case of gameplay over realism. Besides, if you really need one, it’s possible to come up with an explanation: Maybe cold temperatures would damage the chemical/cellular makeup of the Gleba plants.Saphira123456 wrote: ↑Fri Oct 11, 2024 11:31 pmSo there's no way to store items to prevent or slow down spoilage on Gleba, and yet there's an entire planet full of ice AND cryogenics research?
Make it make sense devs, because this practically screams "ICEBOX!"
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Re: Friday Facts #432 - Aquilo
Love you Devs <3
Re: Friday Facts #432 - Aquilo
Current real-world military railguns have a publicly stated range of about 20km, with 300km+ ranges being theorized for plasma accelerated models.
Meanwhile, the endgame hyper-advanced railgun in Factorio's sci-fi Space Age expansion can only shoot about 40 meters? What the hell man!? I can throw things farther than that myself with zero technology involved...
Meanwhile, the endgame hyper-advanced railgun in Factorio's sci-fi Space Age expansion can only shoot about 40 meters? What the hell man!? I can throw things farther than that myself with zero technology involved...
Re: Friday Facts #432 - Aquilo
It appears that roboport require a heat source to function.husnikadam wrote: ↑Fri Oct 11, 2024 11:28 amWith the need to route heat pipes everywhere, aren't belts even more debuffed compared to bots and logistic system? Can bots fly outside of heated areas?
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Re: Friday Facts #432 - Aquilo
I will add my voice about Railgun ejecting spent cartridges (or whatever you want to call it in-game).
The concept of 'Railgun' is to remove the inefficiency of using chemical fuel from the equation (gunpowder, solid/liquid propellant, etc.), utilizing a magnetic coil to generate a powerful magnetic field that is formed in a particular way to accelerate the 'entire' solid projectile at a very high muzzle velocity, which overcomes air friction through sheer brutal force. The only thing resembling anything being ejected from a Railgun would be the armature, which keeps the projectile moving in a straight line out of the barrel (as opposed to cartridges falling out to the side from a gunpowder-powered military rifle being used in the #432 Railgun animation).
I am not advocating for 'realism over gameplay' here. But seeing spent cartridges being ejected after the Railgun fired a round does break the immersion.
If I were the artist working to change the animation, I would remove the spent cartridge falling to the ground, instead opting for a slightly less subtle air shockwave expanding from the business end of the Railgun. The smoke effect is too subtle in the displayed version in FFF #432 compared to what I have seen of prototype Railguns that actually fire rounds in real life.
Another alternative would be to change the cartridge to an armature falling out forward from the Railgun business end.
The 40-meter range seems a bit short for a Railgun unless there is a good balance reason for it. I hope there is research to increase the Railgun range; artillery range exists, so there is precedent.
The concept of 'Railgun' is to remove the inefficiency of using chemical fuel from the equation (gunpowder, solid/liquid propellant, etc.), utilizing a magnetic coil to generate a powerful magnetic field that is formed in a particular way to accelerate the 'entire' solid projectile at a very high muzzle velocity, which overcomes air friction through sheer brutal force. The only thing resembling anything being ejected from a Railgun would be the armature, which keeps the projectile moving in a straight line out of the barrel (as opposed to cartridges falling out to the side from a gunpowder-powered military rifle being used in the #432 Railgun animation).
I am not advocating for 'realism over gameplay' here. But seeing spent cartridges being ejected after the Railgun fired a round does break the immersion.
If I were the artist working to change the animation, I would remove the spent cartridge falling to the ground, instead opting for a slightly less subtle air shockwave expanding from the business end of the Railgun. The smoke effect is too subtle in the displayed version in FFF #432 compared to what I have seen of prototype Railguns that actually fire rounds in real life.
Another alternative would be to change the cartridge to an armature falling out forward from the Railgun business end.
The 40-meter range seems a bit short for a Railgun unless there is a good balance reason for it. I hope there is research to increase the Railgun range; artillery range exists, so there is precedent.
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Re: Friday Facts #432 - Aquilo
my guess would be that the heat from the smelting was designed to stay in a box so it didnt damage the internals so in this frozen place the choice was completely redesign the smelter or run a pipe you already knew how to make and use to warm things up
Re: Friday Facts #432 - Aquilo
With high temperature, Ice don't melt instantly, so event a heated area could be buildable with concrete addition before the melt append isn't it ?we don't actually turn the ice tiles into ocean... anymore
It can be back in hard mod i hope