Factorio: Space Age is here!

Regular reports on Factorio development.
kitters
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Re: Factorio: Space Age is here!

Post by kitters »

Panzerknacker wrote: ↑Tue Oct 22, 2024 2:21 pm
vinzenz wrote: ↑Tue Oct 22, 2024 6:50 am
wampir wrote: ↑Mon Oct 21, 2024 10:44 pm Hi! I'd like to thank you for a great dlc, it's truly awesome:) I have hundreds of hours in the game (still rookie numbers, I know) and I love the idea behind the expansion very much. I just don't like the vanilla being trivialized in 2.0. Cheap rockets in the expansion are great, because sending rockets there is not a goal, it's just a tool. I feel like the vanilla with it's goal being now a lot easier to achieve is not a fun challenge any more. Could you consider introducing back old tech tree just for vanilla game, or maybe call it "classic" as a separate mode of vanilla? I'm now feeling like I've lost my old time favorite game experience. I know I could downgrade the application, but then I'd give up on great quality of life features that you introduced, or mod it back somehow, but this would feel just not right.

Nevertheless I'm grateful for your effort and I really like the DLC stuff, your work is truly a piece of art:)
you can disable the space-age mod to get the "classic" mode back and keep the QOL ;)
That's not true, when you play 2.0 without Space Age enabled there are huge changes to the game. What I noticed so far:
- You get sattelites for free with the Rocket silo, no more 2K (or 8K! on Marathon) Space science research
- No more Rocket control units
- Having Space science packs come from the landing pad, of which you can have only one on the map, instead of the Rocket silo is a huge change
- No more Marathon and Death World Marathon difficulties because expensive recipes are removed entirely (See my thread about this viewtopic.php?f=5&t=115745)

I don't really understand why you changed the Vanilla game so much in 2.0. Like you wanted some parity with Space Age but that is a mod and there is not really parity anyway because with it enabled it's all completely different again.
What the hell? :x
Minus one tech (sattelite) or blue chip instead of RCU, or wires instead of copper plates for poles are negligible, but did they REALLY delete Maraphon mode?

I have always played only in Deathworld Maraphon, all my huge blueprints are designed for Maraphon! Only played normal one for achivement of 8 hours run. This is so huge punch in the balls, I can't...
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Re: Factorio: Space Age is here!

Post by Panzerknacker »

kitters wrote: ↑Wed Oct 23, 2024 1:51 pm
Panzerknacker wrote: ↑Tue Oct 22, 2024 2:21 pm
vinzenz wrote: ↑Tue Oct 22, 2024 6:50 am
wampir wrote: ↑Mon Oct 21, 2024 10:44 pm Hi! I'd like to thank you for a great dlc, it's truly awesome:) I have hundreds of hours in the game (still rookie numbers, I know) and I love the idea behind the expansion very much. I just don't like the vanilla being trivialized in 2.0. Cheap rockets in the expansion are great, because sending rockets there is not a goal, it's just a tool. I feel like the vanilla with it's goal being now a lot easier to achieve is not a fun challenge any more. Could you consider introducing back old tech tree just for vanilla game, or maybe call it "classic" as a separate mode of vanilla? I'm now feeling like I've lost my old time favorite game experience. I know I could downgrade the application, but then I'd give up on great quality of life features that you introduced, or mod it back somehow, but this would feel just not right.

Nevertheless I'm grateful for your effort and I really like the DLC stuff, your work is truly a piece of art:)
you can disable the space-age mod to get the "classic" mode back and keep the QOL ;)
That's not true, when you play 2.0 without Space Age enabled there are huge changes to the game. What I noticed so far:
- You get sattelites for free with the Rocket silo, no more 2K (or 8K! on Marathon) Space science research
- No more Rocket control units
- Having Space science packs come from the landing pad, of which you can have only one on the map, instead of the Rocket silo is a huge change
- No more Marathon and Death World Marathon difficulties because expensive recipes are removed entirely (See my thread about this viewtopic.php?f=5&t=115745)

I don't really understand why you changed the Vanilla game so much in 2.0. Like you wanted some parity with Space Age but that is a mod and there is not really parity anyway because with it enabled it's all completely different again.
What the hell? :x
Minus one tech (sattelite) or blue chip instead of RCU, or wires instead of copper plates for poles are negligible, but did they REALLY delete Maraphon mode?

I have always played only in Deathworld Maraphon, all my huge blueprints are designed for Maraphon! Only played normal one for achivement of 8 hours run. This is so huge punch in the balls, I can't...
Same here. Expensive recipes are gone completely so those blueprints can go straight into the bin. There are still options for Marathon in the menu but all it does is set science pack multiplier x4, the recipes are all the cheap version. Kinda pissed they still dare to call it the same.

One more thing I noticed that annoys me is the achievements (also Steam achievements) can unlock also in Space Age. For example you can get the 15h and 8h run achievements also in Space Age where launching a rocket is extremely much easier. Those achievements have been completely trivialized.
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Re: Factorio: Space Age is here!

Post by kitters »

Robopots can have requests for robots now. Why not for repair packs?
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Re: Factorio: Space Age is here!

Post by nethus »

kitters wrote: ↑Thu Oct 24, 2024 8:51 am Robopots can have requests for robots now. Why not for repair packs?
I guess because you can already put a buffer chest next to it to request them?
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Re: Factorio: Space Age is here!

Post by kitters »

nethus wrote: ↑Thu Oct 24, 2024 10:15 am
kitters wrote: ↑Thu Oct 24, 2024 8:51 am Robopots can have requests for robots now. Why not for repair packs?
I guess because you can already put a buffer chest next to it to request them?
Solid.
Also, why rocket requests full stack of one item, when hub requests only few items of different type?
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Re: Factorio: Space Age is here!

Post by kitters »

Is it normal that each cosmic science packet is packed into its own cargo pod to ship to the surface or I did something wrong? Are pods free or what? Even if so, that looks strange.
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Re: Factorio: Space Age is here!

Post by BlueTemplar »

Looks like they're free. If they are the re-used rockets you sent up, then I haven't found that counter yet (but then, I only launched half a dozen rockets so far...)
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Re: Factorio: Space Age is here!

Post by kitters »

How to increase amount of asteroids space station can collect? Have whole perimeter covered within range of collectors.

And how estimate that amount? Other variables are known in Factorio, I want to calculate how much machines do I need instead of guessing!
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Re: Factorio: Space Age is here!

Post by kitters »

BlueTemplar wrote: ↑Thu Oct 24, 2024 4:21 pm Looks like they're free. If they are the re-used rockets you sent up, then I haven't found that counter yet (but then, I only launched half a dozen rockets so far...)
I send 30 pods per minute from space station since each science pack goes down in its own pod. Okay, maybe 2-3 packs per pod. But not even close to amound of rockets I sent to buid that station (around 10 in total)
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Re: Factorio: Space Age is here!

Post by BlueTemplar »

I would assume that you will face more (and more dangerous) asteroids when moving, and depending on how fast you move ?
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Re: Factorio: Space Age is here!

Post by awm23 »

This is not a bug, Im not sure where to post.
You cannot set a recipe for molten iron/copper by logic combinators in a foundry. There is literally no way how to. Choosing signal of molten metal in fluids category goes to "default" recipe from lava with stone byproduct. Choosing ore signal provides nothing. However, separate signal of lava recipe works well.
Hope this is not a feature "to prevent newish players from mistakes". :lol:

Speaking of which...
Another topic is interrupts, which have one huge flaw β€” this mechanic interrupts schedule and after it ends, schedule continue it's work as before. In FFF 389 iirc was said that removing feature of turned off stations is to prevent players from mistakes, so trying to reprduce old but an effective way of scheduling of one train to move between different named stops through interrupts kinda painful because you must create separate interrupt for every station on schedule. I like to have my stops have default name (of real ppl or their nicknames) just add few icons.
Getting to the (2nd) topic β€” train at main station gets interrupt to go to the 3rd station because 2nd one is off ("busy" now). It works fine. When Both stations go dark, train checks for the first interrupt which met its requirements and IF recomended station also is OFF then it will stay forever untill station in the interrupted-schedule will become online. Even when another station became available sooner.
Which is genuinely sucks :) :cry:
However, removing default schedule and trying to make train work only on interrupt logic just do not work.
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Re: Factorio: Space Age is here!

Post by Xorimuth »

Eric_NL wrote: ↑Mon Oct 21, 2024 7:37 pm It seems like there are undocumented changes to crafting recipes? For example, I noticed all the power poles require copper cables now instead of plates. Is this just an issue where the unofficial wiki was wrong about these recipes?
Undocumented?

> Electric poles are always crafted from copper wire instead of copper plates.

From the 2.0.7 changelog.
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Re: Factorio: Space Age is here!

Post by BlueTemplar »

I seem to have read something in the SA FFFs about being able to do batch changes over all train stops containing a specific icon... or did I misremember ?
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Re: Factorio: Space Age is here!

Post by TheRaph »

Why is Price on Website 0.40 € more than on Steam or GOG?
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Re: Factorio: Space Age is here!

Post by BlackHat »

vinzenz wrote: ↑Mon Oct 21, 2024 12:17 pm
Razorlance wrote: ↑Mon Oct 21, 2024 12:15 pm
yogsosoth wrote: ↑Mon Oct 21, 2024 11:49 am
brunzenstein wrote: ↑Mon Oct 21, 2024 11:45 am
yogsosoth wrote: ↑Mon Oct 21, 2024 11:45 am I cannot buy it without steam for now. Tried both Humblebundle (multiple times) and Gog. I could not finish the purschase
Simply download directly from the developer page
There does not appear to be a direct download for Space Age as there is for Factorio :(

The payment redirect to humblebundle by default.
I have a similar problem, I bought via the Factorio website, it gave me a humble key to upgrade my Factorio account, and then nothing, no sign of the DLC anywhere, no download option. I have the game upgraded 2.0.7.

I've email support for help but haven't heard back yet.

You should be able to enter the code here https://factorio.com/profile and then access it on https://factorio.com/download
Thanks for this reply, I was going nuts trying to figure out how to see the download on the factorio download page.

You need to enter the upgrade code on your profile page in the 5th line of your profile... It says:

Memberships - Factorio (Website Key) - ""^input upgrade code""
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Re: Factorio: Space Age is here!

Post by kitters »

I wonder if reversed fluid exits on thrusters so one cant just simply place them end-to-end is intentional trolling from developers or what? :mrgreen: :mrgreen:
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Re: Factorio: Space Age is here!

Post by kitters »

Circuits on assemblers. Set recipe. Sets recipe from the first valid signal.
What signal? What is 'order' of signals on a wire? It's does not depend of magnitude of signals for sure. So, is it just predetermined or what? Really want to understand.
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Re: Factorio: Space Age is here!

Post by Koshchey »

Good day. The search for some resources (stone and coal) on the map does not work in the Russian localization of the game. I do not know which topic to send this to, so I am writing here. Please fix it
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Re: Factorio: Space Age is here!

Post by BlueTemplar »

kitters wrote: ↑Sat Oct 26, 2024 12:20 pm I wonder if reversed fluid exits on thrusters so one cant just simply place them end-to-end is intentional trolling from developers or what? :mrgreen: :mrgreen:
I'm not that far yet, but doesn't the new feature of mirroring even non-symmetric entities ('H') also work on those ?
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Re: Factorio: Space Age is here!

Post by kovarex »

kitters wrote: ↑Sun Oct 27, 2024 12:41 am Circuits on assemblers. Set recipe. Sets recipe from the first valid signal.
What signal? What is 'order' of signals on a wire? It's does not depend of magnitude of signals for sure. So, is it just predetermined or what? Really want to understand.
Ideally, you just sand one signal.
Koshchey wrote: ↑Sun Oct 27, 2024 3:28 pm Good day. The search for some resources (stone and coal) on the map does not work in the Russian localization of the game. I do not know which topic to send this to, so I am writing here. Please fix it
I believe this is related to the non-standard way higher/lower case latters work in different alphabets. It is being worked on
BlueTemplar wrote: ↑Sun Oct 27, 2024 6:56 pm
kitters wrote: ↑Sat Oct 26, 2024 12:20 pm I wonder if reversed fluid exits on thrusters so one cant just simply place them end-to-end is intentional trolling from developers or what? :mrgreen: :mrgreen:
I'm not that far yet, but doesn't the new feature of mirroring even non-symmetric entities ('H') also work on those ?
It doesn't work here, and it is on purpose.
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