Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
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Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
I would prefer if they would go with another suggestion (viewtopic.php?t=119792) for the sake of having more options but otherwise I strongly agree.
I ran into this myself on my first SA run and besides it being confusing, it simply feels rather lame, gated and linear.
I ran into this myself on my first SA run and besides it being confusing, it simply feels rather lame, gated and linear.
Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
I disagree with the proposed change, there is an achievement to launch a rocket to space without using solar pannels, i feel it would be more confusing if player were forced to research something but forbidden to use it.
Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
More power production options could be nice to have, however keep in mind that even if solar panels weren't required on space platforms, they'd still be necessary for starting power production on Vulcanus and on Aquilo, and thus still strictly necessary to beat the game, and therefore should be required in the tech tree imo.Panzerknacker wrote: Thu Apr 24, 2025 11:20 am I would prefer if they would go with another suggestion (viewtopic.php?t=119792) for the sake of having more options but otherwise I strongly agree.
I see the line of reasoning here but I don't personally think the optional challenge achievements should have priority over the regular gameplay experience. Additionally, in the base game, the Solar energy research is already a prerequisite for the Rocket silo research due to the Satellite recipe requiring Solar panels.mmmPI wrote: Thu Apr 24, 2025 12:35 pm I disagree with the proposed change, there is an achievement to launch a rocket to space without using solar pannels, i feel it would be more confusing if player were forced to research something but forbidden to use it.
Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
Solar Panels? Why that just enables Free Energy - and that’s the pathway to Communism! Our Engineering group was originally on an Oil Exploration expedition, when we were waylaid by the intense Gravity Waves emanating from the Shattered Planet…. Corporate Office will be pleased when we return with news of the Nauvis System’s rich natural resources. If we return. We had to vent all of the Oxygen from the crew compartments when they began to organize a Union… it’s for the best, there wasn’t enough Food for all of us to get back to the nearest Starfleet base at the speeds our Platform can achieve.
….wait, has anybody tried eating the Jellynuts? FU-
This post is a joke, obviously.
There are many ways to play the Game, and deciding not/to use Solar Panels is an intentional Option, with tradeoffs in both directions. The Space Age expansion rearranges the tech tree substantially, and Solar Panels are simply not required for Rockets since Satellites are removed. Don’t read into the realism too much - it’s just a game.
….wait, has anybody tried eating the Jellynuts? FU-
This post is a joke, obviously.
There are many ways to play the Game, and deciding not/to use Solar Panels is an intentional Option, with tradeoffs in both directions. The Space Age expansion rearranges the tech tree substantially, and Solar Panels are simply not required for Rockets since Satellites are removed. Don’t read into the realism too much - it’s just a game.
Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
I'm sorry did you... read my post? I clearly established that solar panels are Not Optional in space age. I'm not concerned about realism, I'm interested in intuitive and consistent game design.eugenekay wrote: Thu Apr 24, 2025 11:43 pm There are many ways to play the Game, and deciding not/to use Solar Panels is an intentional Option, with tradeoffs in both directions. The Space Age expansion rearranges the tech tree substantially, and Solar Panels are simply not required for Rockets since Satellites are removed. Don’t read into the realism too much - it’s just a game.
Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
Yes, I read the original post. It was… a… joke?Nataly171 wrote: Fri Apr 25, 2025 1:43 amI clearly established that solar panels are Not Optional in space age. I'm not concerned about realism, I'm interested in intuitive and consistent game design.
The Achievement “Steam All the Way” has a condition of Launching a rocket while not Building any Solar Panels. You don’t need to put a Space Platform Starter Pack in the Rocket … once Unlocked it does not “matter” except for Flavor, which is what I presented a Players Narrative outlining. You can subsequently start a Nuclear Reactor using a Burner Inserter, and water can be sent up in Barrels. There is indeed a hard requirement that Assembling Machine 2 (capable of Fluod Handling) requires some electricity to unload the first barrel, but you can then toss the offending Solar Panel overboard; never to be spoken-of again.
The point is that the Decision to rearrange the tech tree was surely undertaken for good Game Balance reasons. I do not understand how “forcing” players to make the research before launching the Rocket improves anything. If you somehow Forgot to research Solar Panels, and read the Tips & Tricks, and did not spot them in the Tech Tree, then it might be hard to figure out the first time - but if you can’t figure out how to produce Electricity (or look for an Alternative) by the time you launch a Rocket then I’m not sure how you were able to launch the Rocket? I am sorry if you did not like the creative writing - this is a Game; it should be fun.

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Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
Aquilo is so far down the tech tree that I don't see requiring solar energy a problem there, it can be made a prereq for aquilo in some way. Vulcanus can maybe be found a similar workaround for to get by without solar, you wouldnt expect much sunlight there anyway through the thick sulfur clouds. This way you would have more ways to play the majority of the game.Nataly171 wrote: Thu Apr 24, 2025 6:41 pmMore power production options could be nice to have, however keep in mind that even if solar panels weren't required on space platforms, they'd still be necessary for starting power production on Vulcanus and on Aquilo, and thus still strictly necessary to beat the game, and therefore should be required in the tech tree imo.Panzerknacker wrote: Thu Apr 24, 2025 11:20 am I would prefer if they would go with another suggestion (viewtopic.php?t=119792) for the sake of having more options but otherwise I strongly agree.
@eugenekay
The point is your stuck on the space platform unable to progress further because you CANT power it. So you are FORCED to research solar energy from there on to progress. If they want to design the game like that instead of having other options to power the platform fine but having players just browse through the entire tech tree for possible solutions to this seems wrong. They could at least write in the tips & tricks for Space platform that the only way to power them up is Solar.
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Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
Pretty sure this has only been the case since 2.0 as the satellite and rocket silo used to be separate techs.Nataly171 wrote: Thu Apr 24, 2025 6:41 pm Additionally, in the base game, the Solar energy research is already a prerequisite for the Rocket silo research due to the Satellite recipe requiring Solar panels.
You know what research isn't required to beat the base game? Electric mining drills. Everyone does it, though, because it'd be tortuous otherwise. I think a game not holding your hand on presenting a solution is perfectly fine. Solar panels will be staring at you when you realize you can't place boilers and open the tech tree.Nataly171 wrote:
I clearly established that solar panels are Not Optional in space age.
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Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
You compare apples and oranges though. Solar panels are required to beat the game so they should be a dependency somewhere. That's how it has always worked in Factorio before.
Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
For context, the lens I'm looking at this through is from a potential challenge run idea I had where you only research technologies that are prerequisites for the prometheum science pack research. It is correct that you wouldn't have electric mining drills, nor would you even have gun turrets! Because neither of those items are *strictly required* in order to beat the game. With the way the game is currently, this run would be impossible due to requiring the "optional" solar energy tech.
Yes, this is a completely arbitrary challenge, which obviously shouldn't be a thing that majorly dictates the game's design, however when I thought about it I realized it just makes sense for the game design as a whole, in my opinion.
Yes, this is a completely arbitrary challenge, which obviously shouldn't be a thing that majorly dictates the game's design, however when I thought about it I realized it just makes sense for the game design as a whole, in my opinion.
My apologies, I thought only the top half of the message was meant to be a joke, not the entire thing.
Even if you only use the solar panel for as little as possible, you still need to use it, which means you need to research it, which means the technology is required.eugenekay wrote: Fri Apr 25, 2025 2:14 am There is indeed a hard requirement that Assembling Machine 2 (capable of Fluod Handling) requires some electricity to unload the first barrel, but you can then toss the offending Solar Panel overboard; never to be spoken-of again.
What is your opinion on other forced researches such as rocket turrets, advanced asteroid processing, or fusion reactors (or even explosive damage 1 and 2)? None of those are strictly required to beat the game, and yet researching them is still required for beating the game. This question also extends to the base game tech tree. Tier 3 speed modules aren't required for beating the base game, but researching them is required before being able to research the rocket silo. What are your thoughts on situations like these?eugenekay wrote: Fri Apr 25, 2025 2:14 am I do not understand how “forcing” players to make the research before launching the Rocket improves anything.
Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
I have been playing Factorio occasionally since 2016. There has been a lot of Change, and I have tried a lot of different Modpacks over that time. I have consequently un-memorized most of the Recipes, Layouts, in favor of an Organic "do what works" playstyle. I think this is Fun because it lets me approach each new Problem that I encounter with "fresh eyes".Nataly171 wrote: Fri Apr 25, 2025 11:56 pmWhat is your opinion on other forced researches such as rocket turrets, advanced asteroid processing, or fusion reactors (or even explosive damage 1 and 2)? None of those are strictly required to beat the game, and yet researching them is still required for beating the game. This question also extends to the base game tech tree. Tier 3 speed modules aren't required for beating the base game, but researching them is required before being able to research the rocket silo. What are your thoughts on situations like these?
I quit my Dayjob to play Space Age upon its release without interruption - it was/is the best ride of novel Video Game discovery that I have ever experienced. I spent the first month trying to avoid any "Spoilers", exploring all of the new content directly in-game. It took me about two days of fiddling with Space Platforms and Asteroid crushing setups (shipping Sulfur up from Nauvis) before I realized that "Advanced Asteroid Processing" research was available..... I felt dumb - for having not looked at Factoriopedia or the Tech Tree sooner - and thankful that I had learned a lesson about "look before building". The game did permit me to try to do the "wrong thing" - which I liked - but the Design was there all along to guide me to the right goal, which I ultimately found. I have since built ships which can travel to the Shattered Planet without using Rockets at all, but that was now an intentional choice of mine to do it wrong.
So what do I think about those specific researches? "Meh, they seem reasonable enough". It is something that you have to Click to Unlock, but that is the easy part: the Science Pack production line has to be setup regardless. Crafting, building, and supplying these Entities with consumables is the real challenge of using them.
My larger point is: I don't think this is an area of the Game that needs to be reworked - that has already happened at length on an Official Whiteboard; and the results you see are pretty good.
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Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
Funny, it's exactly this same challenge run was my first SA run (On Marathon diffficulty with expensive recipes) and dang so dissapointed I was getting hard stuck on the space platform.Nataly171 wrote: Fri Apr 25, 2025 11:56 pm For context, the lens I'm looking at this through is from a potential challenge run idea I had where you only research technologies that are prerequisites for the prometheum science pack research. It is correct that you wouldn't have electric mining drills, nor would you even have gun turrets! Because neither of those items are *strictly required* in order to beat the game. With the way the game is currently, this run would be impossible due to requiring the "optional" solar energy tech.
Yes, this is a completely arbitrary challenge, which obviously shouldn't be a thing that majorly dictates the game's design, however when I thought about it I realized it just makes sense for the game design as a whole, in my opinion.
Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
It's not about priority, you said about not confusing new player, adding an arbitrary restrictions on solar pannel to suit people's self-imposed challenge is not going to help imo, and the 'consistency argument' doesn't work for me either as, as you said there are differences between space age and regular game where solar pannel prerequisite come from satelites.Nataly171 wrote: Thu Apr 24, 2025 6:41 pmI see the line of reasoning here but I don't personally think the optional challenge achievements should have priority over the regular gameplay experience. Additionally, in the base game, the Solar energy research is already a prerequisite for the Rocket silo research due to the Satellite recipe requiring Solar panels.mmmPI wrote: Thu Apr 24, 2025 12:35 pm I disagree with the proposed change, there is an achievement to launch a rocket to space without using solar pannels, i feel it would be more confusing if player were forced to research something but forbidden to use it.
I think it's nicely done currently, where you can have a platform, and 'test' different things, see what will or will not work, and then 'understand' you need solar pannel, and research them when you realize you need them, you can start sending platform and place them while researching solar pannel.
It's quite bold to self-impose rules on the first try, unfortunately the set of rules you picked doesn't allow finishing the game, and the current proposal wouldn't help.Panzerknacker wrote: Sat Apr 26, 2025 6:16 am Funny, it's exactly this same challenge run was my first SA run (On Marathon diffficulty with expensive recipes) and dang so dissapointed I was getting hard stuck on the space platform.