Wooooah... time to make a forum account.
Dear Factorio team,
I'm super-stoked for Factorio 2.0! And eagerly reading your FFFs. Thanks for giving so much insight, also into your design process.
I know I'm on the lower numbers compared to a lot of folks, just recently having completed my firsk 1k hours of gameplay and will thus never reach even the 32bit tick counter. Yet, it's my all-time favorite game since years, I've had so much fun derived from it that I will gladly pay you for v2 even if I would never play it.
Thank you soooo much for Factorio!
One of the many things I like is that most games derive gameplay, "challenging difficulties", out of tedious tasks and repetition (especially "mobile casual games" are the worst) and while what I'm actually doing in Factorio is... repeating the same tasks all over again
I feel it's for actually making progress, not because the UI is slowing me down and making me do unecessary stuff. So your many little improvements (as well as a couple mods) are really great.
Regarding number calculations, often - especially in personal logistic requests where not throughput but space is the constraint - I'd like to set the amount to X stacks. So if I get displayed that the currently selected item has a stack size of e.g. 50, or I could directly enter "2s" (and then get displayed that this amounts to 100 items), that'd be helpful.
Coloring drones on the map is neat. Would it be possible to re-draw the serviced areas of the drone network, or at least prevent auto-connection? Similar to how I can take a copper wire and 'unwire' some power poles to create a disconnected area. This would allow to have a tiny core logistic zone inside a big one, or have outer defense wall reparation zones which can directly touch (even overlap) without the drones intermixing and travelling long distances.
(speaking of distances: my personal roboport drones seem to prefer doing the work 'outside in', i.e. first what is furthest away from the character. Often I prefer they would start near myself, especially when I'm moving along anyway)
Cliffs: we cannot rebuild cliffs, and while I don't mind to bulldoze over water, I sometimes put down wood flooring above landfill to make it look like I'm actually on a wharf. So I often deliberately don't even build cliff explosives to prevent over-eager drones from doing big landscape transformation.
The green range indicator for underground infrastructure is a perfect idea, I already love it.
One more idea: when I hold power poles in hand and plant them running, they auto-connect to their maximum inter-pole-connection distance. You recently mentioned they'll take existing consumers into account, which is neat, but unsatisfying (and uneven). I'd love to have a mode switch to place them apart at a distance that they fill the whole space with electricity.
Assembly Machines: the right-screen-side on-hover information could show the icon and name of the currently selected recipe, and which material it's missing this time... (or perhaps that can be added by a mod? will take a look)
And the hover over them in e.g. the construction popup could show the dimensions (2x2, 3x3 etc)
Speaking of mods, the one mod I cannot live without anymore, and thus *WILL* enable in Space Age, and even hope you could make it canon: Bobs Adjustable Inserters. The freedom to just put stuff from anywhere to everywhere inside a 3x3-tile-area is just too powerful not to use. I've spent hours minimizing science factory footprints by placing intersecting inserters in tight spaces. But even the trivial "but a wooden crate next to an asembler with a 90° inserter" is already worth it.
I mention this as for narrow spaces in the space platform this would make a difference.
Planets... Ah, Vulcanos. As a dragon, I'm super excited and looking forward to it. Though I was ever so slightly disappointed that your title "swimming in lava" did not actually involve getting into that nice hot bath.
Space Platform: I love the tentacles. Also, the thrusters just look beautiful (showing of their roaring power and jiggling around while simultanously looking like a fragile frontier-of-science prototype build), I don't care that they're unrealistic outside the atmosphere
I'm also looking forward to the new Decider Combinator. Doing more complex work just takes too much space, so I rarely do it. I've looked into using one of the Warehouse mods to build an "integrated circuit", i.e. put all combinators inside this building and just run power and data wires into it. What I read from the mod descriptions this quickly runs into a game limitation about how signals are propagated. But perhaps the need will go away with this new combinator.
Logistic Groups: yet another headache solved elegantly
Railway placement as well.
Same for remote building and visual indicator of ghost entities. In a recently overrun dense defence wall (I'm currently playing a combination of deathworld and railworld) it's really hard to see which inserters etc are not replaced yet - even worse with ghost power poles, which do show power lines which aren't actually there.
Yes, holding back on creating an account and now writing this obviously lead to a flood of ideas and wall of text. Please see it as just one fan showing his enthusiasm