Factorio Roadmap for 0.17+

Information about releases and roadmap.

Re: Factorio Roadmap for 0.17+

Postby Jap2.0 » Tue May 01, 2018 1:14 am

aklesey1 wrote:When we can see the colonists for whom we are preparing this planet, I think it's worth raising the bar and giving a new impetus to go forward, show me the great goal that got us stuck here

Who said we're preparing the planet for colonists? All I heard was that we crash landed there.
There are 10 types of people: those who get this joke and those who don't.
Jap2.0
Smart Inserter
Smart Inserter
 
Posts: 1470
Joined: Tue Jun 20, 2017 12:02 am

Re: Factorio Roadmap for 0.17+

Postby aklesey1 » Tue May 01, 2018 7:02 am

Jap2.0 wrote:
aklesey1 wrote:When we can see the colonists for whom we are preparing this planet, I think it's worth raising the bar and giving a new impetus to go forward, show me the great goal that got us stuck here

Who said we're preparing the planet for colonists? All I heard was that we crash landed there.

On this planet was running an expedition with the purpose of mastering the planet, but something went wrong and we crashed on the planet, so the story was written
aklesey1
Smart Inserter
Smart Inserter
 
Posts: 1342
Joined: Sun May 18, 2014 3:45 pm

Re: Factorio Roadmap for 0.17+

Postby Jap2.0 » Wed May 02, 2018 10:19 am

aklesey1 wrote:
Jap2.0 wrote:
aklesey1 wrote:When we can see the colonists for whom we are preparing this planet, I think it's worth raising the bar and giving a new impetus to go forward, show me the great goal that got us stuck here

Who said we're preparing the planet for colonists? All I heard was that we crash landed there.

On this planet was running an expedition with the purpose of mastering the planet, but something went wrong and we crashed on the planet, so the story was written

Ah, okay.
There are 10 types of people: those who get this joke and those who don't.
Jap2.0
Smart Inserter
Smart Inserter
 
Posts: 1470
Joined: Tue Jun 20, 2017 12:02 am

Re: Factorio Roadmap for 0.16+

Postby Hannu » Thu May 03, 2018 8:30 am

rldml wrote:At least: If you make your defense that strong, that you turn the aliens to a pure logistic problem, why do you activate them in general? Just increase the ressource multiplier, make everything else more expensive and concentrate on the stuff you like :D


I use biters to get more varying logistic chains. Production of science in vanilla game is boringly straightforward chain without variations and strategic decisions. Of course current biters are not very significant improvement, but they gives train or two and few assemblers. Fortunately there are lots of mods with hundreds of intermediate and side products to improve logistic challenge, but I like to play also modded games with biters and very large starting area so that I do not have to care them from beginning.
Hannu
Filter Inserter
Filter Inserter
 
Posts: 433
Joined: Thu Apr 28, 2016 6:27 am

Re: Factorio Roadmap for 0.17+

Postby supernet2 » Thu May 03, 2018 7:30 pm

Everytime i see this my eyes water up. Tears of joy of course. These dev's continue to be a shining beacon of hope in the Indie dev world and showing how PR and marketing should be done, that and the updates. The updates! The communication with the community. Absolutely love these devs and the game factorio.
supernet2
Long Handed Inserter
Long Handed Inserter
 
Posts: 77
Joined: Tue Jun 28, 2016 1:18 am

Re: Factorio Roadmap for 0.17+

Postby Tomik » Fri May 04, 2018 7:09 pm

Avezo wrote:ugh... Fluid optimalisation last on the list for 0.17+ ? Really?

So Nuclear is useless as before? Thanks devs! *half-joking*
ImageImage
User avatar
Tomik
Fast Inserter
Fast Inserter
 
Posts: 164
Joined: Mon Apr 18, 2016 3:30 pm
Location: Bohemia

Re: Factorio Roadmap for 0.17+

Postby Sigma1 » Thu May 10, 2018 6:20 pm

Tomik wrote:
Avezo wrote:ugh... Fluid optimalisation last on the list for 0.17+ ? Really?

So Nuclear is useless as before? Thanks devs! *half-joking*


It's not useless on smaller late-game bases, but it's still way too easy.
My mods can be found on my homepage: https://sigma-one.gitlab.io/
They include nuclear and military stuff right now.
User avatar
Sigma1
Fast Inserter
Fast Inserter
 
Posts: 218
Joined: Mon Nov 21, 2016 5:25 pm
Location: Lost in space

Re: Factorio Roadmap for 0.17+

Postby Tomik » Fri May 11, 2018 3:20 pm

Sigma1 wrote:
Tomik wrote:
Avezo wrote:ugh... Fluid optimalisation last on the list for 0.17+ ? Really?

So Nuclear is useless as before? Thanks devs! *half-joking*


It's not useless on smaller late-game bases, but it's still way too easy.

I wouldn't mind it being harder to build. Like for example making the 'concrete' in the Reactors and other nuke building to be Refined Conrete and lock refined concrete behind Blue science. Game balance? Done!
What pisses me off is that fluids make a complete mess of FPS/UPS once they are big enough because they are not code optimized.
ImageImage
User avatar
Tomik
Fast Inserter
Fast Inserter
 
Posts: 164
Joined: Mon Apr 18, 2016 3:30 pm
Location: Bohemia

Re: Factorio Roadmap for 0.17+

Postby Halfbax » Fri Jun 29, 2018 3:37 pm

Final game balancing

What does it mean? I am scared right now.
Halfbax
Burner Inserter
Burner Inserter
 
Posts: 14
Joined: Mon Jul 11, 2016 8:12 pm

Re: Factorio Roadmap for 0.17+

Postby rldml » Fri Jun 29, 2018 3:57 pm

Halfbax wrote:
Final game balancing

What does it mean? I am scared right now.


There is nothing to be scared about - if i'm remembering correct, the devs told us that they planning to finalize this game soon since 0.14.
rldml
Fast Inserter
Fast Inserter
 
Posts: 138
Joined: Sun Mar 06, 2016 2:38 am

Re: Factorio Roadmap for 0.17+

Postby poofu » Mon Jul 02, 2018 7:57 pm

I think a completely green alternative to energy generation would be an amazing addition.

My idea is wind generation that has a set mean energy production but is not particularly reliable.
By this i mean the output can vary throughout the day from say 25% up to 125% potential with a Gaussian distribution so that with many different windmills in your wind farm, you obtain a more stable power output.

It would make a good substitution for solar during the night!
poofu
Manual Inserter
Manual Inserter
 
Posts: 1
Joined: Mon Jul 02, 2018 7:52 pm

Re: Factorio Roadmap for 0.17+

Postby Avezo » Tue Jul 03, 2018 2:13 pm

A agree tht wind power would very be nice to have.
Image
Avezo
Filter Inserter
Filter Inserter
 
Posts: 313
Joined: Fri Apr 01, 2016 3:53 pm

Re: Friday Facts #120 - Spidertron

Postby TheOrangeAngle » Thu Jul 05, 2018 3:17 am

It has been 908 days since the spidertron was first revealed. Is there any hope this will be in 0.17 or 1.0? It is on the "low priority" section of the roadmap; I would just like to know if it is still being considered.
TheOrangeAngle
Burner Inserter
Burner Inserter
 
Posts: 16
Joined: Sun Aug 28, 2016 11:54 pm

Re: Factorio Roadmap for 0.17+

Postby Koub » Thu Jul 05, 2018 5:28 am

[Koub] Moved post from FFF120 topic (which is dead) to Roadmap topic (still active)
Koub - Please consider English is not my native language.
Koub
Global Moderator
Global Moderator
 
Posts: 3524
Joined: Fri May 30, 2014 8:54 am
Location: France

Re: Factorio Roadmap for 0.17+

Postby mrvn » Thu Jul 05, 2018 10:32 am

Meddleman wrote:Actually, is there a reason there is no "start-game" content?
The story essentially follows an engineer that crashlands on an alien planet, and while the single-player story does explore this, there isn't a nice, short, eye-candy crashland sequence of one's ship. Having the debris lying around after said crash would better explain why we start off with a few iron plates in our inventory.

If people want an "ending", the player could be allowed to enter their rocket, launch, cue fade-to-black screen, roll credits (yaaay, kovarex & team!!!). Player is given an option to save their game, skip the credits and continue on their map, in which the game replays a similar crashland sequence of the formerly launched rocket in which the player miraculously survives said landing in an area very close to the outermost regions of the spread of their base,
Yes, this is very Rimworld-esque, the parallels are obvious, but it seems like the only canonical way to go about this.


You can already do this. Put a car in the rocket and then you can enter it like the car. Too bad you don't win launching yourself in a rocket.
mrvn
Smart Inserter
Smart Inserter
 
Posts: 2178
Joined: Mon Sep 05, 2016 9:10 am

Re: Factorio Roadmap for 0.17+

Postby christian » Sat Jul 07, 2018 12:55 pm

Is better fluid physics still low priority? I heard they were working on this again.
christian
Manual Inserter
Manual Inserter
 
Posts: 3
Joined: Fri Jun 08, 2018 12:44 am

Previous

Return to Releases

Who is online

Users browsing this forum: osxxx-18 and 7 guests