Factorio Friday Facts
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- Опубликовано: 4 окт 2024
- The Factorio Expansion will be getting Metallurgy! We are introduced to the new Foundry and Big Mining Drill in this Friday Facts, which will be crucial for mining Tungstan and smelting it (along with other resources) down into the new Metallurgy science pack.
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Factorio is a game in which you build and maintain factories.
You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. Use your imagination to design your factory, combine simple elements into ingenious structures, apply management skills to keep it working and finally protect it from the creatures who don't really like you.
Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.
I love the foundry design so much. I could watch it work for hours
The powder stuff is def how mods seem to increase complexity from what I've seen so glad they've decided not to that in this expansion.
Do love the look of the new meaty mining drills
That is something the main game is really good at. There is really not that much complexity for complexitys sake. If we compare to some overhaul mods like Industrial revolution 2. IR2 have a lot of different material types, every material has gears, plates, sticks, etc, etc. Factorio on the other hand have two. And they have almost no overlap.
the processing on vulcanus reminds me of the molten ore processing step from angels
@@Asssosasoterora Krastorio 2 has more gears and plates, but it actually makes sense and is not overdoing it.
Devs have said there are 12 Science packs in SA. That would be 5 new ones. 1 on each of the new planets and 1 new post end-game pack.
Can you link that post, im shure 4 in total, but i might be wrong.
Source pls
im curious if there is research that uses all 12, and how we design compact lab setups for 12 inputs
@@nicholasspicer5171 enhanced sushi control
Productivity increases output as well as overall yield since the bonus doesn't come at the same rate as the machine is slowed down. If you could speed the machine back to the original rate with productivity applied, you would be outputting more. The new stat is completely independent of output and only changes overall yield by modifying the input. Hitting it from both ends is appealing. I always like more numbers affecting things in a game.
Efficiency in mining drills is great in some situations. Means you barely have to defend your outposts
I didn't notice the mining drill's chute either, all this looks so good!
I get the feeling that the massive boost in coverage area and productivity on the big miners is a way to help mitigate some frustrations of critical ore patches running dry on a planet you're not currently on
For the power generation thing, I think it would make sense to do what they do in Dyson Sphere Program (maybe also in Space Exploration, I don't remember tbh), and have special geothermal power plants that are unique to volcanus or something
That's definitely what I'm hoping for!
Yea imagining their will be geothermal power of some sort considering the lava is already used for something and is normally a standard of Lava planets
I'd imagine solar could work for the beginning but not greatly because of clouds or something
geothermal would be a solution.
i hadnt thought of geothermal, i was thinking something along the lines of wind turbines
Nice touches on the BEEG mining drill. Does several good things: adds to a player's feeling of progression, covers much more physical area, works ~2x as fast per tile used, less modules needed overall, eats resources 50% slower, and I'm presuming is much more UPS friendly as you need less overall entities. I've seen many comments that late-game mining outposts are just annoying to upkeep. No puzzles to solve really, just fixing throughput issues over & over...unless you want to use bot-led mining outposts, which I'd imagine would nuke your UPS.
With the addition of mining prod researches, you need less and less miners per blue belt. It's annoying to keep track of how many you need, as well as surplus miners to guarantee full belt saturation. Also, if your miners exhaust you need to add more, but there's no alert for that, you just have to check once in a while. Very annoying to micromanage if you have like 20+ outposts. The electric drills need 90 -> ~20 to fill a blue belt, with serious diminishing returns on further research. These BEEG miners need 18 -> ~4 total to fill a blue belt, which is much simpler, and with their greater reach & lesser resource exhaustion you won't need to replace them as much. You'll need less modules overall (if you chose to even use them), and can get a truly silly 100% speed bonus. With the final touch of making quality drills, your outposts will be lasting much, much longer with far less maintenance.
Adding quality & modules will of course be quite expensive, but I think the hyper late-game players will be willing to pay a heavy upfront cost so they can focus on the more engaging aspects of building and optimizing the actual factory. All these little benefits add up, making for a nice overall peace-of-mind addition~
The new drill also looks great! Although I hope they update their mining sounds to be more deep & earthly.
For your question on power, V (dev) said on Reddit that combining sulfuric acid and calcite creates 500deg steam first and it takes a second step to condense that into water.
Prediction: It would not surprise me if a new research adds the ability to recycle some steam used for power back into water
That would make nuclear power in space way more viable.
I've seen nobody comment on how the big mining drills seem to need sulfuric acid in order to run. Even on the Nauvis preview.
I hope they give us new upgraded pipes, or just a better way to transport liquid. Like a pipe with higher throughput would be nice using the new materials off of diff planets.
Ducts...
They should have made elements of the foundry and mining drill into standalone build pieces allowing for players to make their own structures. Like the molten cast conveyor from foundry and the rail from mining drill and allow different structures to connect to them instead.
Production of old resources will increase sharply, new miners (with ultimate mining efficiency), new metalprocessing, new steel recipe, build-in productivity infinity research. But this does not mean that the game would be easier, we must produce 5 new science pack, and transport a lot of items around via space.
Thatks for this overview!
Also for some reason I wanna bet there will be cryogenic science pack... just feel in guts.
As far as producing power on a lava planet. Well its hot, I'm sure we can use that for power
cant wait to build big factories with all these new buildings!
We should get high temperature pipes for handling the higher temperature fluids. With a mechanic where if high temperature fluids are passed through a normal pipe it will be damaged!
I can't wait for these new changes!
Tungsten pipes! It has the highest melting point of any metal, 6,192°F (3,422°C). If only there was a planet where you could mine tungsten....
now the miners make sense to how they deliver the ore to the chute to the belt
I’m thinking for power we may get some type of thermal generators
That would be very cool for sure!
It seems to me like the easiest way to get legendary quality stuff is to just build massive furnace stacks and grind legendary quality basic resources to feed into your factory.
It would be nice if the planet we land could be random as well.
Edit: I mean the first planet, not infinite generated ones. Landing the crash between the X new planets and Nauvis.
I hope planets are a modable thing. The Alien Biomes mod was great for Nauvis. I can't wait to see some truly wild creations.
Note that they do not need electricity - might be heat fueled :-)
I'm not so sure about this. Even though they don't have power connected in the FFF, neither do the inserters and we know inserters need power. So I think for demo purposes they probably just used a creative power source with a huge radius off screen.
@Xterminator true, still feels like Powering the factory on this planet should not be the challenge - would be an interesting concept for a different planet though to mess with power/transmission in some way.
@@YeOldePixelShoppe Personally I hope power production is made difficult on some of the other planets, It would definitely change up the game and make these new planets more challenging. Ultra efficient machines should be hard to get, think about how much work you have to do to convert your factory into using electric furnaces, it should be even more difficult to acquire the volcanic ones.
@linuxguy1199 feel like 99% of the difficulty is the 3x3 footprint instead of the 2x2 for burner furnaces
Big mining drills and foundries will need tungsten as an ingredient. Obviously.
So unlocking them does not mean unlocking them completely for the other planets.
first
This looks horrible
Sorry you feel that way
Care to be more specific?