KoS Factorio Friday Facts FFF
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- Опубликовано: 19 окт 2024
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Recyclers only return 25% of what is input into them. If you do an item like ore or spoilage, this results in voiding while with things like iron plates or circuits it results in 25% of the input items coming out, aka iron ore or copper wire and iron plates respectively.
This means a loop feeding recyclers can void spoilage eventually.
I agree with you about the landfill. Kinda feels like you could landfill your ore deposits where ever you need them.
Thank you so much for doing these FFF readings. ❤
It feels like optimal Gleba factories will be based just around the direct insertion and speed beacons. Unless quality will interact with spoilage timers all you need to do is reduce the time items sit around and do nothing.
With what we've seen, I doubt the timers will be reduced to nothing, however, I'm sure that if Gleba products have quality, that will extend their life.
@@KatherineOfSky Remember that speed modules reduce the chance of a quality upgrade. That would make the quality-focused factory branch on Gleba unable to use speed modules.
Additionally, if it is possible to get spoilage of higher quality, I could see a design that is optimized for creating as much cheap spoilage as possible to turn it into a legendary spoilage and then finally use that to get legendary half-spoilt nutrients.
Hello KatherineOfSky, I was struggling a bit to find a proper place to put this message, I hope here is okay... I am writing you because I am an avid enjoyer of blind Factorio Let's Plays, and this is now the second time such a Let's Player has mentioned you, with at least one explicitly saying that they messaged you directly. And I wanted to say thank you, for being so kind and lending them your time and expertise, evidently helping them along without spoiling too much of what wonders (and challenges) Factorio has to offer on one's first playthrough!
I hope you have a wonderful day!
It's awesome to see people LP Factorio truly blind! It's a wonderful discovery process and very much fun to see. Thank you so much for your message, and enjoy!
I agree, spoilage sounds like a great mechanic. I don’t understand peoples problems with it; it’s not like it’s being applied to everything, just a few new resources. Seems like it would be applicable to many food factories IRL. I’d love it if the developers made a farming game.
That would be so fun!
I'm envisioning a setup where, with the ability to connect wires directly to machines, you have logic conditions set up to pause harvesting from the tree cranes until you need the end products that come from the fruits. That would lead to a fairly long lag time as the system spins up though, so perhaps there's a balance point between allowing things to spoil a little bit but not so much that the products they produce are useless.
Can they just finish it and release already!?!? This year+ of teasers is getting wild!
I think we have a few more months yet
I bet this is the planet with the mk4 belt research, makes a lot of sense with the spoilage mechanic
they''ve already told us the mk4 belts are from vulcanus
Hopefully its optional. Like you said with your Starbound experience this (spoilage) could turn the game from fun to slog in a very short time if the implementation is just off. Only because you can do it, does not mean you should do it (spoilage, tools degradation etc). Very soon all the belts and machines will have a mechanic that they will break down after a time. Now that sounds like fun. The mods are out there. IE having Biters ruin your factories without Biters needed.
Hopefully it's NOT optional. That would be just more copy and paste regular factorio. I mentioned Starbound as an implementation that was horrible! Even with what we've seen in the FFFs, it's clear that Wube has balanced this mechanic, and tried to make it a venture of fun instead of tedium. What's the point of being able to remove an integral game mechanic????
I'm not sure about requiring space platform transport of spoilables. I think that the mechanic is fine as an interesting design consideration. But wouldn't this require automated space platform transportation? Unless the mandatory spoilable transport is just for player equipment, which won't need to be automated.
If possible I am planning on having all non-spoilable science sent to Gleba to contain this mechanic to that one planet.
Whats the issue of automated space transport? 99% of factorio is automated
I wonder how spoilage works with inserters. I could see there being some issues if things can spoil while being held/moved by an inserter, but if they can't then you can make some degenerate buffering setups.
Maybe the spoilage timer is paused when in a machine?
0:18 Yeah, trees and Factorio are like oil and water with KoS -- never the twain shall meet.
Feels like you can disable it in the settings, just like turn off cliffs and biters
Disable what?
If you don't like landfill or cliff explosives, don't use them. I do the same thing with logistics bots, becasue i feel like adding them to the game was a mistake and i rather just solve the belt puzzle.
EDIT: I just realized there is a pipe connector on the tree harvester, i wonder what that is for. I got the impression, that most of the stuff on gleba was liquid, but the they couldn't figure out how to add spoilage to liquids.
That's what I usually do - not use stuff. However, my point still stands... why make a mechanic that is erasily ignorable? makes no sense. Why bother to implement the mechanic at all then? What's the point?
@@KatherineOfSky Because it logically fits into the game and some players will like it.
I'm glad that wube is not taking sides and allows for a multitude of playstyles.
It's kinda similar when people look at each others factories and say stuff like "that is really inefficient", which might be true, but the question should have been "was it fun to build?"
This is a game after all.
@@KatherineOfSky if there was no option to turn off or destroy cliffs Id simply not play Factorio. Period. Also, it fits extremely well into industrial theme and terraforming the planet to an extreme to fit your needs.
Gears on a belt could rust if out for a long time as it often is
only if you have oxygen in the atmosphere ;)
New mechanic, sure. But this one is a bit meh, as it forces one optimal solution. There's no scope for creativity - every path must be as short as possible. Mass transport of items across the map isn't possible either (needs time to buffer up in a train car before the train is full) so that will get frustrating, as will being punished for mistakes and experimentation.
Btw, buffering items in chests is not lazy gameplay. If anything, it's the opposite - making use of spare stuff while you wait for enough equipment to be ready to fully consume the belt, or preparing some surge capacity.
Buffering is not needed, unless you perpetually overbuild the downstream, which is a waste of resources if you are only using it to make surges. It is VERY lazy gameplay.
And no, the spoilage mechanic does not force any one playstyle, unless you were planning on using thousands of segments of belt to transport an item a few tiles over? Seems like the leeway will be enough.
Its quite the opposite. Now you have different variety of problems to solve and different solutions. You simply cant state its bad to have an optimal solution when the meta of Factorio due to some creators just became city blocks and trains with huge buffers. Lazy and boring.
I think someone needs top look up what META stands for. Only cause a couple content creators got lazy to get clicks doesnt mean its meta gameplay. You might say they brought a new meta or a different meta opposed to belt bus and outpost trains or hub and spoke logistics. Making american style city blocks will get boring very soon. Lazy is not wrong per say as it is the basis of invention.
@@kleinerprinz99 what? have you been on Factorio Reddit lately? A huge majority of vanilla and modded is done city block style. that is meta.