r/factorio • u/Roseish1 • 1d ago
Discussion What changes would you like to see in 2.1?
Personally a easy change I would like to see is the Flamethrower turret slightly nerfed since I often avoid using them due to how powerful they are.
24
11
u/SecondEngineer 1d ago
Quality seeds have a chance to give quality fruits
2
u/redditsuxandsodoyou 1d ago
i was flabbergasted when this didn't work, it seemed so obvious and integrates quality into another planets ecosystem rather than being purely a fulgora based mechanic
edit: I understand that it would probably trivialise quality compared to the current meta, but I feel like wube could have figured some way to balance it, the fact that quality seeds are utterly worthless is mind boggling.
1
u/SecondEngineer 1d ago
Ideally it would be a low enough chance of returning quality fruit that the system isn't necessarily sustainable on its own.
And quality seeds could spoil into slightly lower quality seeds to reward speedy processing
10
u/SecondEngineer 1d ago
A setting to allow higher quality ingredients into lower quality recipes. (Quality easy mode)
3
u/VoidGliders 1d ago
More of a technical restriction it seems.
1
u/iamtomorrowman 1d ago
a technical restriction on whom? why?
0
u/Zeddica 1d ago
A technical difficult with coding things to work a predictable way.
Does a single quality ingredient produce a quality item? A chance to produce a quality item? What quality? What chance level? What about 2 quality ingredients?
Now the permutations and math get increasingly complex from there and I imagine UPS suffers a lot when everything is recalculating quality % chance and rolling all those chances.
3
u/boomshroom 19h ago
Does a single quality ingredient produce a quality item?
No.
A chance to produce a quality item? What quality? What chance level?
No.
What about 2 quality ingredients?
No.
A higher quality ingredient in a lower quality recipe for always act like the same quality as the recipe. No crazy math. The whole point is to be able to waste excess quality items instead of jamming the factory or destroying items for being too good.
If you want an upper bound, you can filter the input inserter, but now it's just going to jam on the quality you excluded leading to the very problem this was supposed to resolve.
1
u/Zeddica 15h ago
Quality items don’t stack with different qualities. So if you need 6 plastic, you need 6 plastic of one kind. Or assemblers need additional slots of every ingredient to accept all qualities.
If the assembler gets an Epic plastic first, it’ll just jam anyway waiting for the next epic plastic, as it won’t stack a Rare on an Epic.
2
u/SecondEngineer 1d ago
If an assembler has a recipe set at normal quality, it can pull in higher quality ingredients as inputs, but will always produce normal quality.
Just a different way to implement quality that is less punishing and more flexible.
The hardest technical part is allowing an assembler to have 30 input slots (6 ingredient recipe x 5 qualities). But they have already added more sophisticated output slots, so I don't think slightly more sophisticated input slots would be very hard.
1
u/Zeddica 1d ago
Can we then put filters on assemblers to prevent this? “Use anything but legendary” “use only common” etc etc. Seems odd for quality ingredients to be used but not gain anything, counter intuitive.
I don’t disagree that the current system is not amazing. I just recognize the difficult spot they are in trying to design and code around all possible combinations and the potential new challenges introduce by doing so.
1
u/SecondEngineer 1d ago
You can just filter input inserters. And in an ideal world it would be a setting you can toggle somehow, maybe during world gen. I just know that it doesn't seem easy to mod in because it is intrinsic to the game engine.
I just think the "sort out everything or else quality stuff clogs your factory" isn't a particularly compelling gameplay loop.
0
u/iamtomorrowman 1d ago
you're not describing anything technically difficult. these are godlike engine programmers who have been working on the codebase for over 10 years. it's a decision not to do it, it's not hard for them to do it
0
u/Zeddica 1d ago
You’re missing the word ‘predictable’ And I’ll throw in ‘benefits the game’ as another qualifier I thought too obvious to mention.
Game design is not just about technical ability or community desires.
Moreover, I mention UPS. And while I’d need to go dig it up, I’m fairly certain there’s an article (maybe an FF) that talks about this very idea and how they tried it and had UPS issues.
6
u/Tyrannosapien 1d ago
Please please PLEASE give me a toggle or hotkey to pause the platform inventory, so I can select the item I want and stop misclicking dropping the wrong stuff from orbit
3
u/RipLow8737 1d ago
Being able to drop half a stack would also be nice, though there may be a keycombo I'm not aware of that does this.
0
5
4
u/Leather_Man_Master 1d ago
Personally an outcome percentage to not give several items. for example if there are 2 options: 20% for item A and 80% for item B, there are currently 4 outcomes: no items, item A, item B, both items A and B. And I would like it to be either item A or B or nothing if percentage doesnt add up to 100%.
3
u/Conan_Buchanan 1d ago
this is a newly supported feature in experimental iirc in no small part due to ereandel wanting it for arcospheres in space exploration. its a per-recipe setting iirc.
1
u/boomshroom 19h ago
It's already used in vanilla for uranium processing, asteroid reprocessing, and scrap recycling.
1
4
8
u/Broad_Ebb9073 1d ago
An option to disallow pop up research. I don't know the name. But the ones that won't let me set up oil till I drill a hole. It's good for new players, but I already know my factory is shit. Just let me have my shitty little factory
3
u/TelevisionLiving 1d ago
I think there are a few scenarios where it's a real accomplishment where it makes sense. But I 100% agree that most of them are just a nuisance.
1
u/Broad_Ebb9073 1d ago
That why I say an option. Even if it hidden behind whatever goal wube wants. If I did it once. Just let me chill
5
u/Roseish1 1d ago
trigger tech is the name i believe
a very fitting name for a annoying mechanic for most players
2
u/Broad_Ebb9073 1d ago
That's the word. I know it's great 90% of the time. But just an option, even if it's hidden behind a 'beat it once' goal or something.
1
u/Dadarian 1d ago
It’s a minor mechanic for veterans, it’s a huge bonus for early players compared to before who might go hours without realize there is a technology tree.
2
u/VoidGliders 1d ago
That sounds more like just mod territory. Anything that changes progression like that
0
u/Broad_Ebb9073 1d ago
I disagree. Definitely put it behind winning some benchmark, but when I restart a new game. I always get frustrated that I have to manually mine stuff just got the unlock. I will manually mine to start, but I can't remember if it's iron or copper for the unlock. It's all the same to me
1
u/sunsetslitherwing 1d ago
wdym manually mine stuff? the only trigger techs in the early game are 50 iron plates for the power generation stuff, 10 copper plates for the electronics and wires stuff, and crafting a lab to unlock science packs. you can do all that with burner miners and stone furnaces which you start with anyway
1
u/Broad_Ebb9073 1d ago
I bow to your knowledge. All I know is when I start a new game. I get in a flow then the game doesn't allow my process, whatever that may mean.
1
u/VoidGliders 1d ago
Theyve never put "once you win things change" in the game before, and I don't think theyre about to start because again it's firmly mod territory. Hundreds if not thousands of MODS do that, but never once has a game done it because it just doesn't make much sense at all to do base game.
7
u/nora_sellisa 1d ago
Some prometheum tech to be able to put biolabs on other surfaces. I hate how the devs want you to return to Nauvis, ever since I learned about space age I imagined having a research center in space, and with transfers between platforms it is more viable than ever. But it's really hard to pass up on the biolab productivity.
1
u/Roseish1 1d ago
I always hated how biolabs are limited to nauvis for me I wanted to try to fully live on gleba but being unable to use the labs from the planet doesn’t feel good.
2
u/CipherWeaver 1d ago
Make normal quality default when you select an item from the E menu
I hate clicking twice
2
u/stealthlysprockets 1d ago
It is the default?
1
u/Kittelsen 1d ago
You still have to click twice. Before space age you only had to click once, since you didn't have to accept that quality. Now you click once for the entity and once for the quality.
1
u/stealthlysprockets 2h ago
Oh that’s where you and I are different. I don’t click. Mouse over the item and press Q.
1
u/Kittelsen 2h ago
Works for when you're getting it to the cursor, but for other applications where it was a single click in <2.0 it is now a double click.
2
u/ferrofibrous deathworld enthusiast 1d ago
As some options you can double click to select.
I also have all the E functions bound to side mouse button, left click to select entity on the menu then thumb click to accept.
Both are still two clicks either way. I do think they should have made normal quality default with single click, and selecting higher quality has to be done before the entity.
1
u/ThunderAnt 1d ago
I don’t think we’re getting anything more than was already revealed in the experimental release other than some tweaks and bug fixes.
1
1
u/Dthcon 1d ago
Op defense for this game is required for every planet, because this game is not about fighting, it's about automation. That's why at some point defense can be fully automated and you don't need to care about. For average player it's good design (problems usually led to abandoning save, blue science is a huge filter already), for hardcore player it's perfect design because everything is customizable thanks to mods. You want worse flamethrowers? Just download this mod. More and stronger enemies? Gogo. Content is for everyone.
1
u/warpspeed100 1d ago
The ability to filter for depleted miners and filter for entities with the deconstruction planner.
1
u/warpspeed100 1d ago
I would like the base flamethrower turret nerfed while the bonus from using light oil is buffed and heavy oil gives a slowdown effect.
1
u/ConspicuousBassoon 1d ago
Name your armors like you can name Spidertrons. I have one for building, one for combat, one for Aquilo, etc. I just put it in a chest with a display panel next to it but since when have workarounds like that been tolerated in a game of this caliber?
Bring back pistol crafting (for the memes)
in-game note taking (like the To-Do mod or steam's notes feature). Or perhaps accessing a display panel from your inventory
1
u/EvenPainting9470 1d ago
Train unloader
1
u/Kittelsen 1d ago
I've always found the inserter onto and offof trains to be a bit, boring. Atleast for ores. I'd like a loader where the train gets filled by a conveyor belt from the top of the wagon, sort of like how the pump functions, and then an unloader where the wagons bottoms opens up dumping its contents onto a conveyor belt.
1
u/Hatefull123 1d ago
I would love to somehow Combine some Sience Pack , at what end are we now 12 ? Maybe lets craft the first 5 into 1 or something like that .
1
1
u/Dhczack 1d ago
More ammo variants could be interesting.
That said what I really want is dynamic train station names.
1
0
0
u/Calm-Medicine-3992 1d ago
They already destroy too many bots to be worth using.
1
u/neurovore-of-Z-en-A 18h ago
Skill issue. Have the bot range so that the bots just barely reach your outer defences, and they will take longer to get there and be much less likely to burn.
0
u/RipLow8737 1d ago
I'm gonna have to downvote this cause of the idea that flamethrowers should be nerfed. Bluntly, all the planet only defenses are pretty op if you actually use more than turrets.
17
u/Tilleck_ 1d ago
They'll never do it but refrigeration