Factorio Friday Facts

2024 ж. 22 Мам.
7 008 Рет қаралды

Factorio's home planet Nauvis is getting an overhaul for the 2.0 expansion! In today's Friday Facts, Earendel goes in depth about a ton of map and terrain reworks to make the planet look just as good as all the new ones. From significantly improved cliff generation, to rivers and canyons, and forest pathways, plus much more!
Let me know your thoughts down below!
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Check out Factorio at: www.factorio.com
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.

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  • I think you are underestimating the impact this is going to have. We're all so used to the current map gen that this could really feel like a breath of fresh air. I'm actually a little excited to be able to play with cliffs after turning them off ages ago.

    @TripleOmega@TripleOmega2 ай бұрын
    • Yeah, it will change a lot of gameplay subtly and feel overall quite different.

      @NickCombs@NickCombs2 ай бұрын
  • im actually considering leaving cliffs on now. never thought I'd say that

    @nauvis@nauvis2 ай бұрын
    • Yeah same here. At the very least I plan to give them a try again for a couple playthroughs once the expansion is out.

      @Xterminator@Xterminator2 ай бұрын
  • I really love Earendel's Alien Biomes mod, so I hope it will work with this new terrain, or perhaps even be incorporated into it! I've always wanted much better and varied terrain generation and am super excited for these new overhauls. Also, archipelagos sound fun with the new elevated train rails.

    @DeronMeranda@DeronMeranda2 ай бұрын
    • I don't see it being incorporated in full because a lot of it is separated into different planets, but you can see how his work then informs his work now

      @Radgerayden-ist@Radgerayden-ist2 ай бұрын
  • I think the fluid mechanics comment is a reference to when in the past he delved into it. like i think we got multiple FFFs back in the day about it and it ended up insanely complicated

    @AIexRAwesome@AIexRAwesome2 ай бұрын
    • I'm open to the possibility of it being a hint to optimizations in 2.0. Think about the mass of pipes that will be used on space platforms. In 1.x you could largely avoid the pipe bloat by avoiding nuclear. In SA you have no choice but to use them heavily if you're going to scale up and need logistics across planets.

      @MarkMichon7@MarkMichon72 ай бұрын
    • Was that Earendel who did that? I thought it was a different person.

      @Omnifarious0@Omnifarious02 ай бұрын
    • I am pretty sure that was some guy wube hired and then fired because there was no progress after a few months

      @Radgerayden-ist@Radgerayden-ist2 ай бұрын
    • @@Radgerayden-ist - Yep, that's what I thought too. :-)

      @Omnifarious0@Omnifarious02 ай бұрын
    • @@Radgerayden-ist Sometimes things just don't work out as planned. They tried, but it caused all kinds of unforeseen issues. It would have been nice, but it's a completely normal thing in software development.

      @S_Black@S_Black2 ай бұрын
  • The new Nauvis looks beautiful, I love it! I've always really liked the potential of cliffs, so I'm glad they will be improved even further in the next big update :D

    @kryzethx@kryzethx2 ай бұрын
  • This is a good step in the right direction. I love the idea of making the map systems more interconnected. But there's only so much you can achieve by messing around with the noise function. Cliffs still need a purpose beyond maybe sometimes being defensible. IRL, cliffs offer easier access to deeper mineral layers. So there could be cheap mining potential as well as concentrations of rare finds on the surface. I'd also like to see better integration with structures and player movement. Let us build at least some structures right into the cliffside for slightly cheaper. It's like a free wall. This might be possible with some creative masking rather than having to redraw any sprites. Also, let the player climb a cliff (slowly), and even build stairs and elevators like we do with paths and roads. Let us bridge across canyons. I really do think you'd have to go this far with it to make me not turn cliffs off after trying it again once.

    @NickCombs@NickCombs2 ай бұрын
    • what would be the rare find tho? all the resources are easy enough to find already. what structure would you build into the cliff turrets?

      @wesleysmith5275@wesleysmith52752 ай бұрын
    • @@wesleysmith5275 I'm kinda thinking rare minerals could be a new thing (at least to the unmodded game). They can make more efficient versions of some intermediate and final products. And probably almost any structure could be embedded into a cliffside at the base. Turrets might be an exception because we'd want to build them at the top of the cliff instead. Inserters interacting with embedded structures would need to check for an elevation match before they could drop off their items. Mainly, I want cliffs to become less of an impediment and more of a feature that we might choose to integrate into our factories. It would probably look better if structures had unique sprites when built into a cliff, but that's something that could be left in the hands of modders if needed.

      @NickCombs@NickCombs2 ай бұрын
  • Awesome video but could you zoom in with the browser (ctrl +/-) for us on smaller devices? Thanks!

    @greenpad8629@greenpad86292 ай бұрын
  • For the teased building icons (see 5:33): I think the bottom most one is the green building teased in the Christmas FFF 2 years ago. If that's the case then I suspect it to be on the 3rd of the middle 3 planets. That would leave the middle icon as being on the final planet but I really have no thoughts on what it could be.

    @notLune@notLune2 ай бұрын
  • Прекрасное обновление, но, для полного счастья нужно чтобы они добавили естественные броды или мелководье через которое можно проехать на машине или танке. я думаю это было бы восхитительно

    @RedKyora@RedKyora2 ай бұрын
  • I do wish the planet was actually round too. I know it would make resources finite, but having the ability to traverse the entire planet, making your way back to the other side of your factory would be pretty cool. However long it takes...

    @bigman5125@bigman51252 ай бұрын
  • I wonder if New Game will have previews / sliders for all the different planets. Also, this really introduces easy framework for mods to add new planets I'd like to believe. Not that it was impossible nor particularly difficult to add new spaces before, with things like Space Exploration and mods that add underground levels.

    @jayjasespud@jayjasespudАй бұрын
  • Hell yeah this is huge, i always found the terrain aspect of factorio quite plain and lackluster, will be good to have some variance

    @Nicolas-qe1ef@Nicolas-qe1ef2 ай бұрын
  • I really like how trees can block my progress sometimes I think it's a big part of what makes getting the tank and then spidertron feel so great. And it's not like it's impossibleto deal with, I've been enjoying deconstructing my own road through the terrain with bots in my recent warptorio2 run

    @GoldenH@GoldenH2 ай бұрын
    • Because filling up my vehicles with warp fuel disincentives me from deconstructing my tank every time I run into a cliff or lake..

      @GoldenH@GoldenH2 ай бұрын
    • @@GoldenH grenades with a couple upgrades is really good at clearing trees.

      @Ghorda9@Ghorda92 ай бұрын
  • That's cool!

    @datman6266@datman62662 ай бұрын
  • i wonder when they will finally talk about the changes to combat

    @sgi_cris3780@sgi_cris37802 ай бұрын
    • Same!

      @Xterminator@Xterminator2 ай бұрын
    • Yeah, especially with the new planets we've seen so far. We haven't seen any enemies on Fulgora, I guess lightning could take that role, but Vulcanus just seems weirdly peaceful

      @bowiemtl@bowiemtl2 ай бұрын
    • @@bowiemtl They also said "who knows who you will awaken here?" in the FFF about the planet.

      @KrimsonStorm@KrimsonStorm2 ай бұрын
  • I wish they would have taken a look at the design document I sent them for a liquids/pipes redo. Removing all the lag from fluids and have them work reliably in a way that makes sense would be good for a 2.0

    @lucidmoses@lucidmoses2 ай бұрын
    • What does it mean, remove lag?

      @ivanivanov938@ivanivanov9382 ай бұрын
    • @@ivanivanov938once your factory gets too big for your computer you start having problems with ups. The current crazy fluid calculations is one of the reasons that happens.

      @lucidmoses@lucidmoses2 ай бұрын
  • 16:52 I am guessing it's the red box all the way at the bottom :)

    @sanderbos4243@sanderbos42432 ай бұрын
  • Asfar as Factorio versions, I believe that the base game without expansion is "1.2". The base game with the expansion (but no optional content) is "2.0". Rail bridges, quality, and space stuff is all optional content included in the expansion. I don't think there's a functional difference between 1.2 and 2.0, aside from compatibility with the new stuff.

    @SkorjOlafsen@SkorjOlafsen2 ай бұрын
    • It's going to be "2.0 without expansion" and "2.0 with expansion"

      @KaneYork@KaneYork2 ай бұрын
    • @@KaneYorkFFF367 says 1.2 for the base game. FFF373 mentions 2.0, but the context is the Space Age expansion.

      @SkorjOlafsen@SkorjOlafsen2 ай бұрын
    • ​@@SkorjOlafsen 1.2 doesn't exist anymore, we are only using that number for internal dev versions. The public release will be 2.0 for everyone, with expansion and non-expansion versions.

      @raiguard@raiguard2 ай бұрын
    • @@raiguard We? Oh, you're the new(ish) kid on the team! Good to meet you and congrats on getting started in the industry. Hope it all goes well for you.

      @SkorjOlafsen@SkorjOlafsen2 ай бұрын
  • when will it be released

    @friedrichnietzsche883@friedrichnietzsche883Ай бұрын
  • Can't simulate that in current Factorio.

    @TChapman500Gaming@TChapman500Gaming2 ай бұрын
    • 🙁

      @Xterminator@Xterminator2 ай бұрын
  • The best thing is - devs let us the option what the player want. Thx for the video. Cliffs are nervs in every posision in huge modpacks. I want build a nice traingrid and for me cliffs are always disabled now and after. A different thing is - if i would play a combat map only mostly vanila with qol + focus on war and biters (deathworld + rampant or so. Than cliffs are defense. I like the rivers. All the rest its not from interest for me. (And i dont like the new desert dunes - its to restles)

    @FritzHugo3@FritzHugo32 ай бұрын
  • I still won't play with cliffs because it takes far too long and too complicated to make cliff explosives. They should create a Nauvis cliff bomb, or let normal grenades kill Nauvis cliffs, or make a slightly different grenade to eliminate cliffs on Nauvis (not needing oil). As long as cliff explosives needs oil processing, they'll forever remain off for me.

    @bronwin3638@bronwin36382 ай бұрын
    • There's always mods for that!

      @kryzethx@kryzethx2 ай бұрын
  • Cliffs will always be cancer. They do look better now, though.

    @SkorjOlafsen@SkorjOlafsen2 ай бұрын
  • If it requires a purchase I'm out. Factorio costs enough as it is.

    @guillermoelnino@guillermoelnino2 ай бұрын
    • A lot of the changes are included with the base game are part of the regular update but all the crazy stuff is a DLC So all of this is almost definitely going to be added to the base game

      @americankid7782@americankid77822 ай бұрын
    • That's in 4th paragraph written clearly. No, this will not require expansion. Edit: Xterminator even talks about it in 2:43

      @syriuszb8611@syriuszb86112 ай бұрын
    • Factorio is still too cheap for what it offers.

      @Dragonisser@Dragonisser2 ай бұрын
    • So far all changes that are just enhancements that replace the current system are confirmed to be free updates. Only new features and balance changes to complement new features are dlc exclusive. For example new rail shapes and improved snapping are free. There is no reason to keep the old ones. But elevated rails are part of DLC.

      @quban234@quban2342 ай бұрын
    • It costs ~30 EUR that´s really not expensive for a game

      @Tomi97_videos@Tomi97_videos2 ай бұрын
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