Re-upload due to missing voice in the first version. If you watch it immediately it is only available in SD. The HD version will be available in an hour or so when UA-cam is done processing. Sorry for the invonvenience PS. I am sick, so I look and sound like shit, so probably best to watch it in SD ;)
I like the idea of cliffs as presented on Vulcanus much more than I do on Nauvis. On Nauvis they're just an annoyance and as they're ~evenly distributed they don't really change you decision making on a large scale. On Vulcanus they'll have actual gameplay, choosing where you build your base to avoid them, working around them for the resources they surround because you can't just go to another patch without them.
It seems well designed. They accounted for the lack of space issue by including a system for handling it (i.e. the machine that lets you go straight to Gears).
I like the idea of the cliffs in vulcanus. It's a design contraint that makes you think outisde of the box and do things in a different way rather than keep doing the same as in Nauvis. I hope each planet has a unique challeng like that.
I find it funny that the game is designed to be about problem solving, as engineering is at its core - yet when some players (Nilaus, and some commenters here for example) are faced with any slight inconvenience, modicum of challenge or constraining element that forces them to deviate from standard procedures, instead of rising to the challenge they instead instantly whine and complain, and / or even resort to using mods, or the cliff slider (a difficulty slider) to remove the obstacles, all so they can go back to building the same 5 layouts and spamming the same 10 blueprints en masse. Some people just have a really soulless perspective of the game. Personally, for me the different biomes are one of the most exciting features of the expansion because of how they will offer unique experiences and make us have to actually "think" again when it comes to building factories.
agree. it is a new challenge that makes you to design the shape of you factory to be more compact and more flexible(similar to high water ratio settings). i always want to face more interesting challenges instead of building the same starter base over and over again in mission mod
@@goonmaster9000Different people want different things out of the game. That doesn't mean they are soulless. As it is on Nauvis, I find that cliffs are an annoyance until you get oil then become a pointless chore to get rid of all the time. They don't change how I build, they just result in some inefficient builds or builds that need to be replaced once I have cliff explosives. I will leave them on normally, but much reduced. From the screenshot, it looks like the intent is that initially you have certain areas that are purely for gathering resources due to masses of cliffs and others that are for building in. That seems more interesting than the current Nauvis of largely random cliffs.
I'm actually a big fan of having better integrated cliffs into factorio. It's a constraint that pushes me away from building "perfect" factories and instead embracing the spaghetti. Until the endgame, jury-rigging your builds is fantastic since you don't really have to care about perfect ratios (since you'll likely have other bottlenecks anyway). After you're done with everything and want to hyper-optimise you can just smooth everything out, but I'm very fine with this being an endgame reward.
When I read these updates one of the first thoughts I had was "Nilaus isn't going to like this." Especially the part of how you can't landfill lava until later down the tech tree. But I think this entire planet seems wonderful and allows me to understand how the new planets are going to be more unique in all aspects. Not only that, but the new modding capabilities with this is going to be so huge, such as the mine-able sulfuric acid and a second fluid with different properties.
I was thinking the Big Mining Drills would be perfect for direct to train loading. They output so fast and the top tier quality have only 17% chance to deplete the deposit. So they will last much longer than normal mining drills in the same place.
I think I'll enjoy the high amount of cliffs on Vulcanus. It will actually impact the gameplay and provide a logistical challenge (instead of just being a nuisance like on nauvis). This type of challenge IS something players want. See: ribbon challenge, dangoreous, warptorio, ect. All of those manage to make space constraints a good mechanic, and if they managed to do it, i think factorio devs also will.
I've always played with cliffs on in the base game and never felt they were a problem for me. Creating cliff explosions aren't very difficult. In fact, I'm glad they use this as a soft way to intrude on your development, where the players will need to design around the environment. Of course, the game is all about efficiency, and I think it will drive us to researching cliff explosions more, which is not necessarily bad, considering its a natural progression. Also, I think it fits better with the theme that you cannot terraform right away, that you win over your environment slowly.
I know that you have refined a specific playstyle over many years and then to have to deviate from that would force you to do something out of the ordinary and I totally understand that. But the point of having cliffs being a big part of the early game is to introduce design challenges. And that is what Factorio is all about really.
I think cliffs are a good idea in this scenario, it's kinda "high risk high reward" but more "high thinking or planing, high reward", and i think thats fine, they have the ashlands for major factory building, I think they are making it little harder to get to the ressourses themselves, and it looks a lot of fun when we get 57234607% productivity with its science 😁
Agreed with others, cliffs present a gameplay challenge on the new planet. That sort of terrain fits the concept of a volcanic planet as well. Reminds me of the moon Io, sans the tidal pulling which would make factories impossible :D. I am curious if they have earthquakes....
The lava and cliffs are the only thing that make this planet different from Nauvis. If you could just blow all of them up and block up all the lava and concrete all the land what would make this planet different from Nauvis. City block base designs are very efficient but once you have done it once you have done it an infinite amount of times. The way you want to play ignores the developers game design. Your way of playing would turn all planets of factorio into a grey uniform world if you were allowed to.
@nilaus quick thing, the Big Mining Drill is from AAI (which Earandel did make too), and thus is part of SE, and although it is 5x5 for the drill size, AAI Big Mining Drill is 1x speed and 11x11 mining area, SA Mining Drill is 2.5x speed (as you said) and 13x13 mining area
Also, i feel like Nilaus is the only person who religiously complains about cliffs lol. Its a legitimate design constraint that adds flavor to the game. The sliders are in the map gen for a reason lol
Nielaus decided this space-inefficient but mental-energy-efficient blueprint-and-city-block technique is the "correct" way to play factorio, but it's definitely not the only way to play. I hope he'll give other organization methods a fair shot in the expansion instead of trying to make a railgrid work in a situation it's clearly not suited for.
@@Kaiasky not everyone has the same game play style. in the normal game you have choices whether you want cliffs, want biters, want a bunch of water that will need landfill, etc. from what I took from this, is the developers on this planet have removed the user choice factor and force you to play their way. I agree this is not a good design model. maybe I'm wrong, but it seemed the rant was more about not having a choice than the cliffs themselves.
@@problemchild959 They've done a good job giving us extremely configurable worlds so far. I'd be shocked if they didn't make the other planets similarly configurable.
The cliff/restricted building space topic entirely depends on how far into a game I am. It's part of the fun to build around obstacles or plan where to build certain things and it can give more reasons to rebuild an old section you're stubbornly trying to make work without a redesign. In the end game or when replaying it then they're just an annoyance and no longer fun. I like that they exist, and when you unlock the ability that lets you destroy/ignore then it's so satisfying. It's just a problem for when you spend more than 20 hours in the same game. It's the same with blueprints, you cannot go back to a time when you didn't have them, it just feels bad, but it makes more sense to start the game that way.
I have been disabling cliffs for a long time, so much so that I almost forgot that they existed. That said, I will give them another shot in the expansion. Without knowing how big the initial factory on Vulcanus needs it's hard to tell if the cliffs are an obstacle or not. What I am very curious about is the exploration side of things. They only teased the enemies on the planet, I wonder if they came up with something that significantly changes things.
on the front of the large amount of cliffs, I like it. it presents an interesting set of challenges to be overcome, both keeps things interesting and forces you to diversify and build your layout and planning skills.
I quite like the tight and winding nature of Volcanus. It will feel different building a factory here! I'm also very partial to snakey bases, which this will probably encourage
you asked, here's my thoughts on the cliffs on Volcanus. I like that it's going to be made to be a challenge to figure out and they did it to encourage the upper level of trains. That said, I'm getting some vindication on my answer to you on Ixion difficulty and choices. You initially justified this same kind of gameplay choice of being forced to play their way there, so now all I can say is you made your cake, now you go eat it.
If I can snake my train lines between the cliffs, I'll be happy. It'll mean i just set up my factory as a web of spaghetti and outposts, rather than the grid of rail pieces i always build in base game.
I kinda feel like cliffs, space platform space limitations, etc are "alright, y'all are good at factories in a frictionless vacuum, but can you factory under a bunch of constraints?" I think that's something I'm really excited for, actually. I'm not super interested in pollution and biters as a constraint (just build turrets) but 'ugh, there's a stupid cliff in the way' feels like a real-world style of constraint. Ribbon worlds, for instance, force you to play an entirely different game, and there's a little bit of that challenge they're bringing to this planet. I also think people haven't really understood how much less annoying elevated rails make cliffs. Like, underground belts avoid cliffs just fine, and now we have a way for trains to go over them too.
Thinking about power production, it'll almost certainly be some kind of geothermal energy. Probably pump lava, produce heat to run a steam turbine, then dump the byproducts back into the lava pool. Still need a water source, tho. Almost certainly, the initial "starter base" will require a temporary water supply brought over from Nauvis that can cover your power needs until that calcite+sulfuric acid system can be set up to provide local water.
As I understood it Vlucanus wasn't really meant for large bases, more for small outposts (which doesn't mean that you shouldn't try it) I'm quite excited about this update as it's really going to add a lot of new content to the game.
It's no coincidence that the big mining drill is here, Earendel (the mod creator) say so in his server, that he is triying to implement as much as he can on the "official" game, welp, he is also a developer of the game, so, when i first heard that factorio is going to space age, well, i'm so damm hyped. Space exploration lover here :D
I have an idea for a game mode that would make factorio more interesting .That there be a human ,personnel , component to the game .That research be dependent on this .Maybe certain factory functions as well .That the player needs to rescue from or in drop pods that are randomly landing on the landscape ,map .The story that a colony ship is in critical orbital decay .Rescue the personnel before the biters get them .Even if there is a days countdown to the first drop pod so that helicopter is research if starting from scratch .Then protect the personnel in the factory via air filtering .That the player has a helicopter to winch drop pods up from the danger zone .Would this add a new and better dynamic to the game ? Looking forward to the new game planets anyway . I never play with cliffs .But platforming ,terraforming a factory concrete platform .What about overhead belts ?
I feel like, regarding cliff explosives, they should just have a type of cliff explosives for early/mid game that are very expensive somehow. That way you can still explode cliffs if you want, it just costs a lot more. Then, on another planet, with another resource, you can make an upgraded cliff explosive that is much cheaper and much better to use.
ppl going to hate me for this... I never really got into this game because of how it looked... every time i looked at someone playing it and put up a video it looked like it was something back from the NES days... these clips shown make it look like the game is now finally from the SNES days that I may actually look into getting it now... ;)
We don't know yet but I believe you unlock cliff explosives in Vulcanus so is not that big or a deal as it seems, I really like the idea of this planet
The video clip of the foundry shows something being fed into is from below. Is that calcite? Thus, while lava might be unlimited, the recipe may be limited by available calcite (or whatever resource that is).
Also i notice that the mining drill requires a liquid input to work, seemingly Sulfuric Acid, and I didnt notice you mention it in the video. This changes the equation significantly because yes it can fill a blue belt with basic ores, Sulfuric acid is not a simple liquid to make. On Vulcanus this is quite easy as the acid can come directly from Pumpjacks, but on Nauvis and other planets the process of making Acid is an extensive and uneven due to its reliance on crude oil, and its shared most significantly with battery production. Running the new drills on any planet aside from Vulcanus could be economically unviable for many factories for some time after they unlock the planet, and there is no way we'd just be able to straight replace the electric drills as soon as we complete the research because of this acid requirement. Vulcanus is going to need to become a significant acid distribution hub for every other planet if this is a strategy we want to lean into and this is going to mean a fucking _obcene_ level of barreled acid distribution depending on how fast each drill consumes it. It seems that while factories are more annoying to build on Vulcanus because of the cliffs, the Foundry building and the effectiveness of the mining drill means that essential space hogging parts of the factory would be markedly smaller as a result, meaning while we have less space overall until Cliff Explosives come in, our factories will be an order of magnitude more compact without sarcificing their effectiveness. We're not tapping huge fields of iron ore and copper with 50+ electric drills, and as such won't need the immense smelting columns that come with needing to process them afterwards once they are belted/railed around.
In the video the miners are mining uranium which has always required sulfuric acid. Some of the miners don't have a visible fluid connection and are mining other ores.
For a second I thought the upcoming factory game FOUNDRY (by Paradox) Is A Game Changer and you were making a video on it :D I played the demo and it was neat, though a little simplistic.
It actually makes total sense to move all battery production here to me. Suck copper and iron straight out of lava and sulfuric acid straight out of geysers
I think it'll really depend on how much we need batteries in the expansion. In the base game, you barely need more than a trickle for flying robot frames and the mall, even if you're going very solar/accumulator-heavy
I'm wondering if map generation will be similar to SE where you can turn off things for Nauvis but the changes don't affect the other planets. If so, you can turn off the cliffs for Nauvis at least.
I kinda doubt devs will take away option to disable cliffs when starting new game. Even then, there's absolutely nothing wrong with using a mod that would remove them directly or brought back classic recipe (or even make it free).
2:38 I was watching a factorio video with my girlfriend in the room the other day, she looked at screen and said "Can I tell you something? I think Factorio is an ugly game" and I think about that sometimes
hey by the way the factrio space age dlc is just bacly the space exploeation mod but its being intergated into the offcal factrio as part of a dlc. heck in fact in fact this dlc is being made by the exact same presion that made the space exploration mod for factrio as well.
i feel like this is something you say if you haven't played SE actually. Because they seem very very different (procgen planets vs authored planets, to start with)
i hope im able to disable cliffs on nauvis and not vulcanus, because the cliffs feel balanced on vulcanus but on nauvis they are just annoying besides, you dont HAVE to go to vulcanus first, so you can choose to unlock cliff explosives before ever going there (maybe)
this is good i think in the base game they should haven't have landfill or cliff explosive in the first place this is how you make every game run a distinct one instead of stamping the excel sheet blueprint that makes the game boring
2k hours in the game so far, I have not played a single game with cliffs yet, I turn them off in the settings EVERY time. The thought of them is just annoying.
I intensely dislike cliffs. After about my fifth map, where I figured out they could be disabled, I never looked back. I don't think they make the game interesting in any meaningful way.
Re-upload due to missing voice in the first version. If you watch it immediately it is only available in SD. The HD version will be available in an hour or so when UA-cam is done processing.
Sorry for the invonvenience
PS. I am sick, so I look and sound like shit, so probably best to watch it in SD ;)
Get well soon and thx for the quick reupload
Roasting all us viewers by saying that *you* look like shit. Where does that leave me!?
I like the idea of cliffs as presented on Vulcanus much more than I do on Nauvis. On Nauvis they're just an annoyance and as they're ~evenly distributed they don't really change you decision making on a large scale. On Vulcanus they'll have actual gameplay, choosing where you build your base to avoid them, working around them for the resources they surround because you can't just go to another patch without them.
It seems well designed. They accounted for the lack of space issue by including a system for handling it (i.e. the machine that lets you go straight to Gears).
I like the idea of the cliffs in vulcanus. It's a design contraint that makes you think outisde of the box and do things in a different way rather than keep doing the same as in Nauvis. I hope each planet has a unique challeng like that.
I find it funny that the game is designed to be about problem solving, as engineering is at its core - yet when some players (Nilaus, and some commenters here for example) are faced with any slight inconvenience, modicum of challenge or constraining element that forces them to deviate from standard procedures, instead of rising to the challenge they instead instantly whine and complain, and / or even resort to using mods, or the cliff slider (a difficulty slider) to remove the obstacles, all so they can go back to building the same 5 layouts and spamming the same 10 blueprints en masse.
Some people just have a really soulless perspective of the game. Personally, for me the different biomes are one of the most exciting features of the expansion because of how they will offer unique experiences and make us have to actually "think" again when it comes to building factories.
agree. it is a new challenge that makes you to design the shape of you factory to be more compact and more flexible(similar to high water ratio settings). i always want to face more interesting challenges instead of building the same starter base over and over again in mission mod
@@goonmaster9000 there are people that build their entire factory with blueprints that someone else made...
@@goonmaster9000Different people want different things out of the game. That doesn't mean they are soulless.
As it is on Nauvis, I find that cliffs are an annoyance until you get oil then become a pointless chore to get rid of all the time. They don't change how I build, they just result in some inefficient builds or builds that need to be replaced once I have cliff explosives. I will leave them on normally, but much reduced.
From the screenshot, it looks like the intent is that initially you have certain areas that are purely for gathering resources due to masses of cliffs and others that are for building in. That seems more interesting than the current Nauvis of largely random cliffs.
I'm actually a big fan of having better integrated cliffs into factorio. It's a constraint that pushes me away from building "perfect" factories and instead embracing the spaghetti. Until the endgame, jury-rigging your builds is fantastic since you don't really have to care about perfect ratios (since you'll likely have other bottlenecks anyway).
After you're done with everything and want to hyper-optimise you can just smooth everything out, but I'm very fine with this being an endgame reward.
When I read these updates one of the first thoughts I had was "Nilaus isn't going to like this." Especially the part of how you can't landfill lava until later down the tech tree. But I think this entire planet seems wonderful and allows me to understand how the new planets are going to be more unique in all aspects. Not only that, but the new modding capabilities with this is going to be so huge, such as the mine-able sulfuric acid and a second fluid with different properties.
Also not only that but they are planning on making cliff explosives higher up the tech tree even in the base game.
@@shadowprince4482As long as current cliffs becomes much better I'm fine with that
I was thinking the Big Mining Drills would be perfect for direct to train loading. They output so fast and the top tier quality have only 17% chance to deplete the deposit. So they will last much longer than normal mining drills in the same place.
Yes! Was looking forward to building mining outpost that mines into train directly. It's meant to be!
I think I'll enjoy the high amount of cliffs on Vulcanus. It will actually impact the gameplay and provide a logistical challenge (instead of just being a nuisance like on nauvis). This type of challenge IS something players want. See: ribbon challenge, dangoreous, warptorio, ect. All of those manage to make space constraints a good mechanic, and if they managed to do it, i think factorio devs also will.
New Nilaus base design: Main Bus, but with liquid iron/copper, no plates.
I've always played with cliffs on in the base game and never felt they were a problem for me. Creating cliff explosions aren't very difficult. In fact, I'm glad they use this as a soft way to intrude on your development, where the players will need to design around the environment. Of course, the game is all about efficiency, and I think it will drive us to researching cliff explosions more, which is not necessarily bad, considering its a natural progression. Also, I think it fits better with the theme that you cannot terraform right away, that you win over your environment slowly.
I know that you have refined a specific playstyle over many years and then to have to deviate from that would force you to do something out of the ordinary and I totally understand that. But the point of having cliffs being a big part of the early game is to introduce design challenges. And that is what Factorio is all about really.
I think cliffs are a good idea in this scenario, it's kinda "high risk high reward" but more "high thinking or planing, high reward", and i think thats fine, they have the ashlands for major factory building, I think they are making it little harder to get to the ressourses themselves, and it looks a lot of fun when we get 57234607% productivity with its science 😁
Agreed with others, cliffs present a gameplay challenge on the new planet. That sort of terrain fits the concept of a volcanic planet as well. Reminds me of the moon Io, sans the tidal pulling which would make factories impossible :D. I am curious if they have earthquakes....
The lava and cliffs are the only thing that make this planet different from Nauvis. If you could just blow all of them up and block up all the lava and concrete all the land what would make this planet different from Nauvis. City block base designs are very efficient but once you have done it once you have done it an infinite amount of times. The way you want to play ignores the developers game design. Your way of playing would turn all planets of factorio into a grey uniform world if you were allowed to.
There's a quote I don't fully remember but goes like: Given the chance, players will optimize the fun out of a game.
@nilaus quick thing, the Big Mining Drill is from AAI (which Earandel did make too), and thus is part of SE, and although it is 5x5 for the drill size, AAI Big Mining Drill is 1x speed and 11x11 mining area, SA Mining Drill is 2.5x speed (as you said) and 13x13 mining area
Also, i feel like Nilaus is the only person who religiously complains about cliffs lol. Its a legitimate design constraint that adds flavor to the game. The sliders are in the map gen for a reason lol
Nielaus decided this space-inefficient but mental-energy-efficient blueprint-and-city-block technique is the "correct" way to play factorio, but it's definitely not the only way to play. I hope he'll give other organization methods a fair shot in the expansion instead of trying to make a railgrid work in a situation it's clearly not suited for.
@@Kaiasky not everyone has the same game play style. in the normal game you have choices whether you want cliffs, want biters, want a bunch of water that will need landfill, etc. from what I took from this, is the developers on this planet have removed the user choice factor and force you to play their way. I agree this is not a good design model. maybe I'm wrong, but it seemed the rant was more about not having a choice than the cliffs themselves.
@@problemchild959 They've done a good job giving us extremely configurable worlds so far. I'd be shocked if they didn't make the other planets similarly configurable.
The cliff/restricted building space topic entirely depends on how far into a game I am. It's part of the fun to build around obstacles or plan where to build certain things and it can give more reasons to rebuild an old section you're stubbornly trying to make work without a redesign. In the end game or when replaying it then they're just an annoyance and no longer fun.
I like that they exist, and when you unlock the ability that lets you destroy/ignore then it's so satisfying. It's just a problem for when you spend more than 20 hours in the same game. It's the same with blueprints, you cannot go back to a time when you didn't have them, it just feels bad, but it makes more sense to start the game that way.
I have been disabling cliffs for a long time, so much so that I almost forgot that they existed. That said, I will give them another shot in the expansion.
Without knowing how big the initial factory on Vulcanus needs it's hard to tell if the cliffs are an obstacle or not.
What I am very curious about is the exploration side of things. They only teased the enemies on the planet, I wonder if they came up with something that significantly changes things.
on the front of the large amount of cliffs, I like it. it presents an interesting set of challenges to be overcome, both keeps things interesting and forces you to diversify and build your layout and planning skills.
I quite like the tight and winding nature of Volcanus. It will feel different building a factory here! I'm also very partial to snakey bases, which this will probably encourage
you asked, here's my thoughts on the cliffs on Volcanus.
I like that it's going to be made to be a challenge to figure out and they did it to encourage the upper level of trains. That said, I'm getting some vindication on my answer to you on Ixion difficulty and choices. You initially justified this same kind of gameplay choice of being forced to play their way there, so now all I can say is you made your cake, now you go eat it.
Just dumping byproducts is great. I had to add void pipes and chests. How hard is it to dump waste into the ocean?
If I can snake my train lines between the cliffs, I'll be happy. It'll mean i just set up my factory as a web of spaghetti and outposts, rather than the grid of rail pieces i always build in base game.
I think elevated trains and the new rail pieces are going to be really useful for snaking a train into tight places.
I think I like the challenge of building around terrain in the beginning, as it makes unlocking cliff explosives and landfill so much more exciting
I kinda feel like cliffs, space platform space limitations, etc are "alright, y'all are good at factories in a frictionless vacuum, but can you factory under a bunch of constraints?"
I think that's something I'm really excited for, actually. I'm not super interested in pollution and biters as a constraint (just build turrets) but 'ugh, there's a stupid cliff in the way' feels like a real-world style of constraint. Ribbon worlds, for instance, force you to play an entirely different game, and there's a little bit of that challenge they're bringing to this planet.
I also think people haven't really understood how much less annoying elevated rails make cliffs. Like, underground belts avoid cliffs just fine, and now we have a way for trains to go over them too.
The animations of the new machines are amazing
Thinking about power production, it'll almost certainly be some kind of geothermal energy. Probably pump lava, produce heat to run a steam turbine, then dump the byproducts back into the lava pool. Still need a water source, tho. Almost certainly, the initial "starter base" will require a temporary water supply brought over from Nauvis that can cover your power needs until that calcite+sulfuric acid system can be set up to provide local water.
Every Friday makes me more excited!
Cool to finally see the face of all this factory knowledge. Lookin good dude!
As I understood it Vlucanus wasn't really meant for large bases, more for small outposts (which doesn't mean that you shouldn't try it)
I'm quite excited about this update as it's really going to add a lot of new content to the game.
It's no coincidence that the big mining drill is here, Earendel (the mod creator) say so in his server, that he is triying to implement as much as he can on the "official" game, welp, he is also a developer of the game, so, when i first heard that factorio is going to space age, well, i'm so damm hyped. Space exploration lover here :D
I have an idea for a game mode that would make factorio more interesting .That there be a human ,personnel , component to the game .That research be dependent on this .Maybe certain factory functions as well .That the player needs to rescue from or in drop pods that are randomly landing on the landscape ,map .The story that a colony ship is in critical orbital decay .Rescue the personnel before the biters get them .Even if there is a days countdown to the first drop pod so that helicopter is research if starting from scratch .Then protect the personnel in the factory via air filtering .That the player has a helicopter to winch drop pods up from the danger zone .Would this add a new and better dynamic to the game ? Looking forward to the new game planets anyway . I never play with cliffs .But platforming ,terraforming a factory concrete platform .What about overhead belts ?
Another reason these new foundry and miners could be more useful, their larger size means more beacons can influence the same structure
I feel like, regarding cliff explosives, they should just have a type of cliff explosives for early/mid game that are very expensive somehow. That way you can still explode cliffs if you want, it just costs a lot more. Then, on another planet, with another resource, you can make an upgraded cliff explosive that is much cheaper and much better to use.
I never even made it to the rocket stage in the base game but this new upcoming stuff looks so cool.
ppl going to hate me for this...
I never really got into this game because of how it looked... every time i looked at someone playing it and put up a video it looked like it was something back from the NES days... these clips shown make it look like the game is now finally from the SNES days that I may actually look into getting it now... ;)
Yeah, fixed audio. Excited to hear your thoughts.
We don't know yet but I believe you unlock cliff explosives in Vulcanus so is not that big or a deal as it seems, I really like the idea of this planet
The video clip of the foundry shows something being fed into is from below. Is that calcite? Thus, while lava might be unlimited, the recipe may be limited by available calcite (or whatever resource that is).
Yes, totally CHAR vibes! Thats it, I'm rolepaying Terrans from UED invading Char!
We can go back further than Starcraft and see 'Shattered Worlds' from Star Control 2: the Ur-Quan Masters. :)
Also i notice that the mining drill requires a liquid input to work, seemingly Sulfuric Acid, and I didnt notice you mention it in the video. This changes the equation significantly because yes it can fill a blue belt with basic ores, Sulfuric acid is not a simple liquid to make. On Vulcanus this is quite easy as the acid can come directly from Pumpjacks, but on Nauvis and other planets the process of making Acid is an extensive and uneven due to its reliance on crude oil, and its shared most significantly with battery production.
Running the new drills on any planet aside from Vulcanus could be economically unviable for many factories for some time after they unlock the planet, and there is no way we'd just be able to straight replace the electric drills as soon as we complete the research because of this acid requirement. Vulcanus is going to need to become a significant acid distribution hub for every other planet if this is a strategy we want to lean into and this is going to mean a fucking _obcene_ level of barreled acid distribution depending on how fast each drill consumes it.
It seems that while factories are more annoying to build on Vulcanus because of the cliffs, the Foundry building and the effectiveness of the mining drill means that essential space hogging parts of the factory would be markedly smaller as a result, meaning while we have less space overall until Cliff Explosives come in, our factories will be an order of magnitude more compact without sarcificing their effectiveness. We're not tapping huge fields of iron ore and copper with 50+ electric drills, and as such won't need the immense smelting columns that come with needing to process them afterwards once they are belted/railed around.
In the video the miners are mining uranium which has always required sulfuric acid. Some of the miners don't have a visible fluid connection and are mining other ores.
Lava flows that threaten your base, but you need to combat with water cannons would be interesting
This is exactly what i thought he looked like
Cliffs are less of an issue with elevated trains.
I can already see a Lavablock mod incoming
I think the lava will function closer to a big oil deposit rather than watet
For a second I thought the upcoming factory game FOUNDRY (by Paradox) Is A Game Changer and you were making a video on it :D I played the demo and it was neat, though a little simplistic.
lack of prod. modul with skipping a step isn't a big issue, if ore is infinite from the lava
I can't wait for this!
It actually makes total sense to move all battery production here to me. Suck copper and iron straight out of lava and sulfuric acid straight out of geysers
I think it'll really depend on how much we need batteries in the expansion. In the base game, you barely need more than a trickle for flying robot frames and the mall, even if you're going very solar/accumulator-heavy
Lava is infinite but you need calcite to mix with it. So its not really unlimited.
I guess that recipe for cliffs will be on Volcanus as it is even more annoying :D Get well soon!
I believe they said the furnace takes four modules
Hate cliffs, and so far gating the explosives behind another planet is the decision that I'm least looking forward to.
I'm wondering if map generation will be similar to SE where you can turn off things for Nauvis but the changes don't affect the other planets. If so, you can turn off the cliffs for Nauvis at least.
I kinda doubt devs will take away option to disable cliffs when starting new game.
Even then, there's absolutely nothing wrong with using a mod that would remove them directly or brought back classic recipe (or even make it free).
I cant imagine reason(s) to buy this dlc when there are so many great overhaul mods for free like Space Exploration.
there are things in the dlc that mods can't do, it also allows mods to do more things with it.
Cant wait 4 the updatte
Please more FFF-News
2:38 I was watching a factorio video with my girlfriend in the room the other day, she looked at screen and said "Can I tell you something? I think Factorio is an ugly game" and I think about that sometimes
Sounds to me like a time to make a decision for the factory!
I hate cliffs, i look forward for the mod that removes them if they continue with this path. I'll be sure to take the high ground.
volcano you say? geothermal power then or nah?
cliffs good
hey by the way the factrio space age dlc is just bacly the space exploeation mod but its being intergated into the offcal factrio as part of a dlc. heck in fact in fact this dlc is being made by the exact same presion that made the space exploration mod for factrio as well.
i feel like this is something you say if you haven't played SE actually. Because they seem very very different (procgen planets vs authored planets, to start with)
i hope im able to disable cliffs on nauvis and not vulcanus, because the cliffs feel balanced on vulcanus but on nauvis they are just annoying
besides, you dont HAVE to go to vulcanus first, so you can choose to unlock cliff explosives before ever going there (maybe)
this is good i think in the base game they should haven't have landfill or cliff explosive in the first place this is how you make every game run a distinct one instead of stamping the excel sheet blueprint that makes the game boring
I don't understand why/how people are using foundry's on their space platforms. Where are they getting lava in space??
you wont bring back foundry to nauvis as you dont have lava there.
NILAUS ROCKS
So vanilla seablock. SHUT UP AND TAKE MY MONEY!
Releass Date ?///
Where are the power poles?
Maybe they run on geothermal!
Sweeet!
the more i watch these reviews of fff the more i think this guy only wants to play in editor mode...
too many cliffs
We can expect a mod which gives us cheap cliff explosives within days, if not hours of the release.
2k hours in the game so far, I have not played a single game with cliffs yet, I turn them off in the settings EVERY time. The thought of them is just annoying.
I intensely dislike cliffs. After about my fifth map, where I figured out they could be disabled, I never looked back. I don't think they make the game interesting in any meaningful way.
they force you to make decisions early on.
I just turn off the cliffs.
I'm fine if the cliffs are rare as it's a unique challenge and you have to build around them early on. This planet seems like cancer...
I hate cliffs, never even turn them on.
All your good at is making videos of patch notes, 0/10.