this post was submitted on 08 Sep 2023
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Quality of items in the expansion!

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[–] HereticalDoughnut@lemmy.world 19 points 1 year ago (1 children)

Seems interesting to me. However, I agree with some others on the forums that the names for the quality levels are kinda dumb. Would prefer something like the crude, good, excellent, perfect, etc.

Good point, seems like they could still revisit the naming convention.

The recycler seems like a really cool concept! No more chests filled with old-gen items laying around.

[–] jonc211@programming.dev 14 points 1 year ago* (last edited 1 year ago) (1 children)

Mixed feelings about this one.

On the one hand, it looks like an interesting game mechanic and I can see it being fun to chase some legendary gear.

On the other, it all feels a bit Fortnite-esque, especially with the names they currently have.

The graphics look really awkward too. All those legendary inserters don't look at all good IMO.

The naming and graphics are presumably easier to change than the core mechanics, so hopefully things will evolve a little there before the final release.

[–] V0lD@lemmy.world 15 points 1 year ago (2 children)

The names and colours of the different rarities are quite standard and way older than fortnite

I'm more worried about quintupling my inventory clutter, and ratios getting out of wack if you're not keeping a close watch

[–] Wintar@kbin.social 1 points 1 year ago

My bet (or hope) is that items stack with each-other still, even if they're of differing quality. Maybe when you hover over a stack of items in a slot, it'll show how many of each quality you have, and you can select/split specifically?
Though, inventory size is supposed to be further increased by higher-quality modular armours, which may also help...

[–] AngryMob@lemmy.one 1 points 1 year ago

Ratios will be fine if you simply don't use quality modules in that specific build. Quality in = quality out.

[–] MrMusAddict@lemmy.world 13 points 1 year ago

The traditionalist in me absolutely hates the idea of having weighted randomness to the output of quality - I would much prefer a guarantee of quality.

The engineer in me loves the idea of creating a mini factory that recycles low quality parts to create higher quality parts, and abstracting it to essentially give me a guarantee of quality.

On the fence, but leaning towards approving of the idea.

[–] Sibbo@sopuli.xyz 7 points 1 year ago (1 children)

I am happy that you can avoid quality. While this seems to be a great feature, having two or three different kinds of each item occupy separate inventory spaces would surely make the game a lot more complicated for less experienced players. I do see using it myself though, but I feel like I would need a really mature base before I try anything more than equipment.

What I didn't get: do miners also produce higher quality ores when loaded with quality modules? And smelters?

[–] mrsgreenpotato@discuss.tchncs.de 5 points 1 year ago* (last edited 1 year ago)

Seems like it applies to crafting only, like assembly machines and furnaces.

The quality module has a special effect, which increases the probability of getting higher quality results when crafting in a machine.

Which makes sense. That would be weird to mine "legendary" iron ore, but I can understand crafting a "legendary" iron plate, which is super finely crafted to high standards.

And I completely agree with you about leaving that tech for later. Especially that it seems to be super resource-wasteful to kick start. This alone should prevent new players from fiddling with it.

[–] Scholars_Mate@lemmy.world 6 points 1 year ago

I was pretty skeptical when I first started reading through this, but I'm actually kind of looking forward to it now. People seem to be really turned off by the RNG, but with the recycler, you can essentially automate it away. I'm excited to play with recycling loop designs and separate production lines for high quality items/intermediates, and fast/efficient low quality production lines for science. I also think people are getting caught up in only thinking of the late game and waning to leap frog to tier 5 instead of thinking of the tiers as progression as you slowly build and iterate on your factory. I do agree that the naming for the tiers really doesn't match Factorio though and something more industrial would fit better.

I initially hated the idea, but if it's possible to hit crazy benchmarks without trains then it gives a new way of reaching mega base.

Also it can limit the reliance on blueprints. There is something satisfying about pasting a big block, but it gets repetitive when you are pasting your 8th green circuit block.

[–] sudotstar@kbin.social 4 points 1 year ago

We haven't seen what actual game progression will look like within the expansion, but I feel like if progression ends up looking similar to vanilla with the vast majority of resources going towards science production, the quality mechanic will not even be a large part of the game if science itself has no benefits from increased quality, so I hope that there's more news to come on how quality will impact progression. It feels like this information about this was intentionally left out in today's update, likely to allow diving in deeper in future updates.

I think most "casual" progression around building more "factory parts" in vanilla usually looks like a single assembler slowly churning out items to fill up a single chest (or a few slots within a single chest), and just letting that run while focusing on other active tasks. I think quality will help make that specific part of progression a little more interesting, with needing to recycle lower-quality products back into the manufacturing chain, and/or tiering your outputs and prioritizing putting the best machines in certain areas while saving the mid-tier ones for other use cases. The randomness factor is concerning on the surface, but at least based on the numbers presented, it looks like the ability to produce items of a specific quality is very much intended to be a consistent factor, and not something akin to like hunting for rare drops in an RPG that tend to be tedious.

"Nerfing" Speed Modules by cutting their quality seems a bit reactive to the traditional/overused "assembler w/ Prod3 modules surrounded by beacons with Speed3 modules" setup, and I'm not sure if this is intended to shake that up so that there isn't a single "right answer" for every type of product being manufactured, but given that current Factorio is what a factory with all "worst" quality manufacturing would look like, this feels more like unlocking new ways to grow the factory that aren't just scaling out the same patterns from before, so I think this might be okay.

Overall I'm pretty excited about this within the context of the expansion. I think this is a good way of producing a different and fresh new experience to building the factory, while not invalidating the way Factorio has worked before, and I expect that future FFFs will be showing more about progression within the expansion and other new mechanics that play off of quality to provide similarly different experiences from the base game.

[–] jpeps@lemmy.world 2 points 1 year ago (1 children)

The recycling element is a great way to add some complication and fine tuning to factories, I really like that. This is definitely going to push me harder into the strategy I've been wanting to try for my next factory of having minimal sized factory modules creating items from raw materials.

[–] SuperSpruce@lemmy.ml 2 points 1 year ago

I wonder if this is gonna apply to stuff like Bob's+Angels. It would be almost OP to recycle solids to void them

[–] GrayBackgroundMusic@lemm.ee 0 points 1 year ago

I'm glad they said it's optional. I don't like this. We already have quality in tiers. Assembler 1, 2, 3. This just makes it random and harder to see. Random isn't fun, it's tedious. Harder to see isn't fun, it's just mental tax.