It's out now in experimental looks like some fun new additions I really like the transport pipe
Comments
LOL! They've been trolling the community about not putting in pipes into the game forever - mostly because they didn't feel they were needed. It had become a long running joke between Jace, their community manage, and well - everyone. Now they've put pipes in with knobs on. Well done Coffee Stain, bravo.
Submitted by brainwipe on Wed, 2020-02-12 07:34
I had a quick go on experimental last night no pipes yet but I tried the new map and since it's desert that makes thing tough starting up as there is a lot less leaves and such about for fuel. Once you start to get the more processed versions biomatter and then biofuel pellets (which is new I think bio fuel now part of the new liquids system) it becomes less of a chore but in the initial stages I was constantly running out of power as I harvested every leaf and bush in sight for miles and had to do runs down to a sort of oasis area where there was slightly more vegetation to keep all the burner running going further and further each time as I deforested the area.
Submitted by Evilmatt on Wed, 2020-02-12 20:16
I read on reddit that the sand bit was supposed to be the hard setting start.
Submitted by brainwipe on Thu, 2020-02-13 07:12
they seem to have generally increased the difficulty of the start game miner1's seem to output less one all resources theyve also changed it so you can't hand make the space elevator stuff they need special parts only made in an assembler
they've also put a lot of the nice useful building elements like walls with conveyor holes stairs conveyor mounts and I think walkways too into the ficit shop so you have to generate tokens to get them which I'm not sure I like although adding wall mounted routing for power is a nice improvement
Submitted by Evilmatt on Thu, 2020-02-13 09:30
wall mounted routing for power
I saw that on the teaser; that's going to make us all very happy for certain!
Submitted by brainwipe on Thu, 2020-02-13 10:29
I think that's 4 tokens in the shop which isn't too hard to get maybe a containers worth of low tier items less if you burn some more complex stuff
I've been saving up for that new portable vehicle thing which is 10 tokens
It would be nice to have a mechanism to just bleed off over capacity to the token generators a biased splitter that only splits if the other queue is full something like that. Maybe the more advanced splitters can do that I've not really used them much.
Submitted by Evilmatt on Thu, 2020-02-13 20:24
The little cart is a lot of fun to drive they've made it so it only really works on foundations but zipping around the factory works great and since you can pick it up it's never a case of having left it somewhere and having to walk back to use it.
I noticed one of the other changes is the resource nodes now have variable quality and produce more or less based on that. So an impure iron produces 30 but a normal 60 and a pure 120 on a miner 1
I finally got to coal and immediately discovered an issue I was basically on the very edge of what my bioburners could do and I didn't want to refill them or add more so I setup my coal plants and miners assuming I could drop coal into them and have them spool up and power the miners to keep them and the rest of the factory running but now they need water which you can't manually mine. It needs water extractors a whole bunch of pipe and it does things like model pressure so go up a hill or raise the pipe you need a pump. It means if I hit my power capacity I thing I could get to a state where I couldn't power it all back on again because my power generators won't run without power to keep the water pumping and if you add more they won't run until they have water pumped in.
Not sure if you can mitigate that with water storage to maintain a sort of static pressure to kick it all back on when you add more power generation. I guess you could add an aux bio burner setup to just reprime the pumps at worse just cut the link to the main factory so a few burners can get the coal power started again.
The tickets getting more and more expensive makes getting the nice bits for use in the factory a bit of a pain I got the cart but I've only got 3 tickets since then and need one more to get the power connectors let alone things like conveyor walls and stairs walkways. Maybe if you many of them and just burn loads of stuff you get there quicker but just getting the quality of life improvement items is going to take a long time by this reckoning
Submitted by Evilmatt on Fri, 2020-02-14 20:24
I also noticed (this probably isn't a new thing more something I just never noticed before) you can (with some fiddling) connect directly from elevators to machines without any intervening conveyor. Its a little janky in that it will only do the connection on creation so everything needs to be placed just right and it will connect from say a smelter to a constructor above it though the placement even using align lock sometime seems to drift so I had a line of four smelters with contructors above all on foundations aligned but the fourth smelter constructor pair didn't quite connect somehow and needed a tiny conveyor on one of the ends.
It also sometimes gets confused with overlap of space so it sometimes refuses to build but if you swap the order ie connect from the other building first it then magically works. Seems to connect easier to splitters mergers than buildings.
It works nicely with stacking thing up so I had a three layer stack iron ore coming in on the bottom with splitters distributing it elevators up to a layer of smelters then elevators on each of those up to a layer of constructors making iron plates
Submitted by Evilmatt on Fri, 2020-02-14 22:09
I got to the transport tubes and they are an awesome way to get around your factory
Submitted by Evilmatt on Thu, 2020-02-20 23:59
Oooooooooooooooooooh! Now I'm interested!
Submitted by brainwipe on Fri, 2020-02-21 06:49
I think this has now hit the standard branch.
Submitted by Bigger Rob on Fri, 2020-03-20 13:18
yeap it's there now. I tried my experimental save on it and it all worked with pipes and so on.
Comments
LOL! They've been trolling the community about not putting in pipes into the game forever - mostly because they didn't feel they were needed. It had become a long running joke between Jace, their community manage, and well - everyone. Now they've put pipes in with knobs on. Well done Coffee Stain, bravo.
I had a quick go on experimental last night no pipes yet but I tried the new map and since it's desert that makes thing tough starting up as there is a lot less leaves and such about for fuel. Once you start to get the more processed versions biomatter and then biofuel pellets (which is new I think bio fuel now part of the new liquids system) it becomes less of a chore but in the initial stages I was constantly running out of power as I harvested every leaf and bush in sight for miles and had to do runs down to a sort of oasis area where there was slightly more vegetation to keep all the burner running going further and further each time as I deforested the area.
I read on reddit that the sand bit was supposed to be the hard setting start.
they seem to have generally increased the difficulty of the start game miner1's seem to output less one all resources theyve also changed it so you can't hand make the space elevator stuff they need special parts only made in an assembler
they've also put a lot of the nice useful building elements like walls with conveyor holes stairs conveyor mounts and I think walkways too into the ficit shop so you have to generate tokens to get them which I'm not sure I like although adding wall mounted routing for power is a nice improvement
I saw that on the teaser; that's going to make us all very happy for certain!
I think that's 4 tokens in the shop which isn't too hard to get maybe a containers worth of low tier items less if you burn some more complex stuff
I've been saving up for that new portable vehicle thing which is 10 tokens
It would be nice to have a mechanism to just bleed off over capacity to the token generators a biased splitter that only splits if the other queue is full something like that. Maybe the more advanced splitters can do that I've not really used them much.
The little cart is a lot of fun to drive they've made it so it only really works on foundations but zipping around the factory works great and since you can pick it up it's never a case of having left it somewhere and having to walk back to use it.
I noticed one of the other changes is the resource nodes now have variable quality and produce more or less based on that. So an impure iron produces 30 but a normal 60 and a pure 120 on a miner 1
I finally got to coal and immediately discovered an issue I was basically on the very edge of what my bioburners could do and I didn't want to refill them or add more so I setup my coal plants and miners assuming I could drop coal into them and have them spool up and power the miners to keep them and the rest of the factory running but now they need water which you can't manually mine. It needs water extractors a whole bunch of pipe and it does things like model pressure so go up a hill or raise the pipe you need a pump. It means if I hit my power capacity I thing I could get to a state where I couldn't power it all back on again because my power generators won't run without power to keep the water pumping and if you add more they won't run until they have water pumped in.
Not sure if you can mitigate that with water storage to maintain a sort of static pressure to kick it all back on when you add more power generation. I guess you could add an aux bio burner setup to just reprime the pumps at worse just cut the link to the main factory so a few burners can get the coal power started again.
The tickets getting more and more expensive makes getting the nice bits for use in the factory a bit of a pain I got the cart but I've only got 3 tickets since then and need one more to get the power connectors let alone things like conveyor walls and stairs walkways. Maybe if you many of them and just burn loads of stuff you get there quicker but just getting the quality of life improvement items is going to take a long time by this reckoning
I also noticed (this probably isn't a new thing more something I just never noticed before) you can (with some fiddling) connect directly from elevators to machines without any intervening conveyor. Its a little janky in that it will only do the connection on creation so everything needs to be placed just right and it will connect from say a smelter to a constructor above it though the placement even using align lock sometime seems to drift so I had a line of four smelters with contructors above all on foundations aligned but the fourth smelter constructor pair didn't quite connect somehow and needed a tiny conveyor on one of the ends.
It also sometimes gets confused with overlap of space so it sometimes refuses to build but if you swap the order ie connect from the other building first it then magically works. Seems to connect easier to splitters mergers than buildings.
It works nicely with stacking thing up so I had a three layer stack iron ore coming in on the bottom with splitters distributing it elevators up to a layer of smelters then elevators on each of those up to a layer of constructors making iron plates
I got to the transport tubes and they are an awesome way to get around your factory
Oooooooooooooooooooh! Now I'm interested!
I think this has now hit the standard branch.
yeap it's there now. I tried my experimental save on it and it all worked with pipes and so on.