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submitted 6 months ago by tfkgmjfy@lemmy.world to c/factorio@lemmy.ml
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[-] sudotstar@kbin.social 9 points 6 months ago

This change is interesting. The process of creating parameterized blueprints looks a little tedious, but I'm pretty sure that's just inherent to the idea in general and there isn't much room to make it better, and I imagine the ease of using such blueprints that are e.g. downloaded from the internet is perfectly fine.

I play a lot of Factorio in multiplayer, with a group where not everyone has the same desire to make blueprints, and we in-general resist just downloading designs off the internet and try to do everything in-house. This leads to a lot of asymmetric gameplay, where e.g. I may design a blueprint and others will use them. I think this kind of change will work well overall for that (complex train systems are now a reality) but might come with the cost of the blueprint producer spending more time faffing around with the blueprint UI.

[-] kogasa@programming.dev 2 points 6 months ago

Not much faffing needed. The challenge is in creating blueprints that are truly suited to generic parametrization. It's the same deal with generics in programming.

[-] Spzi@lemm.ee 0 points 6 months ago

Sounds truly amazing! Missed that feature over the last years. Same for the train interrupt, which simplifies refueling.

When can we expect these features to arrive in-game?

I also wonder, isn't a follow-up game coming out soon? How long will they keep making Factorio even better?

[-] eluvatar@programming.dev 6 points 6 months ago

Uh, have you heard about v2 and the expansion? Check a few blog posts it's all there. This feature will be in v2

this post was submitted on 05 Jan 2024
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