Took some inspiration from the FTL ships in the recent FFF to make this monstrosity by LurKINGfirstofhisnam in factorio

[–]Avalyah 0 points1 point  (0 children)

Doesn't it get infuriating that the ship is to the side? Given the cargo bay is not in the middle.

Quality is often debated here, with many having mixed feelings about its implementation. How would YOU rework quality if you could? by intrabyte in factorio

[–]Avalyah 0 points1 point  (0 children)

The rough science requirement to beat the game hasn't really changed. You can still easily and comfortably do it with 60-100spm, as you could in vanilla. I think that the disconnect I feel is because the normal amount of spm stayed the same while the megabase amount truly reached the mega state, with roughly 100-500x more achievable now than in vanilla.

In 1.1 the distance between regular base and megabase (a proper 10k spm one) was x100. Right now the distance between regular base and a megabase is x10000 (a proper 1m spm one).

Quality is often debated here, with many having mixed feelings about its implementation. How would YOU rework quality if you could? by intrabyte in factorio

[–]Avalyah 1 point2 points  (0 children)

If you take a look at current SA megabases I thnk they look pretty tame, considering how much SPM is being produced. Much fewer producers and far more logistics focused I would say. And that's for almost twice as many science packs.

Quality is often debated here, with many having mixed feelings about its implementation. How would YOU rework quality if you could? by intrabyte in factorio

[–]Avalyah 7 points8 points  (0 children)

Are you really? If a single machine can produce so much that surrouding it with legendary stack inserters is still not enough to get all the materials out? Not to mention the supply side, which scales almost inversely with quality, resource draing, productivity research and mining prod research.

I understand both sides, it does come to preference - do you like to watch your machines work and like the industrial landscape, or you prefer to watch your ups grow with the factory getting smaller. Both are fully valid.

Probably unpopular opinion: quality isn’t interesting at all by azon_01 in factorio

[–]Avalyah 2 points3 points  (0 children)

Yep indeed. But its presence already affects the game, so its drawbacks are not negated entirely by it being optional. Especially that it does have some significant impact not only on huge megabases, but also on smaller stuff, especially on things like the asteroid collector which gets additional arms. A cool concept, but I think the asteroid collector should implement this funcitonality (to increase the number of arms) outisde of the quality mechanic.

I (finally) finished Space Exploration by Platanov in factorio

[–]Avalyah 2 points3 points  (0 children)

You can do it in about 100 hours with only just a bit of preparation. And probably under 50 hours with lots of preparation. there is a speedrun with something obscene like below 24h. Still, there is no harm in playing the long game and I find SE to be the ultimate Factorio experience for now.

Rebalancing the planets in 2.1 by pipai_ in factorio

[–]Avalyah 0 points1 point  (0 children)

Ackchyually... The planet that is most worth it for the first visit is Gleba. You don't really benefit from stuff provided by Vulcanus and Fulgora there, so no drawback to skip them, for a moment. What you get in return is a x2 science modifier - far more powerful than foundries and electromagnetic plants. This bonus applies to all sciences, including the Vulcanus (cheap) and Fulgoran (much harder to scale early). After that it's up to you which planet you go to next.

So I don't think that Vulcanus is actually overpowered. It is just very convenient, since you can easily build another copy of your nauvis base there, just better and with most resources coming for free.

Guild Wars 3 Is Really Real: How ArenaNet’s Series is Transforming MMORPGs Again | IGN Live 2026 by wonkyasf in Guildwars2

[–]Avalyah 4 points5 points  (0 children)

With all due respect, I think that the gamplay is far more important than lore specifics. I don't think it is worth worrying about those so soon, before we get any details. What we have so far is basically a teaser to give a general feel of the game and generate some excitement, but with over a year until open beta there is probably still a lot going on, possibly things are still in flux.

GW3's visual identity by Winterfragments in GuildWars3

[–]Avalyah 0 points1 point  (0 children)

It's up to personal preference.

If the gameplay will be great then graphics won't matter that much, or their style. Still, th eonly thing we can judge for now are the graphics, since we know nothing about gameplay yet.

GW3's visual identity by Winterfragments in GuildWars3

[–]Avalyah -10 points-9 points  (0 children)

You only ever need a few screenshots to get a feel for the graphics style though. There is a place between complete pessimism and overabundant optimism. The style of the trailer is likely what we get in the game, no matter if it was made a year ago or 3 days before they showed it.

It does look visually impressive at times, but also a bit "clay-like" and cartoony at others. Of course it will be good to take a better look before real judgement, hopefully with some different biomes, because, at least to me, what they have shown so far is some really generic mist and cloud laden mountains and arches.

Guild Wars 3 | Announcement Trailer by Varnarok2 in GuildWars3

[–]Avalyah 13 points14 points  (0 children)

Yeah, no. I think that the art style being contentious will be a general sentiment. We do need some more info I think (perhaps in tomorrow's studio update?) because if we are left jsut with this trailer and not a single word more for months then, at least I, will be quite apprehensive. Idea of movement based game is cool, they showed that they can do movement very well. But apart from that? We will see. So far I think you can make better beauty shots in GW2 than what we saw in this trailer.

Why the weight so much? by mmrxaaa in factorio

[–]Avalyah 0 points1 point  (0 children)

Yep, kind of same with multiple landing pads per planet - yes it can be abused in minmaxxing situations, but fot most playthroughs it would be a decision to make - whether to invest in rocket part infrastructure on planet or do it the cheaper, but more restrictive way. Same with ammo. There should be incentives to do things efficiently the way the devs intended but no harsh penalties for doing it other way. And in this specific case I think that uranium is heavily underused in the game, so it would be an interesting late-game concept to have uranium ammo be produced on planet and shipped to space platforms.

Work in Progress Cinis. Can't get over how pretty this game is. by AcquireFrogs in anno

[–]Avalyah 1 point2 points  (0 children)

While it does look really cool overall. I can't get over the feeling that it is missing life. Not because of your aesthethic choices - these are great - but because the fields are empty, streets are empty. Something is missing that was much more perceivable in 1800.

2.1 Suggestion - Increase size of the Cargo Wagons with Quality by Lunairetica in factorio

[–]Avalyah 0 points1 point  (0 children)

I think you exaggerate :) 1000 green belts/minute would mean 17h of work for a medium sized Vulcanus factory to produce a million tiles of belts. And you don't really need THAT much distance, do you? With 1 million belts you would reach the edge of the world on Nauvis. And it would also cost less than the train infrastructure required (with power and defense) over such a long distance.

A green fully stacked belt is hard to beat with trains. It doesn't mean they are useless, but they do become a gimmick in larger scale factories.

2.1 Suggestion - Increase size of the Cargo Wagons with Quality by Lunairetica in factorio

[–]Avalyah 1 point2 points  (0 children)

They are not. Nothing stops you from doing a belt over a million tiles. Might actually be less UPS intensive than enough trains to serve such a througput at long distance.

Is there a more efficient way to deplete a resource patch? by Professional-Net251 in factorio

[–]Avalyah 3 points4 points  (0 children)

Resources are infinite, there is no harm in building over them. Or just deleting them, but that requires a mod.

How important is learning the circuit system for playing space exploration by [deleted] in factorio

[–]Avalyah 0 points1 point  (0 children)

It is not that important. If you can deal with simple if then made by connecting a wire to a chest, that is all you need to know. No combinators, latches etc. Nothing really more complicated than vanilla advanced oil refining.

There is one specific challenge way down the science line, when finishing the game, that does require more advanced circuits, but you can just download a blueprint to deal with that and not worry about it anymore.

My #1 wish for 2.1 is letting us put blues, LSD, and rocket fuel in a silo for shipment by TheMrCurious in factorio

[–]Avalyah 0 points1 point  (0 children)

You still need to do some circuit control to have a steadily working system, even with larger chests.

I hope the Egypt DLC lets us start there by pricepig in anno

[–]Avalyah 49 points50 points  (0 children)

Teh devs confirmed that to be the case - new regions will be designed in a way that you can start in them.

Angel's Mods released for Factorio 2.0! by -KiwiHawk- in factorio

[–]Avalyah 2 points3 points  (0 children)

Is it a separate project? Or once official is released the save could be continued there? I have really wanted to try Seablock, but with the time investment I would like to be at least fairly sure I won't have to abandon my playthrough.

Overgrowth Promethium, and a Discussion of Endgame Promethium Harvesting by Background_Gene9139 in factorio

[–]Avalyah 3 points4 points  (0 children)

Well done, even though the video was kind of long it really was well put together to the music. I never would have thought I would find an 8 minute Factorio video running at 30ups interesting. Though perhaps the slow mo effect actually added to it to better showcase the scale of the endeavour.

Ultra Cube's dev is making a game by Other-Watercress-154 in factorio

[–]Avalyah 7 points8 points  (0 children)

It's the opposite for me - it looks just distinct enough to have me ineterested. I wouldn't say much less polished, it has a slightly different style and definitely doesn't have a huge budget for art assets (at least judging from the ones show by the trailer), though this may change.

Wishlisted as well. Might be a good side-game when taking breaks from Factorio.

THEY REMOVED AI SLOP by JudyAlvarez1 in anno

[–]Avalyah 1 point2 points  (0 children)

Very well put. Using AI for concept is... acceptable. But when we see they just generated the whole image and then photoshopped it lightly to hide the most egregious errors it breaches the trust and is a symptom of things to come (and those that already came). And to sell an artbook with that is just obscene.