- cross-posted to:
- factorio@lemmy.world
- games@sh.itjust.works
- cross-posted to:
- factorio@lemmy.world
- games@sh.itjust.works
The guy who made the space exploration mod is the same one that worked on this expansion. Thought I would put that here, judging by the comments on steam lol.
I hadn’t kept up with Factorio much over the last little while but I’ve always appreciated how great the Friday Facts are.
Not surprised by the overall theme of the expansion but I didn’t expect a different tech tree for “dlc playthroughs”. I think if it’s reshuffled correctly, it could really help give even the initial part of a playthrough a fresh feel and change up some of my usual strategies. Looking forward to reading about more of the details over the next year.
Same! Though, I am disappointed that we likely aren’t getting hills or diagonal walls lol. Regardless, looking forward to it.
…Also (as a pet peeve), I can’t deal with space ships where the thrust vectors are wrong. Personally, I would like to see the engines as some sort of building you have to build in the centre of your platform so you could actually walk around if you needed too, but it looks like you’ll just be chilling in the white building thing, which would still be difficult to move around in because you’d constantly be ‘falling’ towards the engines. /reeeeeeeeeeeeeeant
(the engine animations look really cool though)
Great news! I‘m looking forward to the expansion (haven’t played Factorio for years now), but I’m already happy about the regular Friday Facts that will certainly bring me joy.
I think this is a really nice idea! By having different planets, this is basically four different expansions in one, plus the space stuff. I am really interested in what will make the planets special. One looks kinda deserty (no water?), one looks very green (dangerous fauna?), and the last one rather icy (will the cold be a problem?). Whatever they chose for the planets, I am sure it is gonna be really interesting!