- cross-posted to:
- games@sh.itjust.works
- automation_games@feddit.de
- factorio@lemmy.ml
- cross-posted to:
- games@sh.itjust.works
- automation_games@feddit.de
- factorio@lemmy.ml
The mechanic of spoilage is really cool! It feels very different to current factorio. I look forward to finally be able to play it!
I am so hyped for that! We will have to think very differently on factory layout.
Wouldn’t direct insertion be best, for minimal “exposure” time.
But I think circuits kan play a huge role in optimizing the input, so there is no stops along the way.
But I think they hardest part might be the timing of science pack, now that it also spoils
I think transporting organic products is inevitable, unless you make a factory for each product next to the orchards. The orchards aren’t very dense either, so like real agriculture, we’ll probably need a lot of AgTowers to maintain a good throughput, so they can’t all be next to the factories.
Even then, spoilable products are needed on other planet’s crafting trees, so space platform transport is required for something along the line.
For every FFF we are moving closer to bob & angels
I can’t wait to see how mod packs starts to utilize the decay feature aswell!
Do you think items having variables and transforming based on those variables can be manipulated into temperature? Like hot ingots that need to be crafted a few times before they cool, or heatsinks that need to be recooled, or even delicate parts that melt into slag on Vulcanus.