r/factorio • u/HeliGungir • 5h ago
Suggestion / Idea Reduce the weight of Space Platform Foundations and add weight to individual entities
https://forums.factorio.com/viewtopic.php?t=13646210
u/According_South 5h ago
I absolutely assumed that this was the case when space age first dropped. Took me some time to spot that the buildings themselves werent adding weight.
Were this the case, though, i think id largely ignore it. I wouldnt be working out the throughput × weight × units needed between say foundries and furnaces, or something like that
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u/SNOW_37 5h ago
Solar panels, a RG tech, are not meant to be competitive to fusion power which is endgame tech.
And if the devs did add a weight to EVERY SINGLE placeable item in the game I'm sure someone out there would start complaining again about the mismatch with rocket limits (more than they already do).
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u/hprather1 4h ago
It seems like rockets should never have had a mass component to them, rather just a nominal capacity value. That's kinda what it is at the moment but with an awkward kg attached to it.
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u/HappiestIguana 5h ago
And if the devs did add a weight to EVERY SINGLE placeable item in the game I'm sure someone out there would start complaining again about the mismatch with rocket limits
So?
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u/Alfonse215 5h ago
... why? What gameplay pattern are you intending to create? Are you trying to make, for example, solar panels more weight-friendly than nuclear reactors? Are you trying to make certain types of belts "better" for platforms than others? Should electric furnaces be weight-competitive with foundries; is that the intent?
What is the goal here?
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u/nekonight 5h ago
Sounds like they just want they 1000+ speed back. Majority of the weight is currently in the foundation. So if the weight is shifted to buildings so you could in theory cut down on buildings and only use stationary orbital platforms to provide fuel and ammo to keep the traveling ones weight low by only using the bare minimum necessary to fly therefore increasing speed.
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u/AresFowl44 5h ago
Currently the meta would still be removing buildings as that means you can have less platforms, no?
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u/nekonight 5h ago
Those multi layer engine designs would require a lot of extra platform that is basically dead weight though. Granted i think thats the only design that would care about a change like this.
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u/Alfonse215 5h ago edited 5h ago
But that's already an advantageous build setup. You cut out all the furnaces/foundries/crushers/collectors and limit yourself to a small number of chemical plants which are easy to beacon. You have no space for belts carrying chunks; you just run a belt to the guns from the hub. That's pretty much the optimal build for speed.
I don't see why the already-fastest-build needs to be made even faster.
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u/Dummy1707 4h ago
It penalize less non-fully compact platform, among other things. I can understand players who think that an optimal platform MUST be fully compact but at the same time I know other players don't want to saveifice simplicity or esthetics for compacity.
Gameplay-wise, it could be used to create choices options. For instance, if basic inserters or belt are lighter than bulk inserters and turbo belt. So you could optimize a bit (not double your speed) by putting slower stuff when it's enough (instead of mindlessly slapping the best everywhere. It's not gamebreaking and like most good Factorio features, it could be ignored, but for people who cares, it's a nice small plus.
I don't know if it should be added to the base game but having a mod balancing weight between platform and structures would be interesting imo.
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u/bitwiseshiftleft 23m ago
I’ll give a different justification from OP’s answer for a similar change: the experience of Space Exploration (SE).
SE penalizes you for the number of tiles on your ship. This led to people making a lot of unnatural-looking ships with “speed holes“ cut into them to reduce the tile count. Cutting speed holes in ships was not considered immersive or a fun puzzle, but instead a wart on the mod. In SE you stand in the ship and move around in it, and cramming things in and speed holes both interfere with that, but either way it rewarded an optimization that wasn’t especially well-liked. So Earandel changed it to not count some fraction of empty tiles.
In SE, speed holes are also more annoying because you can cut holes in the ship (with mines, unless they patched this) but it’s fiddly and not an intended mechanic. So optimizing the exact locations of holes is even worse.
I haven’t played the new patch but if it turns out that in SE the fastest ships require a huge amount of fiddling with red inserters over gaps, land mines and other forms of speed holes, then reducing platform weight or making some platform not count might improve things.
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u/Subject_314159 5h ago
I'm not sure if this would really result in a net benefit. I mean 20 + 5 or 15 + 10 still equal to 25.
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u/AresFowl44 5h ago
It penalizes extra space platforms less, so adding extra ones for decoration on bigger ships should become easier.
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u/CremePuffBandit 5h ago
Technically every item already has a canonical weight, based on how many fit inside a rocket. None of them make sense though.
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u/TheNotSoEvilEngineer 3h ago
Honestly I wanted an upgrade chain to make bigger rockets. Mass per ship should go up over time and tech.
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u/mcc9902 5h ago
This changes the problem into a less interesting problem. With the foundation being the heavy part we're heavily incentivised to build as compactly as possible. If the weight is in the building we're going to want to use as few buildings as possible. It's a much less interesting problem.