Friday Facts #392 - Parametrised blueprints | Factorio

https://www.factorio.com/blog/post/fff-392

45 points · 4 comments · view on lemmy.world

4 Comments

sudotstar@kbin.social · 8 pts · 2y (1 reply)

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 pts · 2y

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 pts · 2y (1 reply)

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 pts · 2y

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