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Show HN: Factorio Blueprint Visualizer

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Re: Show HN: Factorio Blueprint Visualizer

#101
post #29
post #25

I really liked the concept of Factorio, but stopped playing after a few hours. I think one of the main reasons was, that it's really hard to visually grok the factories from the in game visuals. All the shades of brown and gray made it not really enjoyable either (I like pretty and colourful virtual environments, there is enough gray and brown in the real life). If the game would look more like those visualizations,…

I agree that the visual style was not for me. I had a much better time with satisfactory, which is quite pretty. It also spares you the threat of factory destruction.

Turning off biters is one of the options during game creation. There are several options in fact, you can keep biters but reduce aggression or just eliminate them entirely.

Re: Show HN: Factorio Blueprint Visualizer

#102
post #98
post #52

Earlier quoted context omitted.

> Unfortunately mods are not very good quality, or too difficult to enjoy. Most of my playtime in Factorio is with overhaul mods, there's a lot of quality content there. I'm not sure how many of them have been brought to 2.0 or even will be. I'm curious where you think quality lacks. Space Exploration has been my favorite, but Ultracube, Krastorio2, and Nullius were all quite fun. I'll admit I haven't finished Ultrac…

What I mean is that the game design is poorly made, unbalanced. Only vanilla and space age seems like they're accessible games. Generally game design revolves the concept of a effort-reward loop: the player must feel he is regularly advancing in the game, at a steady pace, with a difficulty that slowly increases. Mods are often badly designed because they are made by hardcore factorio fans who don't understand this o…

I've been told to checkout Krastorio 2, and myself I've enjoyed the Space Exploration mod

- https://mods.factorio.com/mod/Krastorio2

- https://mods.factorio.com/mod/space-exploration

Re: Show HN: Factorio Blueprint Visualizer

#104

Earlier quoted context omitted.

When was that ? Factorio has increased its colourfuness several times to make it more appealing : https://factorio.com/blog/post/fff-320 (There's also now a saturation slider in the graphics settings.) And maybe again with 2.0, including some more colorful new planets in the Space Age expansion. P.S.: The Industrial Revolution overhaul mod might also be to your liking ? https://mods.factorio.com/mod/IndustrialRevolut…

> P.S.: The Industrial Revolution overhaul mod might also be to your liking ? Sadly, it's not compatible with Factorio 2.0, and the developer has no intent to update it or allow others to do so.

That's not going to matter much for someone with hardly any Factorio experience. (But computer-savvy enough to install v1.1, which I would assume a HNer to be.)

Re: Show HN: Factorio Blueprint Visualizer

#105

Earlier quoted context omitted.

> P.S.: The Industrial Revolution overhaul mod might also be to your liking ? Sadly, it's not compatible with Factorio 2.0, and the developer has no intent to update it or allow others to do so.

That's not going to matter much for someone with hardly any Factorio experience. (But computer-savvy enough to install v1.1, which I would assume a HNer to be.)

I wouldn't recommend IR3 to a new player. It's significantly more difficult than the base game - there are a lot more intermediate products involved in making almost everything, the steam phase is a wacky layout puzzle, and it's got some mechanics like ore washing which require circuit controls.

It's a neat mod which I enjoyed playing (and I wish it were playable in 2.0!), but it's aimed at experienced players. Someone with only a few hours in the game will hit a wall pretty quickly.

Re: Show HN: Factorio Blueprint Visualizer

#106

Earlier quoted context omitted.

I think that Nauvis+Vulcanus you can still build gnarly mega bases, if the full space age isn't your thing. I find fulgora and gleba a bit tedious, but I appreciate that each of them bring unique new restrictions/mechanics/challenges to the game. Vulcanus is actually the least inspired, from a mechanics perspective. Mining->lava. It's a good lead-in to those wilder planets.

> Vulcanus is actually the least inspired, from a mechanics perspective. I agree with that, but I also think that the huge mechanical divergence of the other planets is a bad thing. Like I said, building on other planets it really doesn't feel like Factorio any more... more some new game with Factorio graphics.

I've thought about this comment a bit, and I was debating on whether to "agree to disagree" or state my case.

I think that they are a terrific sequel/expansion to Factorio. It's still "Logistics: The Game".

Fulgora requires you to work in confined space and manage a complex situation regarding waste.

Gleba requires you to deal with stock that expires, sometimes dangerously. (Tip: Basically you need to keep refining the "dangerous" spoilable products into non-dangerous products constantly, or else burn it).

Aquilo I haven't gotten to yet.

These planets have expanded the scope of real-world logistics concepts one may think about in manufacturing, in my opinion. The expansion would have been a lot more boring if all they did was add stack inserters and turbo belts. If they are not fun, then there are mods to disable/modify recipes to not need them, while still getting all the cool new tech in Space Age.

Re: Show HN: Factorio Blueprint Visualizer

#108
I wonder if Factorio multiplayer could be used to play with an AI companion? Here is what I am thinking:

Computer 1 - Human

Computer 2 - Claude Computer Use or other controlling the other

A chat interface or voice interface (Whisper Speech to Text) for Human to feed instructions to Computer 2?

Amazing benefits of doing this:

- infinitely scalable

- could let agents continue to implement strategy and unblock themselves without needing constant intervention

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