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Alt-F4 #65 – Factorio visualizer in Unreal Engine 5

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Re: Alt-F4 #65 – Factorio visualizer in Unreal Engine 5

#111

Briefly mentioned in this and rendered: space exploration is an incredible factorio mod and the deepest game I've ever played. In Factorio you launch a rocket and win. Space exploration takes that and continues. You end up developing a base across multiple worlds in the solar system. After developing the solar system from the different unique resources on each planet you expand to interstellar space and then other so…

I actually prefer to completely turn off biters. They’ll still be there on other planets, but the anxiety on the home world is gone

I've found the other planets to be the real PITA that got old quick. Biter asteroids in particular.

I love Space Exploration, but when you hit late game man it starts to get tedious fast. I've gotten to naquium and the higher end space sciences, but I get bored with the logistics of keeping it all running and have quit both times I've reached this point.

Re: Alt-F4 #65 – Factorio visualizer in Unreal Engine 5

#112

Earlier quoted context omitted.

I actually prefer to completely turn off biters. They’ll still be there on other planets, but the anxiety on the home world is gone

Agreed. The difficulty creep that was demanded by vocal experienced players has made Factorio much harder for newcomers to get into. Factorio is a brilliant Zen garden and an absolutely terrible real time strategy game. Since the beta there's been more and more biter types and a gradual ramp up in how frantic you have to be to keep up. It's tremendously off-putting and completely opposite to what makes Factorio what…

> needing to race the tech tree to keep up

Is that actually how it ends up going? Unless your base is extremely small, then going slower means less pollution reaches the biters and they evolve slower.

If you won't have 20 drills going after several hours, "play the tutorial" is probably the best advice.

"Don't start in the middle of a treeless wasteland" is also important advice.

Re: Alt-F4 #65 – Factorio visualizer in Unreal Engine 5

#113

Wow how did they build so many 3D models in just 5 months, that's amazing talent, perhaps 3D modeling tools are also just really good now?

I modeled a few of the Factorio machines back when I was 3d-printing them to use as desk ornaments - they took me around six hours each, so I could definitely imagine getting through all of them in a few months. Of course, my task was certainly easier since models destined for 3d printing don't need proper UV mapping or texturing.

Re: Alt-F4 #65 – Factorio visualizer in Unreal Engine 5

#114

Earlier quoted context omitted.

I actually prefer to completely turn off biters. They’ll still be there on other planets, but the anxiety on the home world is gone

I've found the other planets to be the real PITA that got old quick. Biter asteroids in particular. I love Space Exploration, but when you hit late game man it starts to get tedious fast. I've gotten to naquium and the higher end space sciences, but I get bored with the logistics of keeping it all running and have quit both times I've reached this point.

Can confirm; I've gotten two (multiplayer!) SE games stalled out on Naquium now.

Re: Alt-F4 #65 – Factorio visualizer in Unreal Engine 5

#115

Earlier quoted context omitted.

I actually prefer to completely turn off biters. They’ll still be there on other planets, but the anxiety on the home world is gone

Agreed. The difficulty creep that was demanded by vocal experienced players has made Factorio much harder for newcomers to get into. Factorio is a brilliant Zen garden and an absolutely terrible real time strategy game. Since the beta there's been more and more biter types and a gradual ramp up in how frantic you have to be to keep up. It's tremendously off-putting and completely opposite to what makes Factorio what…

I haven't played mods, but in vanilla Factorio I have never felt rushed at all by biters.

Re: Alt-F4 #65 – Factorio visualizer in Unreal Engine 5

#116
post #109
post #96

Earlier quoted context omitted.

I'd be impressed if they managed to find any bugs, it's probably one of the least buggy games I've encountered (the speedruns for example contain no glitches at all).

This is underselling how un-buggy Factorio is. Just read the bugfix section of the previous releases: https://wiki.factorio.com/Version_history/1.1.0 “ Fixed a crash when downgrading ghost of assembling machine when target machine cannot craft recipe due to missing pipes. ” “ Fixed a crash when removing modded pipe-to-ground that connects to a shifted pipe-to-ground. ” “ Fixed that solar panels on multiple surfaces w…

Particularly notable is that many of the bugs they're fixing can only be triggered by mods. (This is the case for at least half of the ones in your example -- "modded pipe-to-ground" is obviously mod-only, and neither "solar panels on multiple surfaces" nor "spider vehicles with burner energy sources" are features present in the base game.)

Re: Alt-F4 #65 – Factorio visualizer in Unreal Engine 5

#117
post #37

I would like to see someone building visualizer of same quality for good old SimCity 2000.

Probably a whoosh moment, but in case people don’t know: https://en.wikipedia.org/wiki/SimCopter

Or Streets of SimCity

Re: Alt-F4 #65 – Factorio visualizer in Unreal Engine 5

#118
post #73

Briefly mentioned in this and rendered: space exploration is an incredible factorio mod and the deepest game I've ever played. In Factorio you launch a rocket and win. Space exploration takes that and continues. You end up developing a base across multiple worlds in the solar system. After developing the solar system from the different unique resources on each planet you expand to interstellar space and then other so…

another modpack that should be mentioned here is pyanodons [0]. similar to space exploration it also extends the game significantly after the rocket launch, but it also adds additional content before (in fact, the rocket launch itself becomes rather unimportant and is an at first optional blue science tech) pyanodons adds very realistic ore processing chains, petrochemical processes (the main developer, pyanodon, is…

>1500+ hours

Ahh, so if I start a game now, and play a reasonable (dedicated, honestly) 2 hours a night, every day, I'll have completed it in 2025.

Wild. Not for me!

Re: Alt-F4 #65 – Factorio visualizer in Unreal Engine 5

#119
post #46

Earlier quoted context omitted.

I just absolutely despise the (lack of) visuals in Factorio. Satisfactory might only be 80% as deep but it being in 3D and gorgeous more than makes up for it. If Factorio looked anything like this model visualizer I’d take it seriously.

I agree Factorio does not look the greatest. It looks like a giant smear of muddy washed out colors. I've tried to watch some content on YT and its so hard to tell whats going on or to see anything as a newcomer.

> I've tried to watch some content on YT and its so hard to tell whats going on or to see anything as a newcomer.

That might have more to do with YT's encoding and color grading. I've had the same experience when watching videos, but not when playing the game.

Re: Alt-F4 #65 – Factorio visualizer in Unreal Engine 5

#120

Briefly mentioned in this and rendered: space exploration is an incredible factorio mod and the deepest game I've ever played. In Factorio you launch a rocket and win. Space exploration takes that and continues. You end up developing a base across multiple worlds in the solar system. After developing the solar system from the different unique resources on each planet you expand to interstellar space and then other so…

The biggest issue with biters, IMO, is that their density continues to ramp beyond you capping out your ability to efficiently eliminate them.

In my (normal level biter) space exploration run, my buddy and i didn't run into any problems clearing out a large swath of space to build by rushing artillery and flamethrower turrents. The problem became the tedium of expanding our territory to keep the pollution cloud contained by manually firing artillery.

IMO, the problem should be solved by giving the player better tools for artillery automation. The auto-firing artillery is both too short range, and has a tendency to anger a bunch of nests at once. Instead, it should focus on eliminating one nest cluster at a time, and maybe allow for circuit-controlled timing of when to move into the next cluster.

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