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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

#141
post #124

Earlier quoted context omitted.

I rarely defend. Factorio is a great example of a good offense being the best defense. Just take out any biter camp that comes close to the edge of your pollution cloud, and you never really have to bother with defense. > the game gives you a lot of tools to manage pollution The popular Krastorio 2 mod adds even more: wind turbines from the start, more efficient ways to produce energy between steam and nuclear, and i…

There's a lot of important details in this : when, how and where biters expand, how much less killing settlers rather than nests increases evolution, &c.

Good point. I often play train worlds and the normal settings there is to not have biters expand at all. I often change that to having them expand slowly, but much more slowly than they normally do. Having new biter camps pop up in your cloud will require some defense of course.

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

#142
post #44

Earlier quoted context omitted.

I loved that bit too. Especially because when you do know how to code, you still do the same exact thing but some things are probably less verbose. Still lots of spaghetti involved occasionally.

You never eliminate a bottleneck, you just move it somewhere else. This is something I knew, but Factorio taught me viscerally.

Belt is backed up: bottleneck in consumption/downstream production Belt is empty: bottleneck in upstream production or delivery

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

#143
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

The collection of random voice clips for yelling at traffic jams to clear them live on in my head to this day.

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

#144
post #125

Earlier quoted context omitted.

> 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.

> "Don't start in the middle of a treeless wasteland" is also important advice. Don't people just take whatever starting position the game gives you? Sometimes the starting position simply is a treeless wasteland. As far as I understand, moving to start far away from your starting position is a bad idea, because there's more biters there and the resources you need are much further apart.

Mineral patches are farther apart, but much richer. The starting patches will have a few thousand units, ones that require a train ride to get to will have millions of tens of millions. https://www.youtube.com/watch?v=rqJ3Vx6tdbc

One build style has you rushing to decent weapons, then walking far from spawn to set up your main base, so you don't have to bother with trains to get up to rockets. (The patches are randomly placed and don't have exclusion zones, so it's not impossible to see a 10M iron, copper, coal and oil all next to each other.)

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

#145
post #125

Earlier quoted context omitted.

> "Don't start in the middle of a treeless wasteland" is also important advice. Don't people just take whatever starting position the game gives you? Sometimes the starting position simply is a treeless wasteland. As far as I understand, moving to start far away from your starting position is a bad idea, because there's more biters there and the resources you need are much further apart.

Mineral patches are farther apart, but much richer. The starting patches will have a few thousand units, ones that require a train ride to get to will have millions of tens of millions. https://www.youtube.com/watch?v=rqJ3Vx6tdbc One build style has you rushing to decent weapons, then walking far from spawn to set up your main base, so you don't have to bother with trains to get up to rockets. (The patches are random…

I will note that getting to the rocket launch stage only requires 3-5 patches outside the starting area and you can very easily reach that with belts. Trains are for going big or simply because you like them.

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

#146

Earlier quoted context omitted.

Mineral patches are farther apart, but much richer. The starting patches will have a few thousand units, ones that require a train ride to get to will have millions of tens of millions. https://www.youtube.com/watch?v=rqJ3Vx6tdbc One build style has you rushing to decent weapons, then walking far from spawn to set up your main base, so you don't have to bother with trains to get up to rockets. (The patches are random…

I will note that getting to the rocket launch stage only requires 3-5 patches outside the starting area and you can very easily reach that with belts. Trains are for going big or simply because you like them.

I simply like them. I always play a train world, rush train tech, and have my trains handle everything. Much more fun than belts.

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

#147

Earlier quoted context omitted.

Weirdly I actually like games that make me alt-tab and then look up some equations and open excel for a bit. (No, I will not try EVE)

You don't even have to alt tab out to use Excel, they've added to the game. Seems like it doesn't fit your criteria for games you'd like anymore so there's no reason to try! :P https://support.eveonline.com/hc/en-us/articles/816520777052... (I mean this in jest)

Oh my goodness.

... wait, how hard would it be to do something similar for Factorio?

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

#148
post #81

I installed Factorio 4 times, and uninstalled it three times. The slow pace at the start, and the somewhat lifeless 2D isometric graphics simply didn't do it for me. But the blog posts were fascinating, and people kept raving about it, so on that 4th install I decided to soldier on and actually get somewhere. I now rate it as one of the greatest games ever made. It is insanely technically impressive, able to run mega…

Please consider Satisfactory.

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

#149

Earlier quoted context omitted.

> takes a reasonable amount of math knowledge figure out hard pass. I do not enjoy when a video game makes me feel like a failure because I don't know trigonometry or calculus.

Weirdly I actually like games that make me alt-tab and then look up some equations and open excel for a bit. (No, I will not try EVE)

you no longer have to manually calculate transverse velocity and tracking speeds of turrets in Eve, unfortunately.

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

#150
post #125

Earlier quoted context omitted.

> "Don't start in the middle of a treeless wasteland" is also important advice. Don't people just take whatever starting position the game gives you? Sometimes the starting position simply is a treeless wasteland. As far as I understand, moving to start far away from your starting position is a bad idea, because there's more biters there and the resources you need are much further apart.

Mineral patches are farther apart, but much richer. The starting patches will have a few thousand units, ones that require a train ride to get to will have millions of tens of millions. https://www.youtube.com/watch?v=rqJ3Vx6tdbc One build style has you rushing to decent weapons, then walking far from spawn to set up your main base, so you don't have to bother with trains to get up to rockets. (The patches are random…

This RSO is specifically a mod that uses its own resource generation system. (Also incompatible with map preview !)
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