Live data from Hacker News

Factorio: Space Age

factorio.com

51–60 of 363 posts

Re: Factorio: Space Age

#51
Postponing cliff explosives makes be extremely sad. I'm perfectionist freak and my factorio gameplay basically divides "before" and "after" cliff explosives. I hate when I can't fix terrain for my plans, I prefer to terraform as much as needed, turning lake into plains, if needed, but I'm not going to adapt my grand plan.

I understand that there are players who find fun in adapting their bases to the environment, building defenses around natural obstacles, but I'm completely the opposite of that. It's deep grained in my nature: to bend the world rather than to bend my plans.

Hopefully they'll rethink that part. And may be even make it possible to "build" water (or to build water pump at arbitrary locations).

Re: Factorio: Space Age

#52

I have purposely avoided Factorio just because I'm convinced that I'll sink so much time into it. It looks super fun, but I have stuff to do. Maybe one day....

Totally, just try EVE for a bit to blow some time.

Less sarcastically, it killed a couple weeks of my life, but it does have a natural ending point. If you don't get into modding or ramp up the difficulty it's not too bad to pull away from the brink.

Re: Factorio: Space Age

#53
post #22

> It has been playable from start to finish for more than a year. This means that we have already made several improvement iterations based on the playthroughs behind us. You just don't see commitment to shipping quality product in the games industry like this. This is what makes Factorio special.

This has been Factorio's MO from the beginning. It was in Early Access forver, and all that time it was way more polished and stable than many fully released games with much higher budgets. In the decade or so that I've played Factorio, I can't even remember a single crash of the base game. It was always mods that crashed. Factorio performance is also fantastic, running smoothly on potato PC's until you get in to the…

> It was always mods that crashed.

I wish modding APIs in general did more sanity checking before loading a mod. A low hanging fruit is APIs to be statically typed, and also to not use nulls on such APIs and things like that. A more comprehensive check is to verify whether two mods are guaranteed to be compatible (but this sounds a bit hard).

But more importantly (not sure if that's the case with Factorio) not break the damn APIs all the time. Lots of games that are actively developed don't bother keeping stable APIs (a bit like like Gnome and its disregard for extension APIs), breaking mods at every new release. An egregious example is Europa Universalis IV and other Paradox games. This ensures that there is a tail end of mods (which is by far the majority) that just will never work anymore, and the mods being kept up to date become rarer and rarer.

Re: Factorio: Space Age

#54

Postponing cliff explosives makes be extremely sad. I'm perfectionist freak and my factorio gameplay basically divides "before" and "after" cliff explosives. I hate when I can't fix terrain for my plans, I prefer to terraform as much as needed, turning lake into plains, if needed, but I'm not going to adapt my grand plan. I understand that there are players who find fun in adapting their bases to the environment, bui…

You could just disable cliffs during world generation. That's what I do. They're slightly helpful for biter defense, but otherwise they're just annoying.

There are also many mods that let you pump water from anywhere.

Re: Factorio: Space Age

#57

I have purposely avoided Factorio just because I'm convinced that I'll sink so much time into it. It looks super fun, but I have stuff to do. Maybe one day....

My personal problem with these games is that it feels too much like programming an work, and I do all that at work :)

Re: Factorio: Space Age

#58
post #42

Oh good, my life being utterly dominated by Factorio again is at least a year away. That gives me some time to get my affairs in order. I really wish this were a joke. Also, if anyone wants to play a game similar to Factorio while you wait - https://shapez.io is like Factorio without a player character and a cleaner aesthetic. I played it first, and really enjoyed it.

I enjoyed Shapez, and it's cool that it has many mods, but I just found it too abstract and sterile to keep my attention. Factorio just much more engaging for me in the long run, especially with mods.

Re: Factorio: Space Age

#59

I have purposely avoided Factorio just because I'm convinced that I'll sink so much time into it. It looks super fun, but I have stuff to do. Maybe one day....

Stay away if you value your time. It's not a joke when they call it cracktorio. Especially on the Deck...

Re: Factorio: Space Age

#60

Postponing cliff explosives makes be extremely sad. I'm perfectionist freak and my factorio gameplay basically divides "before" and "after" cliff explosives. I hate when I can't fix terrain for my plans, I prefer to terraform as much as needed, turning lake into plains, if needed, but I'm not going to adapt my grand plan. I understand that there are players who find fun in adapting their bases to the environment, bui…

You could just disable cliffs during world generation. That's what I do. They're slightly helpful for biter defense, but otherwise they're just annoying. There are also many mods that let you pump water from anywhere.

I'm not a fan of custom modes and mods. I might go this way, if there's no other choice, however generally I prefer to play game as it was intended to be played by developers.
Post reply on HN