> 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.
Factorio: Space Age
81–90 of 363 posts
Re: Factorio: Space Age
#82Earlier quoted context omitted.
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.
After my first vanilla playthrough I loved the game, but found a bunch of things annoying or which I thought could be improved on. Soon after I found there were mods to satisfy every one of my wants and cure every one of the annoyances. I've played with mods ever since and love it.
Want longer reach? There are mods for that.
Want faster travel? There are mods for that.
Want more variety in vehicles? There are mods for that.
Want smarter/tougher/different enemies? There are mods for that.
Want a complete overhaul of how the game plays? There are a bunch mods for that.
...and thousands of other mods beyond these.
You're really missing out by avoiding mods.
Re: Factorio: Space Age
#83Oh wow, I'm very excited about this. The post author wrote the absolutely incredible Space Exploration mod for Factorio, pitching itself as a "100+" hour expansion, realistically closer to 1000 hours for an average player. Space Exploration has its quirks, but is fundamentally an absolutely outstanding puzzle game, among the best ever made. One of the most delightful things about Factorio for coders is that the game…
I wouldn't put trains and smooth in a single sentence. The signals required a lot of patience to learn and I'm not entirely sure I still understand them. They are by far one of the most painful parts of factorio for me.
Re: Factorio: Space Age
#84Oh wow, I'm very excited about this. The post author wrote the absolutely incredible Space Exploration mod for Factorio, pitching itself as a "100+" hour expansion, realistically closer to 1000 hours for an average player. Space Exploration has its quirks, but is fundamentally an absolutely outstanding puzzle game, among the best ever made. One of the most delightful things about Factorio for coders is that the game…
I wouldn't put trains and smooth in a single sentence. The signals required a lot of patience to learn and I'm not entirely sure I still understand them. They are by far one of the most painful parts of factorio for me.
Re: Factorio: Space Age
#85Re: Factorio: Space Age
#86Re: Factorio: Space Age
#87Earlier quoted context omitted.
I would truly love to see a game use haskell for mod APIs. Or perhaps erlang a better choice. As an example of just how far accessible APIs can benefit games/their players: The god awful language and API that has enabled Armed Assault franchise modders to create entirely new games - literally, PUBG started life as a mod for Armed Assault 2. Armed Assault 3 launched ten years ago, and there are still many new mods bei…
The main problem with that is that there aren't nearly as many people who know Haskell or Erlang compared to those who know Lua. Lua has been a modding staple across countless games, so millions of gamers/modders are already familiar with it. I'm convinced that chosing Lua for modding is one of the main reasons Factorio has over 5000 mods now. If they'd chosen a more obscure language I'd doubt we'd have nearly as man…
As for Lua I think it is rather chicken:egg. Lua is popular because it is used by mod APIs, or is Lua use by mod APIs because it is popular?
My own experience is the former. I think it is a horrible language (in that I argue many others are better) and especially difficult for new-to-programming gamers with great ideas to pick up. Haskell or Erlang (or Java or C#) with type-safe APIs would be much more educational for them, and provide better support IMO.
Re: Factorio: Space Age
#88Oh wow, I'm very excited about this. The post author wrote the absolutely incredible Space Exploration mod for Factorio, pitching itself as a "100+" hour expansion, realistically closer to 1000 hours for an average player. Space Exploration has its quirks, but is fundamentally an absolutely outstanding puzzle game, among the best ever made. One of the most delightful things about Factorio for coders is that the game…
I wouldn't put trains and smooth in a single sentence. The signals required a lot of patience to learn and I'm not entirely sure I still understand them. They are by far one of the most painful parts of factorio for me.
Re: Factorio: Space Age
#89Oh wow, I'm very excited about this. The post author wrote the absolutely incredible Space Exploration mod for Factorio, pitching itself as a "100+" hour expansion, realistically closer to 1000 hours for an average player. Space Exploration has its quirks, but is fundamentally an absolutely outstanding puzzle game, among the best ever made. One of the most delightful things about Factorio for coders is that the game…
I wouldn't put trains and smooth in a single sentence. The signals required a lot of patience to learn and I'm not entirely sure I still understand them. They are by far one of the most painful parts of factorio for me.
Chain signals before an intersection; regular signals after those, and on the track to split the track for multiple trains simultaneously.
See: https://wiki.factorio.com/Tutorial:Train_signals if you haven't already.