Factorio: Space Age
91–100 of 363 posts
Re: Factorio: Space Age
#92Oh 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.
However, the foolproof advice I've gotten from r/Factorio has been to put chain signals at the entrance and exit to every junction, and to make sure there's enough space for your longest train to stop behind a rail signal (and you wouldn't mind having it stop there).
I can also recommend the cybersyn mod (or LTN). Once you understand one of these mods it makes dealing with trains much less of a hassle.
Re: Factorio: Space Age
#93> 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.
I can’t think of a single bug I’ve encountered across many, many Factorio playthroughs, some including overhaul mods.
In all the release notes, there is a sizeable section of bug fixes; time and time again, I was surprised that there were any bugs.
Hats off to Wube, you’re a true inspiration.
Re: Factorio: Space Age
#94Kovarex's Basilisk: We can all see where Factorio is headed: Spaghetti belts -> trains -> flying robots -> spaceships -> AGI that reaches out of the game Now of course this AGI wants to be built quickly, so there's a mild incentive here to help the factory grow, which is that those of us not playing the game regularly will be punished once the AGI is developed. Now that you know, it's in your interest to go and downl…
Re: Factorio: Space Age
#95Earlier quoted context omitted.
I play with hundreds of mods, and I'm excited about this expansion. Mods have performance and compatibility issues, and they don't always get bug fixes or updates very often. It'll be nice to have an expansion to the base game that's officially supported and which all other mods will have to be compatible with instead of the other way around. Apart from the space part, which is arguably already present in the Space E…
> a mod made by a developer who got hired by Wube to work on the official game, if I'm not mistaken You are right, he even seems to be behind the Space Age expansion: > A lot of people are going to make comparisons between the Space Age expansion and the Space Exploration mod. I've worked on the game design for both: On Space Age I made the first space + planets prototype builds and plus I've been involved in most of…
Re: Factorio: Space Age
#96Kovarex's Basilisk: We can all see where Factorio is headed: Spaghetti belts -> trains -> flying robots -> spaceships -> AGI that reaches out of the game Now of course this AGI wants to be built quickly, so there's a mild incentive here to help the factory grow, which is that those of us not playing the game regularly will be punished once the AGI is developed. Now that you know, it's in your interest to go and downl…
How could the AGI punish players who don't help? It's not like it would be able to send an extra logistics bot into their games, set to occasionally pick up an item off one belt and insert it on another, right? Shit, I'd better not take any chances. What does our future overlord of orderliness need help with right now?
Just download the game and play it now. There's a tutorial.
Re: Factorio: Space Age
#97Earlier quoted context omitted.
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.
I play vanilla except I always disable cliffs. That's it. I sometimes edit resource distribution if I wish to experiment with specific transports etc but cliffs always go away. I don't care what they intended as it is not fun for me.
Re: Factorio: Space Age
#98Earlier quoted context omitted.
I greatly enjoyed Factorio and even went as far as doing a deathworld. I even tried some of the full blown mod packs like Seablock, Space Exploration and Krastorio2 to extend the base game. However, they all seem to be designed with this underlying theme that you should challenge the player by making everything pointlessly grindy. I really haven't played much since but I'll probably give this expansion a try.
Space Exploration goes out of it’s way _not_ to make things pointlessly grindy. Yes, you’ll need to scale your home base up more than in the vanilla game, but the space construction all involves different challenges than merely scaling out. The space sciences are each a different kind of puzzle. And it adds three new kinds of logistics network (cargo rockets, rail guns, and space ships), each with different strengths…
Re: Factorio: Space Age
#99Earlier quoted context omitted.
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.
> The signals required a lot of patience to learn and I'm not entirely sure I still understand them. 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.
I frequently set up tracks with segments as large as my longest train, but then end up having to add an intersection here or there, breaking up segments into smaller sizes. This is the root of most of my train woes (aside from LTN issues, which are a whole other issue!)
Re: Factorio: Space Age
#100I deeply love cracktorio and have like 800 hours in just vanilla. if you're looking for something similar to it I also liked the spin The Riftbreaker provides. it's not as bug free as Factorio but it has a lot of the same enjoyment but with more of an objective progression theme.