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Factorio: Space Age

factorio.com

101–110 of 363 posts

Re: Factorio: Space Age

#101
I love Factorio and have >1000 hours in the game. Two things I would love to see:

- Steam cloud sync fixed for large save files. Right now, you'll eventually reach a point where you can't save your game to the cloud anymore.

- More interesting aliens and strategies for dealing with them. After awhile, the aliens start to feel like a repetitive grind. They always behave predictably and the solution to them is pretty much always the same.

Re: Factorio: Space Age

#102
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.

I took a quick look at Shapez. It may end up being addictive (to me) when Factorio was not. The reason being that Factorio's world is a bit dystopian in my view. A good game, but I like more cheerful things in my life. The abstraction of Shapez and the upbeat music seem to accomplish that.

Re: Factorio: Space Age

#103
post #89

Earlier quoted context omitted.

> 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.

Another major stumbling block for train signals once you get the basics down is segment length. Signals indicate whether the next segment is occupied, not whether any given train will fit in there (and potentially block a segment or intersection behind it.) 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 smal…

> Signals indicate whether the next segment is occupied, not whether any given train will fit in there (and potentially block a segment or intersection behind it.)

That's what chain signals are for. If a train waiting at a signal causes issues, replace the previous signal with a chain signal to prevent the train from problematically waiting at the signal.

Re: Factorio: Space Age

#104

Oh 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.

Repeat after me: "Chain IN, Rail OUT" https://www.youtube.com/watch?v=IZDmzFKhPI0

It's basically a visual version of the classic deadlock conditions. Chain signals create dependencies between locks, and the locks themselves (the rail signals) have to be granular enough to keep large sections of the rail network available to acquire. The confusing part about the chain signals is the blue state: the train will use its pathfinding to read forward of the signal and it will move if the path it needs to take is available. You have to look forward of the signal to see if the rail signal for the path the train wants to take is green or not.

Re: Factorio: Space Age

#105
post #12

Earlier quoted context omitted.

Factorio inspired a lot of factory games you're seeing: Mindustry, Shapez.io, Satisfactory, Techtonica, Dyson Sphere Program, etc. One of the devs have stated that they were inspired to create Factorio by the IndustrialCraft and BuildCraft mods for Minecraft, and I suspect that things like Infinifactory were also inspirations.

oh boy Dyson Sphere is my jam. Especially once they added in blueprints. I honestly am not looking forward to the enemy expansion they are going to add. I can see they promised it and want to deliver on it but I do not really want to fight off waves of enemies. I just want to build a huge factory. It is one of the things that keeps me from really getting into factorio. Was going to get a mod to turn them off. But nev…

I am. Once you get past a certain point in DSP there’s just no point in continuing. I’ve two playthroughs that ended roughly when I can sends ships on interplanetary errants without worrying abou how many warp cores I consume.

Re: Factorio: Space Age

#106

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...

Tangent but if you 'value' your time but don't use the time to entertain yourself I'm not sure you're using it right.
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