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Factorio: Space Age

factorio.com

141–150 of 363 posts

Re: Factorio: Space Age

#141
post #7

I’ve gone once through vanilla. I’ve launched a rocket the one time. I feel like the majority of players and blog readers are modded up the wazoo, but this expansion is not really for them. It’s for players like me who did not go beyond the base game.

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.

Doesn't the early game get boring? Or how do you push past it after so many playthroughs?

Re: Factorio: Space Age

#142

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…

> The post author wrote the absolutely incredible Space Exploration mod for Factorio Each section has an author, and only the Space Exploration section is written by the mod author. Most of the post is written by kovarex, who is the founder of Factorio, afaik.

Is the Factorio source code available anywhere? I would be really curious to see how a game like Factorio was developed (e.g., what parts are 'the engine' and what parts are scripted? how does such a complex game have so few bugs?)

Re: Factorio: Space Age

#143

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…

> . I'm perfectionist freak and my factorio gameplay basically divides "before" and "after" cliff explosives.

I adopt the strategy of "field expedient base" which gets me to almost where I need to be, and then after expanding, I begin building a megabase with more technology and convert the field expedient base to a resource factory. Then I can transport processed resources by train to any number of places.

It's not that annoying once you realize that's kind of how you're supposed to expand. The natural obstacles are a godsend once you start playing on the harder modes.

Water, however, has always been a constant annoyance to me. But I am a purist and refuse to install mods because as far as I can tell the game is basically perfect without them.

Re: Factorio: Space Age

#144

Earlier 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.

Intended or not, I've found playing with mods way, way more fun (and much less annoying) than playing vanilla Factorio (which I still love, but not nearly as much as modded Factorio). 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 vanilla a couple of times, and recently started my first modded game, using Krastorio 2. That seemed to be the most recommended mod, and it's been great.

Pretty much every question of "wouldn't it be cool if..." or "wouldn't it make more sense if..." that I ever asked myself playing vanilla, Krastorio 2 answers with "yes". Yes, it would make more sense if the car didn't run on coal but required more advanced fuel. Yes, it would make more sense if there were more ways to generate power. Yes, it would make more sense if complex early game machinery required a bit more than some metal plates. And yes, it would be cool if your crashed spaceship had some useable components.

The one downside is that fighting creepers is too easy. The anti-material rifle has too much range, letting me snipe them from a position of invulnerability.

Also, there's way too much chemistry possible. I'm completely lost in it.

Re: Factorio: Space Age

#145
post #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 m…

"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."

Try the Rampant mod, if you want a challenge. There are a bunch of other mods that add different/tougher enemies too.

That said, the focus of Factorio was never combat, it's building. If you want better combat there are many other games that focus on that.

Re: Factorio: Space Age

#146

Earlier quoted context omitted.

> The post author wrote the absolutely incredible Space Exploration mod for Factorio Each section has an author, and only the Space Exploration section is written by the mod author. Most of the post is written by kovarex, who is the founder of Factorio, afaik.

Is the Factorio source code available anywhere? I would be really curious to see how a game like Factorio was developed (e.g., what parts are 'the engine' and what parts are scripted? how does such a complex game have so few bugs?)

You can turn bugs on or off when starting your world ;) depends on if you want to - oh, BUGS bugs, not bugs bugs.

Re: Factorio: Space Age

#147

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.

Vanilla trains are absolutely pitiful for megabases, and annoying even for midsized bases. I simply consider LTN part of the base game.

Re: Factorio: Space Age

#148
post #88

Earlier quoted context omitted.

There's certainly a learning curve - it's a form of programming that must be learned.

.

I would argue that train signalling is not intentionally obfuscated as brainfuck is however. Just a different form of thinking.

Re: Factorio: Space Age

#149

Earlier quoted context omitted.

> The post author wrote the absolutely incredible Space Exploration mod for Factorio Each section has an author, and only the Space Exploration section is written by the mod author. Most of the post is written by kovarex, who is the founder of Factorio, afaik.

Is the Factorio source code available anywhere? I would be really curious to see how a game like Factorio was developed (e.g., what parts are 'the engine' and what parts are scripted? how does such a complex game have so few bugs?)

Factorio is closed-source, unfortunately. Still, you can read a lot about how the devs developed it on their "Friday Facts" posts: https://factorio.com/blog/

Re: Factorio: Space Age

#150

Earlier quoted context omitted.

> The post author wrote the absolutely incredible Space Exploration mod for Factorio Each section has an author, and only the Space Exploration section is written by the mod author. Most of the post is written by kovarex, who is the founder of Factorio, afaik.

Is the Factorio source code available anywhere? I would be really curious to see how a game like Factorio was developed (e.g., what parts are 'the engine' and what parts are scripted? how does such a complex game have so few bugs?)

The source is not publicly available, no. It‘s still being actively developed and sold after all. There isn‘t really much of a barrier between engine and 'scripting', it‘s all custom and integrated. The reason there are so few bugs is that there is a ton of effort spent on squashing them! The approach is basically to fix any reported issue if in any way reasonable.
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