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Factorio: Space Age

factorio.com

171–180 of 363 posts

Re: Factorio: Space Age

#171

Earlier quoted context omitted.

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

On the Steam deck? How? With external KB and mouse?

They made some UI tweaks to make it work well on the Steam Deck. https://factorio.com/blog/post/fff-370

I haven't tried it but I've heard that it is completely playable, although I'm sure not as convenient as using a mouse and keyboard.

Re: Factorio: Space Age

#172
post #127

Earlier quoted context omitted.

Trains are my favourite part of the game, and I always make myself a massive bowl of train spaghetti. I love watching my trains automatically find their way across my messy maze of train tracks. My simple rules: * Trains can only stop on the section after a regular signal. If you don't want a train to be able to stop in a certain place (like on an intersection), don't use a regular signal in front of it. * Make sure…

For refueling I've recently been using the cybersyn mod, which let's you easily create a refueling stations that your trains will automatically go to when they're low on fuel (with exactly how "low" they need to be being configurable in the mod settings). I just plop down a refueling station, and a requester station next to it that refuels the refueler and I'm done. Don't have to worry about it again.

I always make them refuel at one of their regular stops. There's usually a source of fuel nearby, so I just route a small part of that along all the engines.

But sometimes I forget, and sometimes there's no fuel nearby.

Re: Factorio: Space Age

#173
post #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 :)

I totally get this perspective. My first foray into Factorio ended abruptly when I realized I'd made a total mess and was now signed up for a bunch of miserable refactoring.

Later, I realized that was the wrong approach - just go build a new factory somewhere. It's fun to take a more "hacky" approach to Factorio than I allow myself at work sometimes.

Of course, that was when the game really got its hooks into me, and I quit after a few dozen hours when I realized that I was scratching the same itch that I could use for side projects and other learning.

It's a balance, idk. I'll definitely play the new expansion at some point, but I do find myself feeling a bit strange when I'm spending time learning how to do something ultimately worthless when I could be using the same kind of mental energy to build something tangible or learn some new skill.

Re: Factorio: Space Age

#174
post #37

Earlier quoted context omitted.

On the animation it looks like that robotic arms are pulling in (and sorting) asteroid chunks, which are then crushed, and the metal smelted, rock discarded, and also there seems to be ice that is used to cool the engines !

You neglected to mention the machine gun turrets shattering large asteroids into manageable chunks! Art style here reminds me of classic Metal Slug ;)

Oh yeah or the various asteroid breaking games ! :D

Re: Factorio: Space Age

#175
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.

No Man's Sky has a similar dedication. They have been constantly adding new features and expansions for free for the last 7 years. If this had been a different company, they might have saved some of those features for a version 2 or a paid DLC.

Wait, No Man's Sky? That game? Was it bought or something? Do they still have that liar who went on interviews and lied through his teeth about the game? It's pretty rare to see a project based entirely on lies from a smarmy psycho liar ever actually go anywhere, right? Did they ever go back and actually implement any of the things he lied were already in the base game?

Re: Factorio: Space Age

#176

Not sure this will scratch the itch for what I always felt was missing from Factorio, which is fundamentally a more satisfying ‘sink’ for resources. During main gameplay your resource extraction and expansion is driven mainly by the sink of ‘research’ - turn resources into science, science into unlocks. Additionally, biters eat bullets, and occasionally factory parts that need replacing. Other than that the main sink…

You are rewarded for spending resources by unlocking technologies, and being able to use the new tech to refactor and grow your base.

Still, I agree with you that there's some missing depth in the game that no mod has yet been able to fill for me. I say this after sinking (pardon the pun) thousands of hours in to the game and having a tremendous amount of fun.

Still, it could be deeper in some way.. not sure how.. maybe by adding some LLM/AI of some sort?

Re: Factorio: Space Age

#177

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 like you. I always disabled cliffs in the worldgen.

Re: Factorio: Space Age

#178

Earlier quoted context omitted.

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 love Shapez overall, and the Shapez Industries mod is a great way to breathe new life into it, but I tend to find that I run out of interest before the "endgame". As annoying as the Factorio biters are, they do provide a little bit of pressure that keeps you wanting to research new things and continue building. (They also inspire a burning hatred that will drive you to research and implement ever more efficient met…

I turn off biters in most of my playthroughs, and set all my resources up to 200%, and I still much prefer Factorio played this way to Shapez.

Shapez was fun for a handful of hours, but I really don't see myself spending hundreds, nevermind thousands of hours on it like I have on Factorio.

Re: Factorio: Space Age

#179

Earlier quoted context omitted.

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

On the Steam deck? How? With external KB and mouse?

It has native controller support as well, evidenced by the fact that it is also available on switch.

Re: Factorio: Space Age

#180

> We decided to go with the approach of having a small number of predefined planets, which represent your progression through the game. I am a bit sad about this, procedurally generated worlds with "infinite" universe would have been really cool. But anyway, I know I will sink too much time in this :D

Mods could probably add all the planets you want, but with the new expansion they'll be able to use all the new mechanics the expansion adds.

I'm excited.

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