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Factorio: Space Age

factorio.com

211–220 of 363 posts

Re: Factorio: Space Age

#211

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…

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 really wish there was an option for "no cliffs within X distance" or something.

My "dream world" would have the starting area for maybe 100 blocks have some cliffs for early biter funneling and a bit of a challenge, then just flat world for 1000 blocks, and then back to cliffs.

Or make it so you can manually mine cliffs very slowly before explosives.

Re: Factorio: Space Age

#212

Earlier quoted context omitted.

Space exploration is not the best puzzle game ever made. Space exploration is not the best factorip mod ever made. Space exploration has a great presentation layer (graphics and UI) but the logistics challenge and gameplay challenges leave lots to be desired. I implore you to try many of the other high quality factorio mods made over the years. Pyanodons is easily the greatest factorio mod. The sheer quality and scal…

Most of these mods are "make the middle game more complex". Nothing wrong with that! Krastorio is my favorite of the ones you mention. Space Exploration is unusual in creating an interesting game after the main game, taking you to completely new places and gameplay modes. Seablock is also a little like that, only it makes the beginning of the game totally different instead of the end. It's great how many deep and int…

I'd love a mod that actually respected the true materials/engineering recipes in real life.

Obviously, you can't recreate the complete complexity of all global supply chains, but it would be nice for a mod to get a little closer.

Standard factorio glosses over way too much to be considered educational, which is what i need before I get my son addicted with me. (Yes, i know standard Factorio still has a lot to offer - i just want more detail)

Re: Factorio: Space Age

#213

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 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…

There's also all the things changed in the base game that mods weren't able to do, but developers can. We'll find more and more about this over the next year, but they will enable even better mods.

Re: Factorio: Space Age

#214

Interesting that at the end they had to pitch how their own first party game expansion is better than a existing mod.

Not "better", but for a different target audience. Also written by the author of said mod, who was hired to work on the expansion.

Re: Factorio: Space Age

#215

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 C++ source code to the engine isn't publicly available, but Wube have given access to some outside developers.

The Lua source code to the "base mod" is (necessarily) included in the game. You can read it if you have a copy of the game, and the modding API is fully documented: https://lua-api.factorio.com/

Re: Factorio: Space Age

#216
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 c…

Rampant + deathworld (I think is the combo) is the way to go if you want a real challenge, because you need to build defenses that do not use too many resources.

Re: Factorio: Space Age

#218

Interesting that at the end they had to pitch how their own first party game expansion is better than a existing mod.

As mentioned, it was written by the mod author, and they're trying to explain that they're "not just charging for a mod" which is often a detraction leveled in cases like this.

(However, even if they were just literally charging for a mod, I'd be fine with it, Factorio has some of the best dollar for playtime money I've ever spent, maybe Minecraft and Dwarf Fortress come close).

Re: Factorio: Space Age

#219

Earlier quoted context omitted.

Space exploration is not the best puzzle game ever made. Space exploration is not the best factorip mod ever made. Space exploration has a great presentation layer (graphics and UI) but the logistics challenge and gameplay challenges leave lots to be desired. I implore you to try many of the other high quality factorio mods made over the years. Pyanodons is easily the greatest factorio mod. The sheer quality and scal…

So looking at /user/pyanodon, there doesn't even appear to be a mod named "Pyanodons", but rather he's made a whole bunch of different mods. Which one are you recommending? All of them at once?

Unless you are extremely experienced with Factorio and want a challenge that will last you close to another 1,000 hours (at least) ... don't even attempt Pyanodons.

It's for a very specific type of hardcore player and very few people have actually finished it.

This is the flowchart for ONE science (space) ... one. There are numerous sciences.

https://i.imgur.com/JCVVTjn.jpg

Re: Factorio: Space Age

#220

I dunno about others but a problem I have with Factorio is that I can’t help but hyper optimize. And I’ll do that whether you give me a small or large area. So I’m hoping this means having many smaller factories instead of one giant sprawling map.

I found that working on some of the more "tutorial/scenario" type mods/maps helped a bit, but since the game doesn't really have time limits there's really nothing preventing you from perpetual optimization.

You can take the Nilaus route where the thing that you're actually optimizing is your blueprint book over multiple playthroughs, so that later ones you're basically plopping down blueprints and editing them as you see ways to do things better.

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