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Factorio: Space Age

factorio.com

241–250 of 363 posts

Re: Factorio: Space Age

#241
post #44

Earlier quoted context omitted.

I find it fascinating that you know about Mindustry but not Factorio. It's like being into block games but not know what Minecraft is.

I don't like this analogy. Block games and industrial games all are absolutely and relatively unique. The relative success (and arguably quality) of minecraft compared to other block games is much higher than that of factorio relative to industrial games. This is mostly due to block games have much wider appeal than industrial games. All standout games in both categories were well thought out and required large effor…

I think you misunderstood the analogy.

Knowing of Mindustry but not Factorio is like knowing Roblox but not Minecraft.

It's like knowing Arch Linux, but somehow never hearing about Ubuntu.

Re: Factorio: Space Age

#242

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…

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…

Just having a lot of complexity or scale doesn’t mean a game or mod is good. In fact, just making something complex or “big” is the easy part. Designing something so it is actually fun, well designed and challenging while not being frustrating, tiresome, or simply just a giant time sink, is much much harder.

Pyanodons isn’t fun to play, it’s just too much, ridiculously complex recipes for the sake of it, quality of life features removed or pushed out late into the game just for artificial difficulty and pain. Most players never complete it and give up not even 10% into the game, which generally isn’t the sign of a well designed game.

Re: Factorio: Space Age

#243
post #7

Earlier 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.

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

I actually enjoy the early game for some strange reason and different map seeds always presented a different set of challenges (especially on deathworlds) because of water, cliffs and resource locations.

I mean, sure - once you get oil and flame turrets it is basically game over for biters and that can get boring pretty quick if you always rush straight to it.

Edit: Also trains. I don't know why but I can just play with trains for hours on end in Factorio.

Re: Factorio: Space Age

#244

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…

There just needs to be a gamemode which makes the game more about base defense and resource usage in defending the base. Currently you can just spam lasers and win no problem. Imagine something like 7 days of constant biter attacks on all fronts, with biters much stronger as well. A relentless strain on the economy of your base more than anything, with there being a real need for repair bots to fully repair and remak…

I've always craved something like this too.

Of course, you can crank the biter difficulty, but you only get two outcomes: it's too hard and you can never build a base that lasts more than an hour, or you manage to arm yourself from the beginning and biters stop being a problem very quickly.

I'd really like biters to be a threat I need to pay some attention to for the duration of the game. Evolution isn't really a factor because as you say, once you have laser turrets, you're set. Even red bullets suffice.

Re: Factorio: Space Age

#245

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…

Another game that is very much about abstraction levels is the text quest Hadean Lands[1]. Inform 7 source (not open but) available[2]!

[1] https://hadeanlands.com/

[2] https://hadeanlands.com/src/ (spoilers) (duh)

Re: Factorio: Space Age

#246

Earlier quoted context omitted.

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 -…

You might enjoy Angel's Petrochemical. It's a bit closer and I felt very accomplished when I made a lot of plastic.

Re: Factorio: Space Age

#247
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.

And it also has an update nearing the end of development est 2024) - Shapez 2 [0] , rebuild in 3D (with 3d belt layers same as Dyson has) with new features

[0] https://store.steampowered.com/app/2162800/shapez_2/

Re: Factorio: Space Age

#248

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…

[deleted]

Re: Factorio: Space Age

#249
post #175

Earlier quoted context omitted.

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?

Yes, that game. You must check it out. Easily the best redemption arc of any game development story, ever. By a mile. It’s insane how much content has been put into the game.

Re: Factorio: Space Age

#250

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?)

In addition to their very informative blogs, you can infer a lot based on their extensive Lua modding API:

https://lua-api.factorio.com/latest/

They also ship a full .pdb file with the Windows binaries (presumably for stack traces), so you can get a lot of information with dia2dump, or dig in with WinDbg.

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