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Factorio: Space Age

factorio.com

281–290 of 363 posts

Re: Factorio: Space Age

#281

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…

I love many aspects of SE, but I'd _love_ if most of them were stand-alone mods that were built up into a mod pack. For instance, all of the pylons are great! The condenser turbine I think is a much nicer solution for nuclear power.

Re: Factorio: Space Age

#282

Earlier quoted context omitted.

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'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.

but you're arguing against the intention as they put it in?

Re: Factorio: Space Age

#283
post #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…

> as far as I can tell the game is basically perfect without them

Do you still have to use a sideways-facing underground belt to take items from one side of a belt, blocking the other side? Are there yet any pleasant ways to overlap belts? I feel like far too much effort is spent on working around odd limitations.

Re: Factorio: Space Age

#284

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'm excited for the expansion, and also for weekly Friday Facts again, yay! Those are a great mix of interesting technical content, and hype building

Re: Factorio: Space Age

#285

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…

Slimsounds akin to the paperclip optimizer

Re: Factorio: Space Age

#286

Earlier quoted context omitted.

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.

> The source is not publicly available, no. It‘s still being actively developed and sold after all. Those two are definitely not incompatible. Take Karia[0] for example, which is fully Free Software[1]. [0] https://store.steampowered.com/app/1261430/Kandria/ [1] https://github.com/Shirakumo/kandria/blob/master/LICENSE

Yeah, I wish more games would use this approach, they could for instance have the art assets separate, or do what Factorio does and have matchmaking and the official mod portal to be DRMed. (And/Or give out the source, but not the compiled binaries.)

Re: Factorio: Space Age

#287

I "just" (160+ hours in) started a play through of space exploration at the recommendation of an HN comment. Super excited to see an official expansion that adds this kind of thing! https://news.ycombinator.com/item?id=36561847 My ideas list for interesting Factorio challenges (apropos of nothing): - Products with a shelf life (must be consumed within 15 minutes or it turns into a "waste" product) - Products with "re…

It's basically impossible to track individual items in that way. Ask me how I know!

How do you know?

I imagine that two useful tools would be belt sorters and inserters that filtered by a configurable shelf life threshold.

Re: Factorio: Space Age

#288

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...

I really like this game but the colors are hell on my eyes. I'd like to play more but I have such a hard time trying to figure out sometimes what is connecting where. I wish this had some nice bright colors and I would for sure play much more.

You may enjoy Dyson Sphere Program, then, as it has a much brighter palette and (currently) no biters. I have yet to figure out why I like DSP more than Factorio but I just do. It's more _fun_ to me

Re: Factorio: Space Age

#289
post #106

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...

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.

[deleted]

Re: Factorio: Space Age

#290

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 -…

Most of the overhaul mods get closer, more or less depending on the mod :

https://youtu.be/dY2nxVNBHQs?&t=3m41s

https://en.wikipedia.org/wiki/Dimethyldichlorosilane

There are also mods that make it more realistic in a different way :

https://mods.factorio.com/mod/belt-overflow

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