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Factorio: Space Age

factorio.com

311–320 of 363 posts

Re: Factorio: Space Age

#311

Earlier quoted context omitted.

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.

It's a consequence of the underlying engine. The base engine approximates a lot of things in a way that destroys the distinction between multiple items. This is the secret to Factorio's huge scale- it doesn't model each individual item but rather models them from a "macro scale".

Re: Factorio: Space Age

#312

Earlier quoted context omitted.

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.

No, OP means that if individual item has a shelf life attribute attached to it, it'll bring down performance when it's thousands or more on the field.

Re: Factorio: Space Age

#313

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

Or (while on the subject of Factorio) Mindustry:

[0] https://mindustrygame.github.io/

Re: Factorio: Space Age

#314
post #33

“Oh man the guy who made the Space Exploration mod is gonna be pissed they’re copying him” “Oh wait it’s the same guy”

Love when game companies just employ their best modders rather than fighting against them.

Valve even employ other company game's modder

Re: Factorio: Space Age

#315

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 never really found the biters that much of a deterrent. As soon as you get the laser turrets and flying robots that automatically repair your base, you basically never need to think about the biters again.

Re: Factorio: Space Age

#316
post #257

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...

Has anyone tried Space Exploration mod on steam deck? Does it run alright? I've been meaning to try it, but also know its going to suck me in hard if it works well, so have been waiting for the right time.

I've been doing an SE run on my Deck, I'm not that far in, but I think it'll probably be fine, Factorio is extremely light on the Deck given how long the battery lasts with it, so there should be plenty of performance headroom available.

Re: Factorio: Space Age

#317

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?

Initially with a custom input map, took a little customization and getting used to, but was very natural afterwards.

Now with the controller support added to the PC version of the game from the Switch release.

Re: Factorio: Space Age

#318

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....

I played through the demo levels, loved it, and then decided NOT to buy it for exactly this reason - it’s so perfectly addictive! No thanks I already played TTD for thousands of hours in the 90s, can’t do another game that sucks you in like that.

Seeing you played TTD for thousands of hours means this is on track for at least a thousand as well. Keep avoiding it or take a long vacation from real world

Re: Factorio: Space Age

#319
post #266

Earlier quoted context omitted.

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.

My most complex train system had every train carry a single item type, and a large central trainyard. trains won't leave without an active destination. so all of the destinations for dropping off a type had the same name, and similarly the pick ups and would be disabled by circuits if their dropoffs were more than a quarter or so full. so if something needed green electronics, it would activate its DropOffGreenElectr…

Newer versions of factorio have a per-station limit on the number of trains that can be in + routing to that particular stop. very helpful for this kind of problem.

Re: Factorio: Space Age

#320

Earlier quoted context omitted.

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 l…

What QoL did pY remove ?? Also for instance construction bots now come "earlier", in red science (though due to the extra complexity, probably still a bit "later" ?). In recent versions you also get at the start filter inserters that do not require any power.

Red science (the first milestone) in py is quite a bit harder than launching a rocket (aka endgame) in vanilla/base.
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