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.
Factorio: Space Age
311–320 of 363 posts
Re: Factorio: Space Age
#312Earlier 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.
Re: Factorio: Space Age
#313Earlier 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
Re: Factorio: Space Age
#314Re: Factorio: Space Age
#315Earlier 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…
Re: Factorio: Space Age
#316Earlier 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.
Re: Factorio: Space Age
#317Earlier 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?
Now with the controller support added to the PC version of the game from the Switch release.
Re: Factorio: Space Age
#318I 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.
Re: Factorio: Space Age
#319Earlier 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…
Re: Factorio: Space Age
#320Earlier 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.