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Factorio: Space Age

factorio.com

321–330 of 363 posts

Re: Factorio: Space Age

#321

Earlier quoted context omitted.

I wouldn't put trains and smooth in a single sentence. The signals required a lot of patience to learn and I'm not entirely sure I still understand them. They are by far one of the most painful parts of factorio for me.

> I wouldn't put trains and smooth in a single sentence. I had over 500 hours in Factorio before I felt comfortable with signalling. I got so frusturated with it originally I just ignored it as best I could. But the "chain in, rail out" thing as others are mentioning really is the key. It's not always as perfectly simple as that, but it's a very good starting point. You break everything up into blocks ... if you plac…

Also; Bidirectional trap is a massive moon trap. Avoid it at all costs.

Re: Factorio: Space Age

#322
post #301
post #266

Earlier quoted context omitted.

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…

Interesting approach. I do give multiple pickup points for the same name (so while my old coal field is slowly running out, trains increasingly move to the new coal field by themselves), but I hadn't considered doing the same with the drop-offs. And I haven't yet figured out how to disable drop-offs that don't need anything. I often have a single train bring stuff to a couple of drop-offs, but that always feels slopp…

>And I haven't yet figured out how to disable drop-offs that don't need anything

look into your circuit networks. you can make them quite complex if you want

Re: Factorio: Space Age

#323

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 loved Factorio, but only played vanilla.

I find that every time I mod up a game (e.g. Fallout 3, NV, 4), I find the bugginess and lack of consistency just inevitably ruins it after a few cheap thrills. So I wasn't about to do that to Factorio.

I'm super excited for this expansion--I miss the days playing til 5AM with my friends (and we all have work the next day at 9AM), because we literally couldn't put the game down. Brings me back to childhood.

Re: Factorio: Space Age

#324
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.

Two other factory builders that have slipped under the radar: Dyson Sphere Program - I love it because it has the cleaner look of Satisfactory, but in a 3rd person view. I could never get used to Satisfactory's first person view. It just doesn't work well for making a factory. DSP also has you go between multiple solar systems to fetch materials. Captain of Industry - The only factory builder that feels like it takes…

[deleted]

Re: Factorio: Space Age

#325
post #22

> It has been playable from start to finish for more than a year. This means that we have already made several improvement iterations based on the playthroughs behind us. You just don't see commitment to shipping quality product in the games industry like this. This is what makes Factorio special.

Indeed, not to be completely throw Klei under the bus, but I started playing Oxygen Not Included, and the simulation quality is night and day. ONI has race conditions, memory corruption bugs, non-seeded RNG, duplication bugs. You couldn't play a non-glitched playthrough even if you tried. At some point, you're going to make an infinite spill or a liquid lock on complete accident. Meanwhile factorio allows you to benc…

I tried ONI once, on my laptop, and it was running sluggishly ON THE MAIN MENU, not to mention early game.

In comparison, Factorio only started to slow down late game (or during very heavy biter combat).

Re: Factorio: Space Age

#326
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.

Two other factory builders that have slipped under the radar: Dyson Sphere Program - I love it because it has the cleaner look of Satisfactory, but in a 3rd person view. I could never get used to Satisfactory's first person view. It just doesn't work well for making a factory. DSP also has you go between multiple solar systems to fetch materials. Captain of Industry - The only factory builder that feels like it takes…

There's always belt weaving. (For those that don't know, belts of the 3 different tiers don't "share the same underground space", and so can be overlapped on "top" of each other through the use of underground belts.)

Re: Factorio: Space Age

#327

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…

There is no way Pyanodon's could be considered the "greatest" Factorio mod. 99% of Factorio players go "that looks like an awful time" when confronted with a single refining flow chart for a single mineral. I'd agree if you wanted to ask which factorio mod is the "most" that Pyanodon's is king and will never be dethroned.

Re: Factorio: Space Age

#328

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 loved Factorio, but only played vanilla. I find that every time I mod up a game (e.g. Fallout 3, NV, 4), I find the bugginess and lack of consistency just inevitably ruins it after a few cheap thrills. So I wasn't about to do that to Factorio. I'm super excited for this expansion--I miss the days playing til 5AM with my friends (and we all have work the next day at 9AM), because we literally couldn't put the game d…

Factorio has at least one mod that is the complete opposite of buggy and inconsistent :

https://mods.factorio.com/mod/IndustrialRevolution3

Re: Factorio: Space Age

#329

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.

It was made brighter and more colourful recently(ish) :

https://www.factorio.com/blog/post/fff-320

Re: Factorio: Space Age

#330
post #10

The 300 hours I spent completing Space Exploration were a lot of fun, but it definitely feels very stretched out and grindy. One of the hardest things to do in game design is to make cuts & simplify, but the end result is usually much better.

I found the early game changes incongruous with the core design of the mod as well. The mod is about logistical challenges - specifically where trips are high volume but high cost. I don't know why a mod about that in the context of space exploring needed an extended burner phase, for instance.

I'd assume this is a relic of his previous mods about automating vehicles, then logically comes the question of how to fuel all that fleet, which then leads to experiments with using that fuel elsewhere ?
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