Live data from Hacker News

Factorio 2.1 Experimental Release

factorio.com

41–50 of 115 posts

Re: Factorio 2.1 Experimental Release

#42
post #35

Earlier quoted context omitted.

Gleba introduces things like spoilage. That makes production more interesting: On other planets (or Factorio 1.x), a belt can generally get backed up and that's no big deal. In fact, it's a useful game mechanic: Decreased demand is followed up (eventually) by decreased production. With this feedback, things tend to balance themselves well-enough that the game doesn't stall. On Gleba, though? A backed up belt means mo…

Limiting production is probably the most difficult way to play Gleba. The easier way is to minimize buffers and have a path to extract spoilage at every position where it could accumulate. And to never, ever have the factory stop at any point in time.

> The easier way is to minimize buffers and have a path to extract spoilage at every position where it could accumulate.

I do that. It's annoying to me. I don't like being feeling annoyed by computer games; being annoyed is not one of my kinks.

> And to never, ever have the factory stop at any point in time.

So burn more stuff -> bigger spore clouds -> even more enemies -> more violence?

eg, always produce fruit as fast as the swamp can muster, and just always burn all excess as soon as it is possible to do so?

Re: Factorio 2.1 Experimental Release

#43
post #26

I'm especially stoked about space-to-space logistics. One of my first projects will be an in-orbit space platform factory, so that making a new space ship won't take a bazillion rocket launches just for the platforms.

It's already faster even without that because it now uses mixed content rockets to build ships and platforms. But space-to-space logistics do mean that you can make rocket launches less bursty and continually ship stuff into space to then use it.

You could always have mixed rockets if you loaded them yourself, which wasn't ideal but not toooo much of a hassle. For me it was more that rocket platforms are dog slow to produce and can be shot up at only 50 platforms per rocket. Not too horrible in the endgame when you may have dozens of rocket platforms, but in the early to mid game it can really strain my rocket capacity sometimes.

I plan to have a slow but wide platform with lots of storage that just loops around between Nauvis and to hoover up as many metallic asteroids it can find, then turns them into space platforms. When it loops around to Nauvis, it ships off the platforms to any spaceship under construction that might need them.

Re: Factorio 2.1 Experimental Release

#44
post #42

Earlier quoted context omitted.

Limiting production is probably the most difficult way to play Gleba. The easier way is to minimize buffers and have a path to extract spoilage at every position where it could accumulate. And to never, ever have the factory stop at any point in time.

> The easier way is to minimize buffers and have a path to extract spoilage at every position where it could accumulate. I do that. It's annoying to me. I don't like being feeling annoyed by computer games; being annoyed is not one of my kinks. > And to never, ever have the factory stop at any point in time. So burn more stuff -> bigger spore clouds -> even more enemies -> more violence? eg, always produce fruit as f…

You never want to burn fruit itself since that wastes the seeds. So you always want to process fruit the first step.

I limit fruit production based on the number of fruit on the belt, to avoid creating a huge buffer. But after that the factory just runs continuously at the same speed. And if I have too much of a final product, it gets destroyed or burned for heat and electricity.

One benefit, especially in the beginning, is that by processing more fruit you get more seeds. And you need the seeds to expand your fruit production later.

The enemies are probably one of the not ideally designed parts of Gleba. It's trivial to handle them if you know how, and can be very frustrating if you try to approach it the "wrong" way. If you have been to Vulcanus and Fulgora you can trivialize their threat.

Re: Factorio 2.1 Experimental Release

#45
post #43

Earlier quoted context omitted.

It's already faster even without that because it now uses mixed content rockets to build ships and platforms. But space-to-space logistics do mean that you can make rocket launches less bursty and continually ship stuff into space to then use it.

You could always have mixed rockets if you loaded them yourself, which wasn't ideal but not toooo much of a hassle. For me it was more that rocket platforms are dog slow to produce and can be shot up at only 50 platforms per rocket. Not too horrible in the endgame when you may have dozens of rocket platforms, but in the early to mid game it can really strain my rocket capacity sometimes. I plan to have a slow but wid…

I had the same experience with the platforms when I first played Space Age. But this depends entirely on how you scale your Nauvis factory before you start launching rockets. You don't want to start too small, if you rush to rockets too quickly the beginning of your space exploration will be tedious.

Re: Factorio 2.1 Experimental Release

#47
post #42

Earlier quoted context omitted.

> The easier way is to minimize buffers and have a path to extract spoilage at every position where it could accumulate. I do that. It's annoying to me. I don't like being feeling annoyed by computer games; being annoyed is not one of my kinks. > And to never, ever have the factory stop at any point in time. So burn more stuff -> bigger spore clouds -> even more enemies -> more violence? eg, always produce fruit as f…

You never want to burn fruit itself since that wastes the seeds. So you always want to process fruit the first step. I limit fruit production based on the number of fruit on the belt, to avoid creating a huge buffer. But after that the factory just runs continuously at the same speed. And if I have too much of a final product, it gets destroyed or burned for heat and electricity. One benefit, especially in the beginn…

That's an interesting way.

Somehow I've already internalized and expanded it as building on Gleba in a long, straight line -- with branches for input and output. Like a main bus, sorta... but probably much wider to leave space for stuff, and an emphasis on being straight.

Belts of fruits get fed in where they're harvestable. Processing nodes branch off, and the processing only happens where it must (for whatever reason it must). Inventory glut is handled by the logistics network's stats, perhaps finally finding something useful to do with buffer chests. Nothing spoilable loops, ever. All excess spoilables are burned at the end of the line. The excess is a thing of unbridled glory.

That, plus a cut-and-paste do-all bot automall for assembling building materials, and... hmm.

Why do I hear birds singing?

Re: Factorio 2.1 Experimental Release

#50

Earlier quoted context omitted.

The right way to do that is trains. A fully compressed, stacked belt is 960/s, but a train can easily hit that throughput as well (and even exceed it). And they are much easier to set up across long distances than belts are.

A train can easily move more than 960/s, but the train isn't always moving. To actually exceed 960/s over time with trains gets some massive stations. And a track is two spaces, thus two belts can fit. Even just blue belts gives 1440/s for the same space. Your first item delivers a lot faster with trains, and when you're dealing with stuff that spoils the faster transit is a big benefit, but for the most part I find…

You can also fit multiple trains in that 2-wide space, though. The flexibility of a train network is pretty powerful.
Post reply on HN