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Factorio 2.1 Experimental Release

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61–70 of 115 posts

Re: Factorio 2.1 Experimental Release

#61

I'm on the fence about quality now. I really, really dislike the recycler and asteroid processing spamming as the endgame. But is it going to too hard to bother now? Will having to deal with the rare exceptions of actually having a quality item pop out be worth all the extra logic?

Running upcycling loops for specific items and materials you focus on is the way to go. Upcycling blue chips is going to continue be overpowered, which nets you high quality of them and their components..

With that said, you can play without quality just fun and playing SE without quality is great too.

Re: Factorio 2.1 Experimental Release

#63
post #4

I love this game but am kinda disappointed with the patch after almost two years of hype. I was hoping for a total overhaul of the quality mechanics, not just a random nerf here and there. And there is still the big problem that by the time you unlock late game cool tech like foundation, fusion, and legendary quality, you no longer have much use for them. And I am still convinced Gleba was a terrible idea even though…

Quality mechanic is just broken as gameplay and broken as worldbuilding. Ford doesn't make a Lincoln by recycling 4000 Ford SUVs until they get a Lincoln SUV by change. It is stupid and tedious. Now even more stupid and tedious with the asteroid fix. Fortunately there are mods to just make normal things have the same stats as legendary. Also spoilage isn't fun, and the workaround of converting eggs into Q3 modules and recycling them later back into living eggs just undermines any argument against refigeration or other preservation tech. But hey, mods!

Re: Factorio 2.1 Experimental Release

#64
post #18

If you want the core loop of Factorio but with a fresh spin, I highly recommend Dyson Sphere Program. It's my personal fav of the factory genre for the pure scale of it. As a tip, there's full multiplayer support from the mod community that works great.

Ditto, I never could get into Factorio, it was just too depressing for me to be a tiny human running around in an all-brown landscape (that was years ago, no Space Age), then getting attacked for pollution. Tried Dyson Sphere, and immediately got hooked: a flying robot as the avatar, and you very soon need interplanetary and interstellar exploration and resource exchange. Just felt more techno-optimistic in its mood.

BTW in one playthrough (in DSP) I tried to avoid destroying any native vegetation at all, so obviously no blueprints, just lots of fun figuring out factory placement and routing belts around all the bushes.

Re: Factorio 2.1 Experimental Release

#65
post #7
post #4

I love this game but am kinda disappointed with the patch after almost two years of hype. I was hoping for a total overhaul of the quality mechanics, not just a random nerf here and there. And there is still the big problem that by the time you unlock late game cool tech like foundation, fusion, and legendary quality, you no longer have much use for them. And I am still convinced Gleba was a terrible idea even though…

I’ve heard the Gleba gripe in many places but I don’t understand what people are frustrated about. I really liked the challenge. Care to elaborate?

Its not gleba i mind so much as the impact of spoilage. We could have the interesting effects of spoilage on the factory, without the impact of spoilage on transportation. End products, like science, shouldn't spoil. We can put eggs in a Biochamber, and then put that biochamber in our pocket and it doesn't spoil. Huh. And then we can take that egg out of the biochamber, unspoiled. But we can't put eggs in a crate and have them not spoil. Tedious.

Re: Factorio 2.1 Experimental Release

#68
post #27

Earlier quoted context omitted.

For complex recipe graphs beyond vanilla train routing is also way more efficient. You get to reuse the same rail network, and sometimes not have to route dedicated belts for 6 low throuput ingredients from all over the map I feel like a lot of the challenge in early Pyanodons is place-and-route and belt congestion. Unlocking trains feels amazing. They're definitely optimal for a lot of recipes in that mod I think

I haven't played the space expansion, but from old vanilla I only used trains for bringing ores to the main base. For rare low throughout recipies the flying bots (I forget the name for them) worked well, and towards the end of the game they got pretty fast as well. As a longtime fan of trains in games like OpenTTD, it always felt like there wasn't enough of a focus on trains. Arguably this is something that Satisfac…

I'm am curious how you used satisfactory trains - I always found the satisfactory stations to be so overwhelmingly huge that they basically didn't fit anywhere (unless I build a layer of foundations a couple of hundred feet in the sky, which feels like cheating)

Re: Factorio 2.1 Experimental Release

#69

Earlier quoted context omitted.

Yes. Quality boosts storage for wagons and speed for trains. Also unloading is more compact due to inserter belt side selection. I did a 1m eSPM base though, and I don’t think the totality of all of that would bring me back to trains. Belts are extremely reliable, and I have never managed to make trains so.

Trains don't need to be optimal, they just need to be viable. The fun makes them optimal. I think the quality, speed, and belt improvements did enough to return them to this balance (but I have not played, so I can't say myself).

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Re: Factorio 2.1 Experimental Release

#70
post #40

One of the things that makes Factorio so great is how solid it is, not just in its programming but also in its game balance. (At least pre-Space Age; I can't speak to its Space Age balance from my own experience, though I'd be surprised if it was badly unbalanced). To give just one point of evidence in support of the idea that Factorio is a well-balanced game, there is a guy who goes by "The Spiffing Brit", whose You…

There's another guy who I love watching (@MichaelHendriksLIVE) that exploits the heck out of biter mechanics. But it's generally in the context of difficult modded playthroughs.
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