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Factorio 2.1 Experimental Release

factorio.com

71–80 of 115 posts

Re: Factorio 2.1 Experimental Release

#72
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…

I play on an 8 year old MacBook Pro and with 10k logistics bots it still has smooth graphics and zaro boogs. It reminds me of how good blizzard was in the 90s.

Re: Factorio 2.1 Experimental Release

#74
post #68

Earlier quoted context omitted.

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)

I don't care about aesthetics in factory games (which is a reason I prefer Factorio to Satisfactory, there is way less focus on building pretty factories), that probably helps. I'll happily build a massive factory with very few pillars to hold it aloft, with a bunch of train stations on the side. And to be fair, many machines in Satisfactory are also massive.

I found that the way the resources are spread out in the games and the amount needed for various recipes and the amount of scale you needed to beat the game lead to more trains in Satisfactory. In particular it made it such that spread out smaller factories near resources that then transported intermediate products to big central factories made more sense. In addition, since resource nodes are infinite you don't need to keep moving the mines all the time like in Factorio, so building additional local infrastructure is more viable than in Factorio.

Because the world is hand crafted and more rugged it also means running belts all over the map is less viable, building one long difficult rail that can be used by a bunch of separate transports makes even more sense than in Factorio.

So in summary, I think it is a bunch of small things that all nudge me more towards trains in Satisfactory than in Factorio.

Re: Factorio 2.1 Experimental Release

#75
>Reduced centrifuge stack size to 10.

Well, that'll make Rocket Rush a bit more fun to play. It was taking forever to get up to 40 U235s.

[Edit] Nope.... it doesn't change the requirements from 40 U235, just makes it so a centrifuge will fit on a rocket. 8(

Am I the only one who likes rocket rush?

Re: Factorio 2.1 Experimental Release

#76

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).

they are getting better in 2.1. They get bigger and faster with quality, but the biggest win is the ability to direct unload from the landing pad to bigger trains via the new landing pad unloading bay, within a reasonable range of the landing pad.

Re: Factorio 2.1 Experimental Release

#77
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.

IMO, Factorio has the most depth, but DSP is the most fun.

Re: Factorio 2.1 Experimental Release

#79

DONT PLAY THIS GAME - It’s called Cracktorio for a reason. I’ve lost years to this game :)

I was at risk, but weirdly I can never get automated trains to work, and this blocked my progress.

And then I discovered Mindustry. Which is crack-squared, for me at least.

Re: Factorio 2.1 Experimental Release

#80
post #27

Earlier quoted context omitted.

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).

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

> For complex recipe graphs beyond vanilla train routing is also way more efficient

This had never ocurred to me. Starting to develop a picture in my head that looks a lot like train-served dropshipping. Continuous vs demand signals like top-up and running out? The space savings seem extreme.

Guess I have to do a train play through :-/

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