Earlier quoted context omitted.
It also plays flawlessly on M* Macs
it does??! well... there goes my day...
Factorio 2.1 Experimental Release
71–80 of 115 posts
Re: Factorio 2.1 Experimental Release
#72One 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…
Re: Factorio 2.1 Experimental Release
#73DONT PLAY THIS GAME - It’s called Cracktorio for a reason. I’ve lost years to this game :)
Re: Factorio 2.1 Experimental Release
#74Earlier 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 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
#75Well, 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
#76Earlier 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).
Re: Factorio 2.1 Experimental Release
#77If 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.
Re: Factorio 2.1 Experimental Release
#78Re: Factorio 2.1 Experimental Release
#79DONT PLAY THIS GAME - It’s called Cracktorio for a reason. I’ve lost years to this game :)
And then I discovered Mindustry. Which is crack-squared, for me at least.
Re: Factorio 2.1 Experimental Release
#80Earlier 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
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 :-/