Live data from Hacker News

Factorio 2.1 Experimental Release

factorio.com

81–90 of 115 posts

Re: Factorio 2.1 Experimental Release

#81
post #43

Earlier quoted context omitted.

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.

I don't fully agree, you just need the Nauvis base to be able to build a ship to Vulcanus. All key ship parts are essentially free on Vulcanus, it's much better suited to being the base you scale up to get space-based logistics really going.

Re: Factorio 2.1 Experimental Release

#82
Factorio is an amazing piece of work. I wish the devs would open source the codebase and artwork; its just such an amazing piece of engineering that I think the world deserves to own it. They could continue charging for players to play the game and charge some royalty for derivatives… The devs have said that they are tired of working on it, which is fine, but wish their solution would then be to release the code or organize institutions that would continue development outside of wube…

I feel like the game could be taken in many directions. True multiprocess support, parallel execution, multi-level buildings and so much more.

Re: Factorio 2.1 Experimental Release

#83

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

I prefer 'Satisfactory' it's a very very chill factory builder. And less annoying in that it's fully 3d, meaning that its always possible to fit one more belt through somewhere wihout having to refactor large parts of your factory.

Re: Factorio 2.1 Experimental Release

#84
post #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.

> automated trains

It was really tricky before 2.0 (LTN mod solved most issues but was not very elegant).

Since 2.0 it's quite straightforward using interrupts:

https://factorio.com/blog/post/fff-389

https://www.reddit.com/r/factorio/comments/1gauzdz/factorio_...

Re: Factorio 2.1 Experimental Release

#85
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…

Space Age is superbly balanced because it’s dynamic, offering multiple paths.

You can mega Nauvis with molten foundries, but that requires importing Calcite.

You can mega Gleba for just-in-time and resource generating blades, but how do you handle stone?

Vulcanus offers limitless resources- yet other planets may actually offer more.

Fulgora offers much if you learn modular design.

How do you handle quality? Dedicated factories, or integrated with production? How much footprint reduction do you want, and how much input efficiency via production modules. But that requires circling back to Nauvis…

Re: Factorio 2.1 Experimental Release

#88

I haven't checked, but have they done anything about my personal balancing gripe: trains vs conveyors? Now that they have faster conveyors and stacking, they've become quite viable for moving large quantities long distances. Which is fine, but it feels like the right way to do that should be trains. My thought is that quality wagons should be able to hold a lot more and quality trains should move a lot faster, and/or…

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.

The throughput of the rail is nearly infinity, but you will still be bottlenecked by the speed of inserters and belts on loading and unloading. I think of trains in best case as a highway that temporarily merges many belts together across a long distance before splitting off again at the end. Ultimately they are about saving space and keeping the infra tidy.

Re: Factorio 2.1 Experimental Release

#89

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?

Upcycling is not that hard. The real problem imo is that legendary quality is such a late unlock, and lower than legendary feels kinda worthless for everything except maybe personal gear and power poles.

Re: Factorio 2.1 Experimental Release

#90
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.

DSP is awesome and makes you hate hydrogen with prejudice. Also interplanetary logistics are better than trains. Combat is kinda meh though. Also hate the spherical grid.
Post reply on HN