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.…
Factorio 2.1 Experimental Release
101–110 of 115 posts
Re: Factorio 2.1 Experimental Release
#102Earlier quoted context omitted.
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.
Inserters have a max throughput of 120/s each chest-to-chest, 12 inserters can (un)load a single cargo wagon so 1440/s per-wagon. So 6:1 belts:wagons, a massive speed advantage over long distances, and much more flexible M:N distribution.
Eg you don’t need city blocks making circuits, just pipe in molten metal and make them with foundries and EM plants. And then you also get steel, copper wire, gears, whatever else you might need.
There are a few exceptions of course, like lubricant for electric engines, but it’s not nearly as complicated as it was pre Space Age.
Re: Factorio 2.1 Experimental Release
#103Earlier quoted context omitted.
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_...
> Since 2.0 it's quite straightforward using interrupts
So this time the crack is even better?!
Re: Factorio 2.1 Experimental Release
#104Re: Factorio 2.1 Experimental Release
#105Earlier quoted context omitted.
> 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_...
I couldn’t get them to work reliably at all in an automated manner. I think I beat the level that needed them by mostly manually operating them, and then got fed up. > Since 2.0 it's quite straightforward using interrupts So this time the crack is even better ?!
You mean without using schedules at all? Crazy. I believe there is an in-game tutorial on basic train automation.
Re: Factorio 2.1 Experimental Release
#106Earlier quoted context omitted.
I couldn’t get them to work reliably at all in an automated manner. I think I beat the level that needed them by mostly manually operating them, and then got fed up. > Since 2.0 it's quite straightforward using interrupts So this time the crack is even better ?!
> mostly manually operating them You mean without using schedules at all? Crazy. I believe there is an in-game tutorial on basic train automation.
1) I've installed -> played -> struggled with trains -> gave up and uninstalled the game about four times now.
2) The last time I tried every setup and combination I could think of, and also every tutorial, forum post, and Youtube video I could find, to no avail.
Re: Factorio 2.1 Experimental Release
#107Earlier quoted context omitted.
> mostly manually operating them You mean without using schedules at all? Crazy. I believe there is an in-game tutorial on basic train automation.
Yes. It would occasionally work once or twice, then stop. Just wasn't reliable. I have no idea what I was doing wrong, but: 1) I've installed -> played -> struggled with trains -> gave up and uninstalled the game about four times now. 2) The last time I tried every setup and combination I could think of, and also every tutorial, forum post, and Youtube video I could find, to no avail.
Re: Factorio 2.1 Experimental Release
#108Re: Factorio 2.1 Experimental Release
#109I'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
#110Earlier quoted context omitted.
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?
People don't like Gleba because it forces you to play differently and not just re-do the optimized builds over again.