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The Factorio Mindset

thediff.co

291–300 of 358 posts

Re: The Factorio Mindset

#291

I own a copy of Factorio, yet I never play it. Whenever I think about playing Factorio, I think what I really want to do is emulate biology, not industrial machinery. I want a game that lets me alter genomes slightly and try out several branches to see which ones are better for the world I'm trying to create. I want to fast forward through time so that evolution can run its course, then if I don't like the outcome, I…

Another recommendation is cellular automata, perhaps combined with some evolutionary algorithms (like genetic algorithms, genetic programming, etc)...

You can use a functional language to program them, or any other kind of language of your own choosing.

You could write your own from scratch or using any one of many libraries to do some of the heavy lifting for you and concentrate on higher level problems.

There's a lot of literature and research on all this, so it's not at all hard to get started if you're in to programming already.

Re: The Factorio Mindset

#292
To anyone bored with vanilla Factorio, I'd strongly recommend trying out some of its hundreds of mods.

As much as I love vanilla Factorio, mods make it 10x better for me, and solve all sorts of little complaints and annoyances in the vanilla game.

If there's something in the vanilla game you don't like or want to improve, odds are there's already a mod that fixes it for you.

Re: The Factorio Mindset

#293

Earlier quoted context omitted.

Speaking of that... When people talk about limitless cheap energy from fusion reactors in 30-50 years, I wonder about goal warning from water great from all that energy consumed and turned into waste heat radiated into Earth's atmosphere.

That will be a problem in a few hundred years of our energy consumption continues growing at this rate; I've done the math on this website a year or two ago.

Do you have a link to your math?

Re: The Factorio Mindset

#294

To anyone bored with vanilla Factorio, I'd strongly recommend trying out some of its hundreds of mods. As much as I love vanilla Factorio, mods make it 10x better for me, and solve all sorts of little complaints and annoyances in the vanilla game. If there's something in the vanilla game you don't like or want to improve, odds are there's already a mod that fixes it for you.

What are your fav mods?

Re: The Factorio Mindset

#295

Earlier quoted context omitted.

That will be a problem in a few hundred years of our energy consumption continues growing at this rate; I've done the math on this website a year or two ago.

Do you have a link to your math?

I can't find it, sorry. You can reproduce it, though, just increase energy consumption exponentially by 1.04 or so until it reaches 1-2% of the insolation from the sun. I had done it a different way but retrospectively this is easier and better.

Re: The Factorio Mindset

#296

Going to give a shoutout to https://anuke.itch.io/mindustry and https://songsofsyx.com/ In particular, mindustry can actually run scripts within the game to automate a lot of things. If you like factorio you're going to like these 2 games.

I tried Mindustry a bit and found it not very appealing, but looking back at it I realize a big part of that is just the visual appeal - or the lack of one. Song of Syx looks interesting though, definitely worth at least a try. Thanks for the recommendation.

Personally I put songs of syx above that of mindustry. But Mindustry is more closely related to Factorio.

Songs of syx is very fun.

Re: The Factorio Mindset

#297

To anyone bored with vanilla Factorio, I'd strongly recommend trying out some of its hundreds of mods. As much as I love vanilla Factorio, mods make it 10x better for me, and solve all sorts of little complaints and annoyances in the vanilla game. If there's something in the vanilla game you don't like or want to improve, odds are there's already a mod that fixes it for you.

What are your fav mods?

Most of the mods I use are utility and convenience mods... here are some of my favorites:

= Todo List - don't know how I ever lived without this mod, which I use to keep track of what I need to do next... absolutely essential for larger bases. I really wish it could be used 100% from the keyboard, but it's still good despite requiring the use of a mouse.

= Angel's Addons - Storage Options - the only one of the Angel mods I use... it gives me much larger storage containers, like warehouses, so I don't have to bother with the annoyance of dealing with lots of tiny containers

= Attila's Zoom Mod - lets me zoom much further out than the vanilla game does, also lets me view specific positions on the map very quickly and reliably

= Auto Deconstruct - marks drills for deconstruction once the resources they're mining run out... just a nice little convenience mod that stays out of the way 99% of the time, and simply makes the game just a little bit smoother in that I don't have to manually find any of the drills that need deconstructing

= Belt reverser - quickly reverse belts... saves so much time. This should really be in the base game.

= Bob's adjustable inserters - a quick and easy way to adjust where inserters pick up and drop off to... should also really be part of the vanilla game

= Closest first - make construction bots build and deconstruct close things first.. don't know why this isn't the default

= Even Distribution - super useful way of quickly distributing resources over many consumers, instead of loading resources to one consumer at a time.. should also be in the base game, imo

= Exploration Vehicle 1.1 - lets vehicles run over and destroy trees and rocks in the way

= Explosive Termites - quickly destroy annoying trees. There's a Tree Deleter mod I used to use until it stopped working. That was good too, and even faster than the termites.

= Far Reach - some might consider it cheating, but I just find it annoying and a waste of time to always run back and forth across the screen to do something... this lets me do it from anywhere on the screen.. with a zoom mod, my reach becomes even greater.. both of these together with some turrets make fighting vanilla biters too easy, so if you want to fight biters with this combination I'd recommend using a biter enhancement mod like Rampant to make the biters more of a challenge

= Fill4Me - auto-fill items with fuel/ammo when you place them... very convenient. See the above note on the Far Reach mod, as this is another mod that together with Far Reach and the zoom mod makes fighting the biters too easy.

= Ingos Advanced Start - gives you a bunch of bots and an exoskeleton to start with.. I love this, as I really don't enjoy the slow speed and slow construction/deconstruction rate that I'm stuck with in the early game... this lets me get to the fun parts of the game faster. Not recommended for one's first playthrough, but I find it essential afterwards.

= Inventory Repair - uses repair packs auto repair items in one's inventory.. another nice convenience mod that just does the right thing without interaction

= Laser Lines - super useful for aligning stuff perfectly

= Land Mover - dig holes to make landfill... with the Far Reach and a zoom mod using landfill will let you make 100% secure barriers against biters. Some might consider this cheating, others a welcome relief. I just turned off biters completely eventually, so it doesn't matter to me now, but the mod is still useful to me for crossing lakes and the like.

= LTN - Logistics Train Network - not an easy mod to learn to use, but totally worth it for large train networks, and my favorite of mods of its kind, but I'd use it with LTN Combinator and LTN Content Reader for more convenience

= Miniloader - very quick loaders and unloaders that don't impact UPS nearly as much as some similar mods

= Nixie Tubes - a nice way to display info about various signals

= Power+: Power Utilization Meter - adds signals showing useful information about your power networks

= Splatter Guard - keeps you from being run over by trains.. there are a bunch of other mods like this, which I haven't tried... probably anything that does the same thing will be good enough

= Squeak Through - absolutely essential mod that lets you walk through tight spaces you otherwise couldn't

= Train Network for Players - an easy way to call a passenger train to your location

= Vacuum Cleaner - quickly pick up stuff on belts or from the ground.. much more convenient than the vanilla method

= Where is my body - shows where you died... lots of mods to do this sort of thing.. any of them are probably good. Something like this should probably be part of the vanilla game too.

I use many, many, many more mods (over 100 in total).. but this should be a good start for just about anyone.

I've also disabled biters in my games, because I just find them annoying at this point, but when I had them enabled I also liked to use the Rampant mod to make them more challenging, and a bunch of improved weapon mods like Modular Turrets, which I remember liking.

Re: The Factorio Mindset

#298
post #38

Earlier quoted context omitted.

I would love to see ~ "Factorio - 524 RPM base, trains only no drones" on a resume Or heck, even completing either Angels or SpaceEx mods show a serious amount of dedication, "self-starter-ness" and competence in reading documentation. I've put 5000+ hours in and fell off spaceex in the green space science - so much depth.

Been playing Space Exploration mod with some friends for a little over a year on the same map now. Mabye ~300-400 hours into it and just starting to get naquitie feeling solid. Absolutely enormous scale to it

Oh man after I made my first blue space science I knew I had to stop. I have a family and a career and a base back on Navus to worry about. It became clear that success was so vastly out of reach that I wouldn’t be satisfied for months, and my IRL would go far further downhill. Still, I had to try setting up a couple moon bases, and I never got around to building a ship :/

Re: The Factorio Mindset

#299
post #255

Earlier quoted context omitted.

They've recently revamped it so you can adjust various levels (skill increase, cap, multipliers, etc) and make it possible to play with fewer. I've actually run a couple of single-player games, completely vanilla. Fun in a different sort of way.

>I've actually run a couple of single-player games, completely vanilla. I'll have to give it another go then. Do you have any recommended settings for this?

It has a base setting for something like "1-3 players" that's pretty quick, and there are some advanced settings with which you can make things "cheaper" -- both in time and in resources -- via some coefficients.

I also "cheat" at the start by using vanilla commands to research and level up in all the disciplines -- makes the game more about finding and efficiently utilizing resources without also having to scavenge random stuff to "research". Since there's such a breadth of everything, it reduces the grind ("specializations" are annoying if you're forced to be a jack of all trades) without making it too easy.

It still feels like a real accomplishment to build a large building -- both architecturally and via thinking about how each block traces back to the resources pulled out of the ground -- without requiring huge amounts of time in the game. I'm fairly proud of this one [1], and more so of the industry and infra that supported it.

Plus, Eco is just gorgeous, especially when in single-player with low ecological impact there are so many animals hanging around all the time (peep the alligator in that shot).

[1]: https://images2.imgbox.com/a4/c0/T32EKVh1_o.jpg

Re: The Factorio Mindset

#300

Earlier quoted context omitted.

Anything for iOS?

Mindustry and Shapez IO (browser) are pretty good.

I had forgot about Mindustry...

What have you done to me! Loved that game and wasted way too much time on it, will have to spend some more.

Edit: Looks like it even got a fair few upgrades since! You can even code in game now.

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