Live data from Hacker News

Factorio 2.1 Experimental Release

factorio.com

51–60 of 115 posts

Re: Factorio 2.1 Experimental Release

#51
post #7
post #4

I love this game but am kinda disappointed with the patch after almost two years of hype. I was hoping for a total overhaul of the quality mechanics, not just a random nerf here and there. And there is still the big problem that by the time you unlock late game cool tech like foundation, fusion, and legendary quality, you no longer have much use for them. And I am still convinced Gleba was a terrible idea even though…

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?

Gleba was the only planet I really struggled with getting started on, mainly due to the spoilage mechanic. Felt like I was always manually 'jump starting' things at first because something got spoiled and stuck somewhere. Once I finally got a good production loop going though things got much easier.

The main thing I took away from it, was to not be afraid to burn anything that can be burned if things got overproduced, otherwise they would get stuck on the belts and become spoiled. My end setup had lots of looping belts and sorters to dispose of excess production of spoilable products

Re: Factorio 2.1 Experimental Release

#52

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…

I’ve wanted the ability to hang pipe or wire along elevated rail.

Re: Factorio 2.1 Experimental Release

#54
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…

That video was hilarious, with fifty people running around destroying alien nests with pickaxes.

Re: Factorio 2.1 Experimental Release

#55

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…

[deleted]

Re: Factorio 2.1 Experimental Release

#56

Earlier quoted context omitted.

I was so disappointed to unlock fusion the first time. The complexity seemed interesting at first but the power it produces just wasn't worth my time.

Fusion is so useful though. It is easy to set up on ships because it requires no consumables other than the fuel cells, and it has a small footprint. It is easy to set up power on all planets by stamping down a blueprint, and requires minimal resources shipped to them. If you're not expanding the factory, you probably already have a setup that works, so I can see why it would feel useless. But, when you want to doubl…

The real problem with fusion is it comes so late in the game that it's mostly useless if you're planning to stop when you get the victory screen.

Re: Factorio 2.1 Experimental Release

#58
post #26

I'm especially stoked about space-to-space logistics. One of my first projects will be an in-orbit space platform factory, so that making a new space ship won't take a bazillion rocket launches just for the platforms.

And the addition of mixed-use rockets! That is going to make it a lot cheaper to easily kick up initial platforms.

Re: Factorio 2.1 Experimental Release

#59
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…

Here's one of their many impressive software dev stories: making transport belt update multithreaded https://factorio.com/blog/post/fff-364#:~:text=Multithreaded...

Re: Factorio 2.1 Experimental Release

#60
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

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 Satisfactory did slightly better, there was more reason to use them there (that game certainly has other weaknesses though, and overall I prefer Factorio).

Post reply on HN