I would buy this game but $50 is a bit steep and it has effectively never gone on sale (at least not in the past 2 years).
This is a $35 USD game.
Factorio 2.1 Experimental Release
91–100 of 115 posts
Re: Factorio 2.1 Experimental Release
#92Re: Factorio 2.1 Experimental Release
#93One 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…
There's another guy who I love watching (@MichaelHendriksLIVE) that exploits the heck out of biter mechanics. But it's generally in the context of difficult modded playthroughs.
He exploits the game in a different way - entertaining if you know a bit about the tooling. It’s great watching him bring out minor side effects that don’t normally matter - until you’re on a 1,000x science run.
Re: Factorio 2.1 Experimental Release
#94Earlier 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_...
Re: Factorio 2.1 Experimental Release
#95I 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.
edit: It does seem to be 240/s: https://wiki.factorio.com/Transport_belt_capacity_(research)
Re: Factorio 2.1 Experimental Release
#96Earlier quoted context omitted.
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
#97I would buy this game but $50 is a bit steep and it has effectively never gone on sale (at least not in the past 2 years).
Re: Factorio 2.1 Experimental Release
#98One 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
#99Re: Factorio 2.1 Experimental Release
#100I would buy this game but $50 is a bit steep and it has effectively never gone on sale (at least not in the past 2 years).