Factorio, highly addictive game(alpha)

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Re: Factorio, highly addictive game(alpha)

Post by coopasonic »

I'm still miles behind everyone else here, but as I was figuring out advanced oil processing I came across something I don't recall seeing mentioned here and wanted to make sure it was known. When placing something, in addition to rotating(R) you can mirror it vertically(V) and/or horizontally(H). For lining up refineries, that's just magical.
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Re: Factorio, highly addictive game(alpha)

Post by Unagi »

coopasonic wrote: Thu Nov 14, 2024 10:24 am I'm still miles behind everyone else here, but as I was figuring out advanced oil processing I came across something I don't recall seeing mentioned here and wanted to make sure it was known. When placing something, in addition to rotating(R) you can mirror it vertically(V) and/or horizontally(H). For lining up refineries, that's just magical.
It's very helpful with mirroring blueprints too.
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Re: Factorio, highly addictive game(alpha)

Post by Unagi »

So, this is my current base.

This picture is zoomed into the area that was my previous walls... You can see some of those old walls remaining and the rail lines that used to run up against them.
Enlarge Image


Now I've pushed the nests back even further (away from any pollution is the goal) and I've got some newer walls going up - and rail lines being built.
Enlarge Image
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Re: Factorio, highly addictive game(alpha)

Post by LordMortis »

I was too slow getting to lasers and don't feel like doing the work to fight back biters and spitters manually. I need to figure out if I want to change my tune and fight my way back or start again. I guess too relaxed and slow makes for not very relaxed and slow if you aren't up and going enough. I never even go the basics of nuclear power in place, which is what I was trying to accomplish before setting up a laser network. I've yet to relearn nuclear power nor anything more than makeshift oil cracking. After dropping $35 it would be a shame to set this back down before I actually get get Space Age content. I built a rocket silo but then never got batteries and rocket fuel to get my first rocket launched.
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Re: Factorio, highly addictive game(alpha)

Post by jztemple2 »

LordMortis wrote: Thu Nov 14, 2024 3:00 pm I was too slow getting to lasers and don't feel like doing the work to fight back biters and spitters manually.
I found on my first Space Age playthrough that the key was to get a platform in space as soon as I could so I could start generating white science and carbon. Then I beelined to full logistics. By doing that I could use Ghost Mode to plan out my buildings and by putting down a network of roboports I let my construction robots do the building, including walls and lasers. And by putting repair points into my network my many construction robots could repair damaged walls, lasers etc. I also put machine gun turrets and let the logistics robots supply them with ammo.
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Re: Factorio, highly addictive game(alpha)

Post by jztemple2 »

Unagi wrote: Thu Nov 14, 2024 11:53 am So, this is my current base.

This picture is zoomed into the area that was my previous walls... You can see some of those old walls remaining and the rail lines that used to run up against them.
Enlarge Image
That's a thing of beauty :wub:
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Re: Factorio, highly addictive game(alpha)

Post by Unagi »

oh my, thank you. :oops:
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Re: Factorio, highly addictive game(alpha)

Post by Unagi »

jztemple2 wrote: Thu Nov 14, 2024 3:35 pmThen I beelined to full logistics. By doing that I could use Ghost Mode to plan out my buildings
Just wanted to point this out -

Enlarge Image


There is a setting:
Interface settings >> Interaction >> Pick ghost item if no items are available


I will have my mouse over an existing Belt or Assembler or Inserter (whatever) and hit the 'Q' key - and this will now fill my cursor with the ghost of that item to be 'ghost placed' in the world (for planning and/or robots to build), if I don't have the item. Works at the start of the game.


(unless your point was that your plans planned for logistics, and you didn't plan much before that phase...)
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Re: Factorio, highly addictive game(alpha)

Post by jztemple2 »

I used ghosts for planning purposes before I got the full logistics and also so my personal roboport construction robots could do things for me, like build walls near creatures. It wasn't till I left Nauvis that I really appreciated how well Ghost Mode works.
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Re: Factorio, highly addictive game(alpha)

Post by jztemple2 »

Unagi wrote: Thu Nov 14, 2024 9:24 pm
jztemple2 wrote: Thu Nov 14, 2024 3:35 pmThen I beelined to full logistics. By doing that I could use Ghost Mode to plan out my buildings
Just wanted to point this out -

Enlarge Image


There is a setting:
Interface settings >> Interaction >> Pick ghost item if no items are available


I will have my mouse over an existing Belt or Assembler or Inserter (whatever) and hit the 'Q' key - and this will now fill my cursor with the ghost of that item to be 'ghost placed' in the world (for planning and/or robots to build), if I don't have the item. Works at the start of the game.
I was doing things the longer way around, bring up the build menu in ghost mode and select what I wanted to build, or I'd mouse over an existing item and copy it. Good to know there's a shorter way.

And I've never even looked at the settings :roll:
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Re: Factorio, highly addictive game(alpha)

Post by Unagi »

Did you know you can catch a fish and eat it for HP regen?
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Re: Factorio, highly addictive game(alpha)

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On the plus side, I got the Lazy Bastard achievement (launch rocket with minimal pocket crafting). On the minus side, now that I see how space platforms work I think I might be done with the game. I've never built at the scale most others have in this game and the game was always fine with that. When you are heading to other planets you really need that scale and I don't think I am interested in adapting. I think I am looking at around 6 rocket launches just to get white science going. That just kind of annoys me.
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Re: Factorio, highly addictive game(alpha)

Post by jztemple2 »

Yup, even the basic white science requires a number of launches. And then for a platform that can travel to another planet requires several times that amount. Then you'll need another platform that travels between Nauvis and that other planet to shuttle resources. I have a dedicated series of factories just to supply the fuel for all those launches, which still takes a lot of time.

I did get smart and am just using a blueprint of my second platform for my third one, with that platform auto-requesting what it needs to build the platform. Still going to take hours.
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Re: Factorio, highly addictive game(alpha)

Post by Isgrimnur »

I might have an addiction to solar and storage.

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It's almost as if people are the problem.
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Re: Factorio, highly addictive game(alpha)

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coopasonic wrote: Sat Nov 16, 2024 11:40 am I think I am looking at around 6 rocket launches just to get white science going. That just kind of annoys me.
Plus side is that launching a rocket isn't the epic feat it used to be. Previously you had to really work to put one together. Now a launch is 50 blue chips, 50 Lightweight Materials, and 50 Rocket Fuel (I think). 2% per tick. It's a really low bar compared to prior launching. Ships are also permanent unless you move one into a dangerous system and fail to have turrets & ammo production. I've got permanent satellites over two worlds now, dropping supplies and science to be used. They'll do it forever without further interaction, or I could continue expanding them.

I was able to get adequately into Space with a base that started well planned and ended up becoming spaghetti around the time I needed to start making Electric Motors. I didn't even have Nuclear energy running before I was on the next planet. It no longer takes the huge base you needed for a launch every few minutes. Even smaller, more efficient bases with speed enhancers on Boosters near the rocket pad can build out a fresh rocket before the previous one finishes animating the bay doors closing.

If you're feeling resentful about sending up platforms and don't care about time. You can build a minimalist station - a grabber, a crusher, a a pair of furnaces, some inserters, an assembler, and some solar panels. Then send up a rocket filled with wire. From there set the satellite up to grab iron ore, turn it into plates, and then turn the plates into steel. Toss everything else overboard. Slowly but surely that satellite will churn out steel and combine it with wire to produce platform segments that you can use to expand. Sending wire up is the cheapest solution. It takes forever to get going, but it runs in the background while you're doing other things. Come back in an hour or two and find enough platform sections to expand and add more power/furnaces/grabbers/crushers and grow faster.
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Re: Factorio, highly addictive game(alpha)

Post by Unagi »

Isgrimnur wrote: Sun Nov 17, 2024 2:33 pm I might have an addiction to solar and storage.

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I'd say you're just experimenting...
Spoiler:
Enlarge Image
:D


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Re: Factorio, highly addictive game(alpha)

Post by jztemple2 »

I've completed construction on my Explorer Two platform above Nauvis which will be going to Vulcanus. Explorer One, currently at Vulcanus, will return to Nauvis for some refit.

And... (spoiler, don't read if you haven't been to Vulcanus and checked out the fauna there :wink:)
Spoiler:
Explorer Two is also bringing a tank plus uranium ammo and shells to me so I can defeat a dominator worm. Or at least that's the plan. I'm almost stuck at Vulcanus because I can't access the nearest tungsten field which is limiting my production opportunities.
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Re: Factorio, highly addictive game(alpha)

Post by Unagi »

Paingod wrote: Mon Nov 18, 2024 9:54 pm Then send up a rocket filled with wire.
** Just want to say that one should never* Main Bus, Train Line, or Space Transport a low compression item like copper wire. Send the copper plates and make the wire on-site.


*unless you want to.

** okay - I think this is only half valid (and not at all for what you were talking of doing) - the low compression issue is only for belt space - not for train or space platform 'capacity', since the wires stack twice as much... - so, it wouldn't apply in your scenario. But for loading time, belt capacity, and unloading time - the "make copper wire on-site" rule of thumb still holds.
Last edited by Unagi on Tue Nov 19, 2024 2:16 pm, edited 1 time in total.
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Re: Factorio, highly addictive game(alpha)

Post by Unagi »

I need to get off my behind and start building my first space-vehicle to Vulcanus.

I've got my entire border walled off at a great distance, supported by Lasers (weapon damage @ lvl 11), Turrets (physical damage @ lvl 10) w/ Uranium ammunition - and roboport supports - and fed by a train-line that will keep the ports fed with everything they need to entirely rebuild their walls if needed.
Spoiler:
Enlarge Image
I've got a bunch of Rare cargo bays, asteroid collectors and crushers built.
A whole slew of Rare solar panels, and accumulators.
A handful of Rare chem plants, electric furnaces, and Assemblers.
And some uncommon turrets too.

I'm also all decked out in uncommon MK2 power armor- loaded with goodies.
Spoiler:
Enlarge Image
I actually want to get a Tank (maybe 2) set up with lasers and roboports to handle anything that may come up when I'm gone - and then I should be good to actually go.
Also, (always one more thing!) I want to finish off these 2 little copper mines and get set-up on another iron mine before I leave too...
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Re: Factorio, highly addictive game(alpha)

Post by Paingod »

Unagi wrote: Tue Nov 19, 2024 1:24 pm
Paingod wrote: Mon Nov 18, 2024 9:54 pm Then send up a rocket filled with wire.
** Just want to say that one should never* Main Bus, Train Line, or Space Transport a low compression item like copper wire. Send the copper plates and make the wire on-site.


*unless you want to.

** okay - I think this is only half valid (and not at all for what you were talking of doing) - the low compression issue is only for belt space - not for train or space platform 'capacity', since the wires stack twice as much... - so, it wouldn't apply in your scenario. But for loading time, belt capacity, and unloading time - the "make copper wire on-site" rule of thumb still holds.
Oh, yeah - dear lord, no. I'd never run copper wire down a belt on a large scale, though it kind of makes sense for red chips. A single belt feeding 1/2 plastic and 1/2 wires can cover a lot of those.
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Re: Factorio, highly addictive game(alpha)

Post by Unagi »

waiting for this copper field to run dry (so I can extend a smelter area)...

I rebuilt a pedestrian railroad crossing. It monitors the signal on two rails (red wire circuit & green wire circuit) and only opens the gates if it gets two Green signals, one from the red and one from the green wire circuits.
And then just to disco it up, I installed a bunch of lights that just relay the colors from the signals on the given track where the train would be coming from. So the left-side-set of lights only listen to the green circuit, and the right-side-set of lights only the red circuit.

All Green Signals, gates are open and I can run through:
Enlarge Image


Yellow signal on the incoming left-side train, makes all the gates close and the lights show where the train is coming from:
Enlarge Image

Red signal on the track with train inside the section, gates have been closed and will open as soon as it leaves the segment:
Enlarge Image
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Re: Factorio, highly addictive game(alpha)

Post by stessier »

Wimp. Nothing gets the blood pumping more than getting run over by your own train!
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Re: Factorio, highly addictive game(alpha)

Post by Unagi »

stessier wrote: Fri Nov 22, 2024 10:02 am Wimp. Nothing gets the blood pumping more than getting run over by your own train!
It still quite exciting when you get yourself locked inside the two gates.
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Re: Factorio, highly addictive game(alpha)

Post by stessier »

Unagi wrote: Fri Nov 22, 2024 11:04 am
stessier wrote: Fri Nov 22, 2024 10:02 am Wimp. Nothing gets the blood pumping more than getting run over by your own train!
It still quite exciting when you get yourself locked inside the two gates.
At least you can always tear them down or just jump on the train if you really want to get out.

I remember one session when I knew it was time to go to bed because I got run over by the train after spacing that it was coming, and then got run over again while emptying my corpse. :lol:
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Re: Factorio, highly addictive game(alpha)

Post by jztemple2 »

Unagi wrote: Wed Nov 20, 2024 6:09 pm I rebuilt a pedestrian railroad crossing. It monitors the signal on two rails (red wire circuit & green wire circuit) and only opens the gates if it gets two Green signals, one from the red and one from the green wire circuits.
And then just to disco it up, I installed a bunch of lights that just relay the colors from the signals on the given track where the train would be coming from. So the left-side-set of lights only listen to the green circuit, and the right-side-set of lights only the red circuit.
Very cool. I am motivated to tinker with those logic circuits again.
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Re: Factorio, highly addictive game(alpha)

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stessier wrote: Fri Nov 22, 2024 11:25 am At least you can always tear them down or just jump on the train if you really want to get out.
The trains have right-of-way and never slow down, the gate is to stop me. If I make it past the first gate before they both close, I'm locked inside with a train coming really soon at full speed (there is no jumping on this train). That why I built a small 'panic' area (I learned the hard way), so that if I'm ever trapped inside, I can still continue my run and hope to get off the tracks.
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Re: Factorio, highly addictive game(alpha)

Post by Paingod »

After 350 hours of building and rebuilding bases on Nauvis, Volcanus, and Fulgora I finally moved on to Gleba. My last task on Nauvis was finally configuring a fully automated rail-grid base with segmented production lines.

I landed on Gleba and immediately realized I had brought the wrong materials and buildings to support myself there. I like the challenge of not knowing, but really thought I was coming better prepared than I actually was.
Last edited by Paingod on Mon Dec 02, 2024 7:39 pm, edited 1 time in total.
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Re: Factorio, highly addictive game(alpha)

Post by Unagi »

Paingod wrote: Fri Nov 29, 2024 12:56 pm After 250 hours of building and rebuilding bases on Nauvis, Volcanus, and Fulgora I finally moved on to Gleba. My last task on Nauvis was finally configuring a fully automated rail-grid base with segmented production lines.

I landed on Gleba and immediately realized I had brought the wrong materials and buildings to support myself there. I like the challenge of not knowing, but really thought I was coming better prepared than I actually was.
I'm still on the 'Nauvis, Volcanus, Fulgora' part of it all. I will assume that you are in a position to send just about anything else you need to yourself - and that it's just a matter of another shipment?

Of course, the fun is a little bit in landing and seeing just how you are supposed to leverage everything there to get started - but from the rumors I hear about Gleba, it sounds like it may need some outside 'support'.
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Re: Factorio, highly addictive game(alpha)

Post by Unagi »

OMG Mech Armor is amazeballs.
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Re: Factorio, highly addictive game(alpha)

Post by Unagi »

My scrapyard on Fulgora:
Spoiler:
Enlarge Image
It's a fun planet to eventually get figured out.
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Re: Factorio, highly addictive game(alpha)

Post by Paingod »

People keep figuring out Fulgora differently than I do. Lots of filtering and belts.

My Fulgora base
Spoiler:
is basically one long blue belt fed by two 10m+ scrap patches offshore and delivered by trains. I have sections of the looooooong belt set to make "all the buildings", another makes yellow science and a section is set to make EM science. One spot produces only Rare EM plants. Another spot is slowly making Rare personal gear, like lasers & batteries. It's all one long feed that recycles back to the beginning to start over.

I just recycle everything that's not good enough. Over and over and over until it's either good enough, science, or gone.

It clogs from time to time when a chest fills with Rare products and I have to add more chests. I think I have something like 30,000 Rare gears and 20,000 Rare copper plates waiting on Epic/Legendary research so they can be upcycled.
Right now I'm on Gleba and
Spoiler:
it may have cured the urge to play. I've loved the challenge of figuring out each planet's "gimmick" but having everything spoil from rapid 30-second intervals to 30 minutes has created a lot of problems for me, even if I'm not trying to use buffer chests everywhere. I can't even lay down a belt of Nutrients to feed a row of facilities without getting it gummed up by Spoilage on the belt after 30 seconds, and with the rapid decay of some items it's hard to predict when things will fall apart.

It might be one thing if the spoilage counter reset when the next step is produced, but it seems to carry through - so Nutrients with 25% of their shelf life left end up making products with 25% of their shelf life left which end up making products with 10% of their shelf life left by the time they get used. The only time things get reset is when I split an Egg into two Eggs or split Bacterial Iron/Copper into two Bacterial Iron/Copper.

Stack that with "eggs" that hatch into hostiles instead of spoiling and it's really not the relaxed experience that I've enjoyed in Factorio up until then. I shouldn't feel like I tricked the system by "storing" eggs by turning them into Biolabs so I can crack them out with Recyclers later at my leisure at a "whatever" percentage loss.

The entire success string of Gleba hinges on how fast you make all the things, not how efficient you are or how you control resources. It's all speed. Fastest (Rare) facilities with faster (Green) belts with Tier 3 speed modifiers plugged in being moved by the fastest inserters is how you seem to need to do this planet. Everything has a clock counting down as soon as it's made - and if you've got more than 10 of something in the production line, you've probably done it wrong.

I've basically said "Eff it" and am considering moving on to my backlog of games that aren't Factorio, like the Age of Wonders Season 2 expansions and Anno 1800. Don't get me wrong. I've played the hell out of Space Age - 400 hours since release - but I may have hit a limit. If Gleba doesn't "click" in a night or two, I'm very likely done.
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Re: Factorio, highly addictive game(alpha)

Post by Unagi »

Paingod wrote: Mon Dec 02, 2024 7:20 pm People keep figuring out Fulgora differently than I do. Lots of filtering and belts.
Spoiler:
I also recycle the recylced - upscaling with rare Quality Module-3s as it goes, and also I have it all recycling back (after I've grabbed my small stockpile of, say - common concrete) - to improve up to rare (I think that may be the main point behind what I mean behind "understanding" the Fulgora; to mine all the scrap and up-scale all of it ( and all the things you make from it), no matter how it is one may go about that...
Spoiler:
Enlarge Image
Enlarge Image
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Re: Factorio, highly addictive game(alpha)

Post by Paingod »

When I get home tonight I'll take a shot of my Fulgora. It's not compact or pretty. I lucked out with an island right next to my landing site that's HUGE by the standards I see a lot of other folks working with as a main there.
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Re: Factorio, highly addictive game(alpha)

Post by Isgrimnur »

Image
It's almost as if people are the problem.
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Re: Factorio, highly addictive game(alpha)

Post by Unagi »

Woot! Grats!!!
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Re: Factorio, highly addictive game(alpha)

Post by Butterknife »

Well, I suppose if we're bragging:

But don't feel bad. I'm quite insane:
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Re: Factorio, highly addictive game(alpha)

Post by jztemple2 »

Butterknife wrote: Thu Dec 05, 2024 10:14 am Well, I suppose if we're bragging:

But don't feel bad. I'm quite insane:
Well, if you've got over 1900 hours in the game, I don't think you should get that much credit for killing a big demolisher. You probably just outlived all of them :lol: :wink:
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Re: Factorio, highly addictive game(alpha)

Post by Butterknife »

I just beat the game last night! Only .3% of players have done it, according to the achievement. It took me 138 hours if anybody is curious, but as I said before I have a ridiculous amount of time spent playing the game so I'd expect it will take most people longer. I also did it pretty much blind -- I'd read a couple of the Factorio updates on Wube's website but I started to realize they had spoilers in them so I stopped reading anything about the game anywhere. I made a lot of big mistakes because of that, some of them very silly. Here's a small example one that occurs right at the beginning of Fulgora, so if you've progressed very far on that planet you are safe to read this:
Spoiler:
I spent at least 45 minutes trying to figure out how to build my first recycler, only to finally realize that I could recycle scrap by hand. I probably made at least a dozen similar errors.
I like what they've done with the expansion overall, but I'm concerned that they may have cranked the difficulty level up too high. I seriously doubt most people will ever see the endgame. For a grognard like me it is perfect, though. Now I'm going to try to get some of the legendary quality achievements!
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Re: Factorio, highly addictive game(alpha)

Post by Unagi »

Butterknife wrote: Fri Dec 06, 2024 8:37 am
Spoiler:
I spent at least 45 minutes trying to figure out how to build my first recycler, only to finally realize that I could recycle scrap by hand. I probably made at least a dozen similar errors.
I did the same exact thing.
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Re: Factorio, highly addictive game(alpha)

Post by Unagi »

Yeah, I think this DLC may be one of the most impressive DLCs I've ever seen - but I also worry that it's basically a DLC that makes the game even more 'just too much' for a ton of gamers.

Personally, I love the whole thing (still only like half-way through, I estimate) - I have almost 1,000 more hours than you, Butterknife - at 2,772.3 hours and counting - so I'm obviously into the whole vibe of the game as well.
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