Re: Factorio, highly addictive game(alpha)
Posted: Thu Dec 17, 2020 8:24 pm
I can't even find oil. Is there some trick to it?
That is not dead which can eternal lie, and with strange aeons bring us some web forums whereupon we can gather
http://garbi.online/forum/
Thankfully you can also throw Speed mods at it to bring it up as well, so the trickle becomes a dribble. I think every single one of my pumps across my map are fiercely churning out 2/s.
I haven't tried one yet, but I've read (I think) that it permanently scars the terrain, like biter creep does right now. Aside from that - nothing I've heard of.LordMortis wrote: ↑Fri Dec 18, 2020 8:37 amAre there any negative to using nuclear attacks? Nests are getting be a bit extreme and red rockets and lasers are starting to get a little weak, even with the spider enhancement.... an I'm still not ready for a railroad but maybe it's time when I do my next infrastructure expansion.
Rails for me were simplified by using the advice I found online suggesting I make a loop. One big loop. Some people use two loops in tandem. This means traffic always travels in one direction and never backs up on itself. No matter how it twists and turns, every train travels the same direction. You need to build in the occasional option for trains to double-back, but that's pretty easy.LordMortis wrote: ↑Fri Dec 18, 2020 2:30 pmTrying to learn rail stuff and it's way more complex than before so it's going slow.
I mean, there's an achievement for a reason.Butterknife wrote: ↑Sat Dec 19, 2020 12:20 am Oh yeah, rule #3 is “You will get hit by a train eventually”.
That's where I'm having issues. How do I get items to be on different sides of the belt. they all seem to be on the same row.Paingod wrote: ↑Mon Dec 14, 2020 8:57 am Inserters come in different flavors.
Reaching past the first belt next to a factory can be accomplished a few ways.
- Use the Red inserter to easily reach the outer belt, but because it's not wildly fast you want to put your "lesser needed" products out there, like if something takes 10 Iron Plates, 10 Green Circuits, but only one Steel - put the Steel on the outer belt.
.
naednek wrote: ↑Sun Dec 20, 2020 1:03 pmThat's where I'm having issues. How do I get items to be on different sides of the belt. they all seem to be on the same row.Paingod wrote: ↑Mon Dec 14, 2020 8:57 am Inserters come in different flavors.
Reaching past the first belt next to a factory can be accomplished a few ways.
- Use the Red inserter to easily reach the outer belt, but because it's not wildly fast you want to put your "lesser needed" products out there, like if something takes 10 Iron Plates, 10 Green Circuits, but only one Steel - put the Steel on the outer belt.
.
Aside from LM's good advice, I also use in-belt lane switches. Basically, because a row of factories puts goods on just one side, I'll create a little gap halfway down where the first section of belt ends, but curves up into the second section of belt, which starts a space back. This creates not a curve, but a flat place where goods are pushed into the belt on the inside lane - and then inserters further down the line add product on the opposite side - so now both sides can be filled. Anytime I have a factory line where I'm making more than a belt can handle, I use this technique.naednek wrote: ↑Sun Dec 20, 2020 1:03 pmThat's where I'm having issues. How do I get items to be on different sides of the belt. they all seem to be on the same row.Paingod wrote: ↑Mon Dec 14, 2020 8:57 am Inserters come in different flavors.
Reaching past the first belt next to a factory can be accomplished a few ways.
- Use the Red inserter to easily reach the outer belt, but because it's not wildly fast you want to put your "lesser needed" products out there, like if something takes 10 Iron Plates, 10 Green Circuits, but only one Steel - put the Steel on the outer belt.
.
Code: Select all
Belt 2 <<<<<<<<<<<<<< vv<<<<<<<Belt 1
(inserter) ^^<<<<<<< (inserter)
Rule 2.5 is no placing a regular signal unless there's enough room afterwards (i.e., the size of gap to the next signal) to fit an entire train.Butterknife wrote: ↑Sat Dec 19, 2020 12:20 am Signaling for rails is easy if you follow the two rules:
1) Before an intersection, use a chain signal
2) After an intersection, use a regular signal
That’s it! Put rails wherever you want, just use those two rules and you’ll be training in no time. Oh yeah, rule #3 is “You will get hit by a train eventually”.
This is a good one. I've had to clear a couple log jams where my roundabouts had one train stuck trying to pass another, while that one was stuck trying to pass the first.The Meal wrote: ↑Mon Dec 21, 2020 8:15 amRule 2.5 is no placing a regular signal unless there's enough room afterwards (i.e., the size of gap to the next signal) to fit an entire train.Butterknife wrote: ↑Sat Dec 19, 2020 12:20 am Signaling for rails is easy if you follow the two rules:
1) Before an intersection, use a chain signal
2) After an intersection, use a regular signal
That’s it! Put rails wherever you want, just use those two rules and you’ll be training in no time. Oh yeah, rule #3 is “You will get hit by a train eventually”.
Paingod wrote: ↑Mon Dec 21, 2020 8:03 amCode: Select all
Belt 2 <<<<<<<<<<<<<< vv<<<<<<<Belt 1 (inserter) ^^<<<<<<< (inserter)
Copy/Paste your entire factory and double your output!LordMortis wrote: ↑Mon Dec 21, 2020 11:04 amI think I launch about 6 rockets an hour in a system that is impractical to expand further and that's OK for now. My current goal is strip enough land to create a playground. That may takes a long time and so far I'm OK with that.
I have not tried to C&P from zoom out. Maybe I should.Paingod wrote: ↑Mon Dec 21, 2020 11:18 amCopy/Paste your entire factory and double your output!LordMortis wrote: ↑Mon Dec 21, 2020 11:04 amI think I launch about 6 rockets an hour in a system that is impractical to expand further and that's OK for now. My current goal is strip enough land to create a playground. That may takes a long time and so far I'm OK with that.
Can you do that from a satellite view? Anytime I've copied and something big, I stood at one corner and then did the CTRL+C, clicked, and ran down to the opposite corner where I let go of the mouse. Then I open the blueprint and clean up any elements I don't want duplicated (sections of other production lines, for example).
The future
So, what are we going to do? There are several possibilities. Retiring is not really an option for several reasons, not going insane being one of them. There are some smaller experiments outside the Factorio realm that we want to do, but apart from that, we still want to extend the game. There is a large pool of ideas, so all we have to do is to just pick from the most potent ones. But the question is: How to package them?
There are basically 4 options:Free updates forever
- Free updates forever
- Factorio 2
- Small DLC packs
- One big expansion pack
A lot of games do it, notably Minecraft and Terraria. They do really well, so the model works, but I believe that it is not the best way to go for us, as we are a little bit more of a niche game with a smaller but more dedicated audience. This means that the room for expansion in the sense of getting more players is limited.
Factorio 2
The problem with a sequel is that it is expected to be very different in many ways, and technically a different game (Starcraft 1→2). Sequels that mainly just extend the content, but reuse most of the stuff from the previous installment were common in oldschool games (Baldur's gate 1→2, Fallout 1→2, Doom 1→2), but I'm afraid that this is not the expectation today.
The point is, that making a 'New Factorio' is exact opposite of what we want to do. Finally, the base game is in a state that we are happy with, things like Graphics, tutorials, engine, multiplayer etc. Specifically we spent most of the effort in the last year on finalising the GUI, and the last thing we want to do is to throw it all away for the sake of changing stuff.
Small DLC packs
Personally, as a player, I'm not big fan of a lot of small DLC packs. It gets cluttered, it gets harder to keep track of what I have, what features is in which pack, and what do I need to buy in order to play with a friend etc. Not even mentioning the developer pain of having small independent chunks of content that need to be compatible and balanced in every possible combination.
One big expansion pack
This seems to fit the best. We could focus purely on extending what we have and make new content, which we want to do so dearly! It would be one well-defined product that would be significant enough to recapture peoples attention, and it would be compatible with our workflow. Technically, it would be "just" a new version of the game, so all the infrastructure of mods being updated, multiplayer etc. would just work the same as it worked until now.
So, Expansion pack it is!
This immediately creates two main questions: What will it contain and when is it coming.
What? It is way too early to show any of the plans, and since we want to keep the iterative process of expanding things that prove to be the most fun, the plan is quite loose anyway.
When? All I can say is, that we are starting work on it now, and we don't think that it will take less than a year to develop. I'm personally very curious how the theory of getting more efficient once the engine is solid will hold.
They get me!stessier wrote: ↑Sun Feb 07, 2021 6:48 am Version 1.1 has been released and Wube released their plans for the future on the blog.
The future
So, what are we going to do? There are several possibilities. Retiring is not really an option for several reasons, not going insane being one of them. There are some smaller experiments outside the Factorio realm that we want to do, but apart from that, we still want to extend the game. There is a large pool of ideas, so all we have to do is to just pick from the most potent ones. But the question is: How to package them?
There are basically 4 options:Free updates forever
- Free updates forever
- Factorio 2
- Small DLC packs
- One big expansion pack
A lot of games do it, notably Minecraft and Terraria. They do really well, so the model works, but I believe that it is not the best way to go for us, as we are a little bit more of a niche game with a smaller but more dedicated audience. This means that the room for expansion in the sense of getting more players is limited.
Factorio 2
The problem with a sequel is that it is expected to be very different in many ways, and technically a different game (Starcraft 1→2). Sequels that mainly just extend the content, but reuse most of the stuff from the previous installment were common in oldschool games (Baldur's gate 1→2, Fallout 1→2, Doom 1→2), but I'm afraid that this is not the expectation today.
The point is, that making a 'New Factorio' is exact opposite of what we want to do. Finally, the base game is in a state that we are happy with, things like Graphics, tutorials, engine, multiplayer etc. Specifically we spent most of the effort in the last year on finalising the GUI, and the last thing we want to do is to throw it all away for the sake of changing stuff.
Small DLC packs
Personally, as a player, I'm not big fan of a lot of small DLC packs. It gets cluttered, it gets harder to keep track of what I have, what features is in which pack, and what do I need to buy in order to play with a friend etc. Not even mentioning the developer pain of having small independent chunks of content that need to be compatible and balanced in every possible combination.
One big expansion pack
This seems to fit the best. We could focus purely on extending what we have and make new content, which we want to do so dearly! It would be one well-defined product that would be significant enough to recapture peoples attention, and it would be compatible with our workflow. Technically, it would be "just" a new version of the game, so all the infrastructure of mods being updated, multiplayer etc. would just work the same as it worked until now.
So, Expansion pack it is!
This immediately creates two main questions: What will it contain and when is it coming.
What? It is way too early to show any of the plans, and since we want to keep the iterative process of expanding things that prove to be the most fun, the plan is quite loose anyway.
When? All I can say is, that we are starting work on it now, and we don't think that it will take less than a year to develop. I'm personally very curious how the theory of getting more efficient once the engine is solid will hold.
Dyson Space Program is what you are looking for.
I'm very new to these games and I thought that they were very similar. What is it that you dislike about about Satisfactory and Dyson Sphere Program?The Meal wrote: ↑Mon Feb 08, 2021 2:49 pm Tuplex's Space Exploration series (focused around a Factorio mod of the same name, and a family of other recommended mods) looks like _a lot_ of fun. The Satisfactory style of game for Dyson Sphere is not the same thing as Factorio, and while I immensely enjoyed FortressCraft: Evolved, it was mostly the exploration and tower defense aspects of that game that did it for me.
Maybe I come around on the Satisfactory style games, but I've watched some Lets Plays and they do not appeal.
IMHO, I have Satisfactory and Dyson and they are both enjoyable, its just that my tastes lean more to a game that provides a bit of reason/pressure to move forward or accomplish more efficiency, etc. In Factorio you have the biters applying pressure which I like. In Fortress Craft Evolved (another 3D builder like Factorio but older), you have the planet's wildlife threatening you to some extent. In Oxygen Not Included (sort of a builder/survival) you always have a reason to keep expanding/building). I just don't feel that same "reason" for Satisfactory or Dyson - but I respect the developer's intent.Apollo wrote: ↑Tue Feb 09, 2021 11:57 pmI'm very new to these games and I thought that they were very similar. What is it that you dislike about about Satisfactory and Dyson Sphere Program?The Meal wrote: ↑Mon Feb 08, 2021 2:49 pm Tuplex's Space Exploration series (focused around a Factorio mod of the same name, and a family of other recommended mods) looks like _a lot_ of fun. The Satisfactory style of game for Dyson Sphere is not the same thing as Factorio, and while I immensely enjoyed FortressCraft: Evolved, it was mostly the exploration and tower defense aspects of that game that did it for me.
Maybe I come around on the Satisfactory style games, but I've watched some Lets Plays and they do not appeal.
That tells me as much as I think I need to know. If an open world/sandbox/building game lacks any kind of pressure, I end up getting bored with it once I hit a certain point of self-sufficiency. It's happened over and over. I've yet to get bored with Factorio. I just keep being impressed by how my factory gets bigger and bigger and bigger and bigger, and each stage has a purpose.Tampa_Gamer wrote: ↑Wed Feb 10, 2021 8:58 amI have Satisfactory and Dyson and they are both enjoyable, its just that my tastes lean more to a game that provides a bit of reason/pressure to move forward or accomplish more efficiency, etc.
Well since in Satisfactory much of the resources that you need and the alternate recipes that you want are behind very strong enemies I would disagree. It's not as obvious as Factorio's biters, especially the need to explore to find the alternate recipes, but the enemies, especially the alpha ones will happily f you up in Satisfactory.Paingod wrote: ↑Wed Feb 10, 2021 9:09 amThat tells me as much as I think I need to know. If an open world/sandbox/building game lacks any kind of pressure, I end up getting bored with it once I hit a certain point of self-sufficiency. It's happened over and over. I've yet to get bored with Factorio. I just keep being impressed by how my factory gets bigger and bigger and bigger and bigger, and each stage has a purpose.Tampa_Gamer wrote: ↑Wed Feb 10, 2021 8:58 amI have Satisfactory and Dyson and they are both enjoyable, its just that my tastes lean more to a game that provides a bit of reason/pressure to move forward or accomplish more efficiency, etc.
The flip side of that is that in Satisfactory we often leave the game running overnight to build up resources because there is literally no risk when you are in your base. Animals don't attack any part of your factory and there aren't any automated defenses because there isn't any need.Lorini wrote: ↑Wed Feb 10, 2021 11:52 amWell since in Satisfactory much of the resources that you need and the alternate recipes that you want are behind very strong enemies I would disagree. It's not as obvious as Factorio's biters, especially the need to explore to find the alternate recipes, but the enemies, especially the alpha ones will happily f you up in Satisfactory.Paingod wrote: ↑Wed Feb 10, 2021 9:09 amThat tells me as much as I think I need to know. If an open world/sandbox/building game lacks any kind of pressure, I end up getting bored with it once I hit a certain point of self-sufficiency. It's happened over and over. I've yet to get bored with Factorio. I just keep being impressed by how my factory gets bigger and bigger and bigger and bigger, and each stage has a purpose.Tampa_Gamer wrote: ↑Wed Feb 10, 2021 8:58 amI have Satisfactory and Dyson and they are both enjoyable, its just that my tastes lean more to a game that provides a bit of reason/pressure to move forward or accomplish more efficiency, etc.
The first person 3d of satisfactory is all about the exploration aspect as verticality is as big part of the game including for your factories. It just gives you another dimension to explore and utilize. I'd say Factorio is absolutely the king of factory games, Satisfactory just gives you a different look that make it more of a crossover with a survival game like Raft, ARK, The Forest, etc. As a fan of both factory games and survival games it's a really nice fit for me.The Meal wrote: ↑Wed Feb 10, 2021 8:59 am Hard for me to be "fair" to those games (I haven't played them; only watched others do so), but I don't see how Satisfactory's the first-person play style adds to the game (and some of the stylish stuff associated with research is a bit of a turn-off to me as well). I liked FortressCraft: Evolved which is a "first person Factorio" but that game had awesome exploration and tower defense elements.
I haven't watched more than the opening 60 minutes of Dyson Sphere, so I'm fully unqualified to hold a strong opinion. But from what I saw, the free-form GUI (as opposed to dropping tiles directly into a Cartesian grid that never readjusts to how things appear on your screen) would seem to annoy me. Maybe cooler elements appear later in the game that make up for what seems to be a meaningful design decision. Lots of gamers whose tastes match mine seem to be enamored with the game. But I do know what sorts of things frustrate me. That said, I'm open to my comparison of Satisfactory and Dyson Sphere being invalid, and that I shouldn't tarnish the second due to the apparent shortcomings of the first.