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Factorio 2.1 Experimental Release
- fooqux 4mo agoTheir continued all-star Linux support is worthy of applause.
- ivanjermakov 4mo agoThe only simulation game which keeps my laptop fans quiet, incredible.
- Froztnova 4mo agoFor a time I thought steam on Linux had begun to add .desktop files for games. Nah, just Factorio. Wube really is the GOAT.
- allthetime 4mo agoIt also plays flawlessly on M* Macs
- booi 4mo agoit does??! well... there goes my day...
- lowbloodsugar 4mo agoYour day? Oh sweet summer child.
- all2 4mo agoWhen my brother was in town one Christmas break we logged ~100 hours over 6 days playing coop.
- allthetime 4mo agoYeah I had to uninstall after a few days when I realized where things were heading.
- deleted 4mo ago[deleted]
- jswelker 4mo agoI 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 have conquered it twice now.
- wronex 4mo agoI’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?
- OnionBlender 4mo agoMy main gripe was fixed in this patch. Planting and harvesting with the agricultural tower can now be controlled with separate conditions. So now there is a better way to avoid wasting so much fruit and therefore, reduce spore pollution.
- jswelker 4mo agoIt seems like the developer intent based on spores and spoil times and farm space constraints is to harvest small amounts as needed and build just in time products. But the tools to do that a suck, and the best solution is just massively overbuilding all products and burning huge waste piles. If products stop moving, you are kinda fucked because there is no good way to distinguish between fresh and nearly spoiled goods other than simple inserter priority rules. It all works but feels wrong and dumb.
- Cpoll 4mo agoTotally agree. I tried the JIT approach; I could never get it to work, and I've never seen anyone else do it either. The wisdom has always been to keep everything flowing and accept spoilage (or kludge it with lots of bots and then move on). This patch makes it a more feasible, I think. I'd love to see splitter filtering by freshness (e.g. nutrients at >=80% freshness) but I don't think that's in the cards.
- bryanlarsen 4mo agoI 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 fast fusion trains.
- reitzensteinm 4mo agoYes. Quality boosts storage for wagons and speed for trains. Also unloading is more compact due to inserter belt side selection. I did a 1m eSPM base though, and I don’t think the totality of all of that would bring me back to trains. Belts are extremely reliable, and I have never managed to make trains so.
- rkuykendall-com 4mo agoTrains 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).
- reitzensteinm 4mo agoI agree they’ll be viable. They’re much harder to use but roughly equally good. Also my late game experience is probably not representative of the phase just after victory where trains may have a slight edge - there could be a sweet spot there where the decoupling is worth it because you can horizontally scale through bottlenecks. By the end I was using dedicated patches for each science so trains just get in the way.
- tux3 4mo agoFor 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
- jjcm 4mo agoIf you want the core loop of Factorio but with a fresh spin, I highly recommend Dyson Sphere Program. It's my personal fav of the factory genre for the pure scale of it. As a tip, there's full multiplayer support from the mod community that works great.
- skirmish 4mo agoDitto, I never could get into Factorio, it was just too depressing for me to be a tiny human running around in an all-brown landscape (that was years ago, no Space Age), then getting attacked for pollution. Tried Dyson Sphere, and immediately got hooked: a flying robot as the avatar, and you very soon need interplanetary and interstellar exploration and resource exchange. Just felt more techno-optimistic in its mood. BTW in one playthrough (in DSP) I tried to avoid destroying any native vegetation at all, so obviously no blueprints, just lots of fun figuring out factory placement and routing belts around all the bushes.
- el_isma 4mo agoI always just play peaceful in factorio. No attacks to worry, just build.
- Sohcahtoa82 4mo agoIMO, Factorio has the most depth, but DSP is the most fun.
- jswelker 4mo agoDSP is awesome and makes you hate hydrogen with prejudice. Also interplanetary logistics are better than trains. Combat is kinda meh though. Also hate the spherical grid.
- temp0826 4mo agoI'm on the fence about quality now. I really, really dislike the recycler and asteroid processing spamming as the endgame. But is it going to too hard to bother now? Will having to deal with the rare exceptions of actually having a quality item pop out be worth all the extra logic?
- WJW 4mo agoI don't think it'll be too hard; you can build infinite legendary iron from just a dozen or so foundries on Vulcanus. Legendary coal and stone are not much harder, and from legendary coal you get legendary plastic and then legendary steel and copper via the LDS shuffle. It's not quite as broken as the asteroid casinos and feels much more factorio-y IMO. Avadii made a great guide about good ways to farm legendaries in 2.1: https://www.youtube.com/watch?v=ZuwBnOsULkc https://www.youtube.com/watch?v=ZuwBnOsULkc
- LorenPechtel 4mo agoThe crushers could be vastly improved by treating recipes as a filter.
- reitzensteinm 4mo agoWashing ore is probably the easiest solution - research high levels of mining productivity, put quality modules in drills, filter off uncommon+, and loop them through recyclers until they are at the desired quality level. It’s inefficient but has a very low cognitive load. You can improve the efficiency a little by increasing the quality floor each level, eg rare iron ore, epic iron plate, legendary steel. But in my post endgame playthrough I was drowning in so much legendary ore with this method I didn’t bother.
- kzrdude 4mo agoRunning upcycling loops for specific items and materials you focus on is the way to go. Upcycling blue chips is going to continue be overpowered, which nets you high quality of them and their components.. With that said, you can play without quality just fun and playing SE without quality is great too.
- jswelker 4mo ago
- WJW 4mo agoI'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.
- fabian2k 4mo agoIt's already faster even without that because it now uses mixed content rockets to build ships and platforms. But space-to-space logistics do mean that you can make rocket launches less bursty and continually ship stuff into space to then use it.
- WJW 4mo agoYou could always have mixed rockets if you loaded them yourself, which wasn't ideal but not toooo much of a hassle. For me it was more that rocket platforms are dog slow to produce and can be shot up at only 50 platforms per rocket. Not too horrible in the endgame when you may have dozens of rocket platforms, but in the early to mid game it can really strain my rocket capacity sometimes. I plan to have a slow but wide platform with lots of storage that just loops around between Nauvis and to hoover up as many metallic asteroids it can find, then turns them into space platforms. When it loops around to Nauvis, it ships off the platforms to any spaceship under construction that might need them.
- fabian2k 4mo agoI had the same experience with the platforms when I first played Space Age. But this depends entirely on how you scale your Nauvis factory before you start launching rockets. You don't want to start too small, if you rush to rockets too quickly the beginning of your space exploration will be tedious.
- hgoel 4mo agoI don't fully agree, you just need the Nauvis base to be able to build a ship to Vulcanus. All key ship parts are essentially free on Vulcanus, it's much better suited to being the base you scale up to get space-based logistics really going.
- mvdtnz 4mo agoIs there a good tldr somewhere? I love Factorio but not enough to read a changelog that exceeds 40k characters.
- fabian2k 4mo agoThe big changes are presented in the Factorio blog, read FFF #421 to #423 here to get an overview: https://factorio.com/blog/ https://factorio.com/blog/ https://factorio.com/blog/post/fff-441 https://factorio.com/blog/post/fff-441 https://factorio.com/blog/post/fff-442 https://factorio.com/blog/post/fff-442 https://factorio.com/blog/post/fff-443 https://factorio.com/blog/post/fff-443
- ivanjermakov 4mo agohttps://youtu.be/CN4569sUz70?is=GBPUDe1rwt6xvvVm https://youtu.be/CN4569sUz70?is=GBPUDe1rwt6xvvVm
- rmunn 4mo agoOne 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 Youtube channel is all about breaking games by finding an exploit, or a bit of unbalanced interaction between two different game mechanics, and abusing that exploit or unbalanced interaction to the maximum extent possible. Armies with a million archers in Heroes of Might and Magic, that sort of thing. When he did a video on Factorio, I wondered what exploit he had found in the game. Then I watched it. It was about how quickly you could win the game if you got 50 people to play multiplayer with you. That's it. No exploit, no broken game mechanics, just a game mechanic working as intended (yes, any job can get done faster if you can divide it between 50 people who can work on it more or less in parallel). I'm pretty sure that if there had been an exploit to be found, he would have shown it off in his video. That doesn't prove there are NO software bugs in Factorio. But it's pretty good evidence that any remaining bugs are quite hard to run across.
- laughing_man 4mo agoThat video was hilarious, with fifty people running around destroying alien nests with pickaxes.
- kzrdude 4mo agoHere's one of their many impressive software dev stories: making transport belt update multithreaded https://factorio.com/blog/post/fff-364#:~:text=Multithreaded%20belts https://factorio.com/blog/post/fff-364#:~:text=Multithreaded...
- pdpi 4mo agoThat one will never cease to impress me. Belts are basically the “Turing complete” of parallelism — I expect that every single data dependency pattern imaginable can be expressed as belts.
- DiabloD3 4mo agoI'm already playing 2.1, and have been since it came out like 3? 4? days ago. Seeya sometime next decade.
- lowbloodsugar 4mo ago>Disallow quality modules to be applied to crushers with asteroid reprocessing recipes. ruh roh.
- remarkEon 4mo ago> Added fluid mixing warnings. If you attempt to connect two pipes with different fluids, a warning will be shown until the conflict is resolved. Be still, my heart.
- sghiassy 4mo agoDONT PLAY THIS GAME - It’s called Cracktorio for a reason. I’ve lost years to this game :)
- deleted 4mo ago[deleted]
- abhaynayar 4mo agoLmao. Yea I played it once and lost a day. I knew I had to uninstall ASAP else my life as I knew it would never be the same. Never touched it since.
- mft_ 4mo agoI 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.
- ivanjermakov 4mo ago> 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://factorio.com/blog/post/fff-389 https://www.reddit.com/r/factorio/comments/1gauzdz/factorio_20_universal_interrupt_based_train_setup/ https://www.reddit.com/r/factorio/comments/1gauzdz/factorio_...
- bombcar 4mo agoInterrupts are one of those aha moments that completely change how you view the problem space, and see so simple once you get it.
- mft_ 4mo agoI couldn’t get them to work reliably at all in an automated manner. I think I beat the level that needed them by mostly manually operating them, and then got fed up. > Since 2.0 it's quite straightforward using interrupts So this time the crack is even better?!
- mikewarot 4mo ago>Reduced centrifuge stack size to 10. Well, that'll make Rocket Rush a bit more fun to play. It was taking forever to get up to 40 U235s. [Edit] Nope.... it doesn't change the requirements from 40 U235, just makes it so a centrifuge will fit on a rocket. 8( Am I the only one who likes rocket rush?
- laughing_man 4mo agoWhy do you need nuclear for rockets?
- mikewarot 4mo agoI need nuclear for cheap power, I almost never actually rush to make rockets, I just want to avoid the grind for technology research. ;-)
- pm90 4mo agoFactorio is an amazing piece of work. I wish the devs would open source the codebase and artwork; its just such an amazing piece of engineering that I think the world deserves to own it. They could continue charging for players to play the game and charge some royalty for derivatives… The devs have said that they are tired of working on it, which is fine, but wish their solution would then be to release the code or organize institutions that would continue development outside of wube… I feel like the game could be taken in many directions. True multiprocess support, parallel execution, multi-level buildings and so much more.
- HDBaseT 4mo agoI 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).
- earth_tattoo 4mo ago[dead]