Yes.Is there a way to use the logic stuff so that the smart inserter will only put an item into the chest if the chest has less than a certain amount of that object?
Most of the promise of Spore, if you think about it, was pinned on the dream of making big, chunky, holistic playthings that emerge out of microscopic fundamentals, with the micromanagerial layers falling away with time. It goes without saying that Spore never delivered on such an organic transition from phase to phase, but from the little I've seen, Factorio does exactly that.
I am at the point where I need to start making blue science and it is so overwhelming to even start thinking about. I should probably focus on getting Logistics Bots running first otherwise I'll just collapse into a conveyor black hole. I've got batteries making now so that's a start at least.
For a bit of a challenge I've started up a new game and am trying to get through it without a single conveyor. It's definitely possible, but even in the very early stages it's getting seriously confusing:
It's basically just a struggle to get to the point where I have logistics robots, and then I'll tear everything down and replace it with giant swarms of robots.
It should really be default, or at least, an option.
May i suggest RSO mod for extra challenge before resorting to quirky rules?
Resource Spawner Overhaul is a mod that makes resource patches outside your "starting" zones much bigger and further apart, leading to a much more complex logistics (train) network.
.. It should really be default, or at least, an option.
Just so glad to see this game so well received. The developer is so active, and had worked so hard for years now, great to see all that effort rewarded (even more so) with such a great reception from a wider audience
1. Anyone running this on a 2013 MacBook Air? Will it run?
2. Is this anything like SimIsle or Tropico in that you are essentially building up a lot of coupled and dependent industries?
Isn't it funny how most of the games in this assembly line/construction genre (i.e. SpaceChem, Factorio, Infinifactory) reveal themselves to be pseudo-programming puzzlers?I'm completely addicted to this game.
Can't stop thinking about it. Reminds me of programming a lot
Isn't it funny how most of the games in this assembly line/construction genre (i.e. SpaceChem, Factorio, Infinifactory) reveal themselves to be pseudo-programming puzzlers?
Just so glad to see this game so well received. The developer is so active, and had worked so hard for years now, great to see all that effort rewarded (even more so) with such a great reception from a wider audience
Daamnn....that's impressive
The giant bomb quick look absolutely sold me on this game. God damnit
Game may be early access but it certainly doesn't feel early access. It's been in development for four years before coming to Early Access, and already has a ton of content and depthGame was already on my wishlist, the quick look almost had me breaking my "no early access purchases" rule.
Game may be early access but it certainly doesn't feel early access. It's been in development for four years before coming to Early Access, and already has a ton of content and depth
Daamnn....that's impressive
Also interesting that almost every title in the top 25 are indie games
I still want to wait for a game to be "finished" before jumping in. Kerbal was my first and probably last Early Access purchase.
How is the online co-op? Does it work well? Is this sort of game suited for co-op?
Wow, apparently people are speedrunning Factorio in a bit more than 2 hgours:
Any mods you can recommend?
I want to know this as wellAny mods you can recommend?
Any mods you can recommend?
I'd love to read more elaborate mod impressions. Havent checked out the bigger ones, only a few after the launch.
Finally got this, I am excite!
Any good tutorials I can use for starters?
Well, you're in the right neighboorhood. (I'll talk only about those that i have played)
Let's start:
Core:
RSO - Resource Spawn Overhaul:
Core. Absolute Core. It makes resources spawn in much bigger patches, but much farther apart from eachother.
It basically takes the training wheels off the game. Factorio with no RSO is a shadow of itself.
FARL
Once you have RSO up, you're going to need to make trainways.
FARL makes train tracks laying that much easier: You can just drive a FARL train with enough tracks & electrical poles in the inventory, and it'll automatically lay tracks as you go.
Vanilla small modifiers:
Bioreactors \ Treefarm
Lets you farm wood. Makes the game marginally easier.
Landfill
Enables you to use massive amounts of stone to fill water with soil.
Marathon
Makes the game longer. And for that, harder.
I find it really good, since it scales up how much you need to think about logistics, without adding too many moving pieces.
Infinite Resources:
Makes normal resources behave like Oil, and topping off at 25% yield. So you won't ever actually *run out*. There are alternatives in Angel's Ores and some other mod i can't remember, but the gist is it. (Does not apply to the initial, guaranteed-spawn patches in your starting base)
Generally a good idea to include if doing a Marathon\RSO game, unless you think having to dismantle stations is fun.
Blueprint String:
Lets you serialize and de-serialize blueprints into strings for sharing.
Massive Overhauls:
NARMod (0.11. 0.12 version somewhat forthcoming)
You thought blue science packs were hard? Let's rethink this.
Adds an absolute metric ton of stuff, leading to ~100 item chains to make a blue science pack. Adds ~150 items, mostly among intermediates, and ~10 new basic resources.
Definitely my best experience with Factorio. It's everything that makes factorio good, on steroids. Headache and addiction included.
(If also using RSO, upping the Silicon spawn rate is heartily recommended.)
Bob's Mods:
The main branch of which NARM is a modmod. Adds massive amounts of items, including incremental upgrades to, well, everything, and enemy patterns - but is very severely unbalanced. Tweaking advised.
Adds new...
- Science chains
- Incremental upgrades for basically everything
- Logistic parts for basically anything you can think of
- weapons, enemies, turrets.
- Modules
- Merged modules (callously broken, and advised to be disabled)
NARMod (0.11. 0.12 version somewhat forthcoming)
You thought blue science packs were hard? Let's rethink this.
Adds an absolute metric ton of stuff, leading to ~100 item chains to make a blue science pack. Adds ~150 items, mostly among intermediates, and ~10 new basic resources.
Are you even able to keep up with biter evolution if research is that hard?