|OT| Factorio - I used to have a wife. Now I have a factory | v1.0 available now

prudis

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Factorio


Factorio is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. In the beginning you will find yourself chopping trees, mining ores and crafting mechanical arms and transport belts by hand, but in short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet's resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire.

Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of Scenarios. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.





What people say about Factorio
  • No other game in the history of gaming handles the logistics side of management simulator so perfectly. - Reddit
  • I see conveyor belts when I close my eyes. I may have been binging Factorio lately. - Notch, Mojang
  • Factorio is a super duper awesome game where we use conveyor belts to shoot aliens. - Zisteau, Youtube




1.0 date by kovarex
Hello,
we feel that the Factorio development is taking way too long. The approach "It is done when it is done" was serving us well to deliver a high quality product, but if we continued this way, we would be doing it basically forever. A lot of us don't have any problem working on Factorio for some more time, but the main problem is, that we would like to introduce new features and content instead of just polishing parts that are already present in the game. We also considered, that the game is quite polished now, and if we just pushed the button to release 1.0, it wouldn't be a catastrophe. From our perspective, a lot of things wouldn't be finished, but from the perspective of a new player, the things we are working on now are mainly nitpicks.

With this in mind, we decided to just specify a 1.0 release date publicly, so we have to stick with it. We will just focus on the most important aspects as we approach the date, and we just do whatever we have time to do. Once the 1.0 happens, we can have some rest and after that, we can finally focus on the content and features again.

The date is 25th September 2020.

Version 1.0 does not mean that development on the game will end, or that Factorio is 100% finished. When we have a better idea of what we will be working on after the 1.0 release, we will let you know.
 
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Have bought it and i am tempted to start it but i do not have the time right now.

From everything i have read and seen about this game i am confident it will make me lose my sleep many many nights.
 
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Two million sales

It has long been on the horizon, and the Christmas gift giving has given us that last push, for us to reach 2,000,000 sales. I would say its quite an achievement for a Indie game that has never been on sale.
We first hit one million sales in May of 2017 (FFF-192), so its been about two and a half years to sell another 1,000,000 copies. I wonder how long till three million... Any bets?

I find it quite interesting (and not surprising) to look at the proportion of the sales that come from each of our distribution channels. As you can expect, Steam accounts for the majority of all copies of the game sold.

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What is also interesting, is that we had a lot more sales on our site before we launched on Steam. Either this is Steam cannibalising our website sales, or just everybody who wanted to buy it on our site did so before launching on Steam. Another data point for speculating on, is that 81.3% of people who purchased the game on our website, redeemed and activated their Steam key. Factoring that into the above numbers, about 96.7% of all players own the game on Steam.

 
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Everytime I've been playing Factorio lately, I try to rush to Train tech then spend an incredible amount of time building railroads and separated bases.
But getting resources to flow between the bases in good time and avoid standstills is really hard!

Anyone ever tried playing with many smaller separated factories?
 
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Everytime I've been playing Factorio lately, I try to rush to Train tech then spend an incredible amount of time building railroads and separated bases.
But getting resources to flow between the bases in good time and avoid standstills is really hard!

Anyone ever tried playing with many smaller separated factories?
Currently busy making an ant farm train base (only 1-1 trains, everything gets on/off a train.) Using a circuit network based loosely off of Vanilla Train Network by Haphollas

Blueprints:


Explanation:


Right now I need more iron, and green circuits, and rework my cracking, and do rockets, redo bullet because it's breaking the everything on/off a train rule, add a priority system for requests, ...
 
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I couldn't get past the train tutorials =(

When you finally wrap your head around signals, it's suddenly not so hard.
Just use the following mantra:

Always chain signals when moving into a crossing or merging tracks.
Always rail signals when moving out from a crossing or merging tracks.

Also, use rail signals to segment longer pieces of track so that you can have multiple trains rolling in the same direction on the same railroad faster.

And... You will most certainly run into deadlocks sooner or later, since you always miss something. Then you just have to look around and find the signal that is the culprit and move/remove it.
 
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Took some screenshots to illustrate the latest project I worked on in the game.

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First off, here's my trainyard. All trains will eventually end up here on their routes, awaiting signals being sent down the circuit network that they need to gather more materials.

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All trains go to their respective factories, collect resources/items, then travel to this place, my warehouse. They use the 4 train stops here to drop off all their cargo. Cargo is then transported up to the main warehouse using belts.

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Finally, in the warehouse, all items travel along a long belt, being filtered out and placed at respective train stops, where other trains can come along and collect resources as needed.
Effiecient? Probably not.
Fun to build? Yes, definitely.

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And here is the map I've discovered so far, with labels at my most important factories. This is from a game 20+ hours in and I'm nowhere near building the rocket yet.
I unlocked nuclear power recently, so that is probably my next goal to set up a factory for.
 


Coverage / charging points / the pattern, it pleases me.



Most of the map, top just contains the uranium processing and 8 4x4 not optimal nuclear reactors.
 
Thanks to cheat mode it's only 150ish atm... (I fully intend to build my mall at some point and trash the amount of stuff I cheated in, I swear! There's a tiny proto-mall making belts and inserters to the left of the initial mining area already!)

After my (.16) lazy bastard run I've kinda had enough of the slow start for a while.
 
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Yeah, the slow start is getting a bit boring. Lots of time to get the first techs and build up the first factories. When you've done it a few times you know the fun parts lies later...
 
Dodging ~100 nuclear-fueled, max braking force trains is indeed fun :P
(Not sure if leading cause of death, as there have been quite a bit of waterfill mishaps :D )
 
Does the fuel change the speed of the trains? I just started using solid fuel instead of coal as fuel for the trains.
 

Up to a point, it's more about the acceleration. The number of locomotives and wagons is also a factor.
 
That updated trailer is amazing. Must have taken a crazy amount of time to create that factory.
 
Your world has a max height, so there are borders at the top and bottom. You can only expand infinitely in either east or west directions, presenting a whole new range of difficulties and possibilities for how you build.

TBQH, the reduction of possibilities might be less overwhelming for me.

Hmm. Interesting. Thanks.
 
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TBQH, the reduction of possibilities might be less overwhelming for me.

Hmm. Interesting. Thanks.

Yeah, I've been toying with the idea of trying it out. It seems like it could add some fun moments to the gameplay.
However, I shudder at times thinking about starting over from scratch, since the game takes so long in the beginning.

And if anyone has any good mod suggestions to speed up the start, I'm all ears!