Jezal_k23
Guest
Also I don't think the game is even about beating the enemies. That's like a tertiary concern at best. The game is about automation, creativity, building your factory efficiently and using the resources at your disposal to expand.
Yeah but that is easily fixed. Just program the enemies to head towards the base or player and ignore towers. Suddenly the game is 100% more interesting and fun.Factorio enemies don't respect mazes, they just chew their way straight through obstacles. If you annoy them too much by trying to build a maze, they'll just eat the maze.
Yeah but that is boring and not enough. There could still be a traditional mode where the enemies are just as they are now. But a lot of people want a mode where the enemies are a real problem and fighting back is important. They used to drop items in earlier beta but they nerfed that, probably around the time that they decided to half ass everything now that they are millionaires.Also I don't think the game is even about beating the enemies. That's like a tertiary concern at best. The game is about automation, creativity, building your factory efficiently and using the resources at your disposal to expand.
Yeah but that is easily fixed. Just program the enemies to head towards the base or player and ignore towers. Suddenly the game is 100% more interesting and fun.
Enemies are a destructive external pressure on your logistics. Without them there is no threat and your factory can be as inefficient as it wants. With them there is suddenly consequences to blackouts (all your laser turrets stop working), terrible designs (the aliens will grow in power faster than your abilities to contain them) and such.Also I don't think the game is even about beating the enemies. That's like a tertiary concern at best. The game is about automation, creativity, building your factory efficiently and using the resources at your disposal to expand.
Afaik oil was not nerfed in total, it's just that the curve is more gentle: You still have the same amount of oil types to juggle at the end, but now you only have to juggle one type when you start using oil.See: Oil nerfs. When have they actually added anything lately?
I kind of agree. The game never adds any recipes that require large amounts of input/outputs, so you can always just tileproduction and utility are just increases in their bloated area and resource requirements, which is generally reasonable considering progress should require more and more from your factory, but there's really nothing that forces any new adaptions or modifications to your factory aside from what you've already probably been doing between from automation to chemical
If you really want to suffer you can always pile on Bob and Angel's.
I havent tried spidertron(3500 of all research) but as I understand it fires rockets automatically at enemies, and you can make it walk to places remotely.Oh I want the Spidertron.
Is it automated or do you have to pilot it? I really wish they would introduce sentry drones.
As in, you add combat drones to a roboport, and if enemies are nearby they attack automatically.
Oh I want the Spidertron.
Is it automated or do you have to pilot it? I really wish they would introduce sentry drones.
As in, you add combat drones to a roboport, and if enemies are nearby they attack automatically.
- It is a vehicle that can be driven, or remotely controlled.
- It can traverse obstacles and small bodies of water.
- It has a built-in radar, and you can place blueprints in its vicinity.
- It has an equipment grid, so it can build with construction robots and use combat equipment.
- It has four rapid-firing rocket launchers that can shoot automatically.
- It can be researched very late in the game (all science packs except Space).
- Multiple of them can be deployed at the same time, but each requires its own linked controller.
I really hope someone will make mod that will add population to your factory + ground units. So not only you will have to take care of production but also survival of people on planet.
Are there any puzzle like scenarios for Factorio, for example you are given a limited amount of power, space and resource tiles and you have to reach a certain output of item x with it ?
FWIW I think Krastorio does this in a reasonable way. It adds stuff to existing recipes, but also removes other stuff. The inserter stuff is not very cool, but I don't mind wood processing for green circuits (the wood that goes into science is only for the most basic (second most basic?) science pack, which you will obsolete after a few hours). It's way more generous with starting power/storage/items so you can think of it as trading manual mining for extra work to set up basic material automation.As for the mods that you like, such as Angel's or Bob's (or Krastorio 2, which I tried recently), I've found I intensely dislike mods that add complexity via adding more inputs to existing recipes. For example, in Krastorio 2, you need additional "inserter parts" to assemble inserters, and "automation cores" for factories and many other buildings, in addition to the existing vanilla inputs. What I prefer (were I to use such mods) would be expansions or additions, such as a complete "logistical ecosystem" of biomass processing and manufacture (I know there are several popular mods that do this). Krastorio 2 kind of shoehorns wood into science pack production, for example. It's a meta form of adding more inputs to existing recipes.