Thoughts?

Thoughts?

I like trains.

I always wondered if the enemies were a real challenge or just there to pretend the game is not an autismo simulator.

Has the huge graphics update(high resolution textures, I think) come out yet?

Fun as hell, just wish I knew what the fuck I should be doing.

Mostly the latter.

They're mainly a challenge in that by default they're faster than the PC, and swarm infinitely.

So, they can and will kill you if you don't have a wall of turrets.

They slowly get more powerful, but a wall of laser turrets will hold them pretty indefinitely.

They're definitely not a challenge. The game has no challenges. You need to heavily mod it before you start coming across any.

I've been playing this game at every opportunity I could find for the past four or five months. It's like fucking crack, and one of the best games I've played in a decade.
That said, it can frustrate the everliving fuck out of me.

> an autismo simulator.
Those words have literally no meaning.
As for your actual question, that largely depends on how you set up your game. Customization is a big deal in factorio, especially since 0.15 rolled in and you can tweak individual aspects of the bitter evolution mechanics.

Generally speaking though, in vanilla the enemies should not pose much of a challenge - just force you to be vigilant, but not really seriously threatening you unless you fuck up really badly. You can increase their Evolution rate, the speed at which they spawn and things like that to make things more interesting, but generally speaking they are fairly predictable and gradually grow into more of a nuisance than any actual real threat.

Mods, however, can change that. Fast. I've just spent 20+ hours on a new game with Bob's Warfare, Angel's mods and Rampant A.I. , and slightly sharper Bitter settings, and I'm seriously thinking I might have to restart, because I just can't hold on to my base. It's getting out of hand quickly. Rampant A.I. in particular improves the bitter A.I. drastically and it changes things around a LOT.
It has downsides. Until the mod-maker re-enables safe setting for rails and long-reach electric poles, expansion and extensive rail-networks are basically impossible to build with Rampant.

They added the basis of that in 0.15, but they don't have high-res models for most of the items, so so far only a handful of them have been upgraded. They promise to gradually convert all of the assets into HD over the course of next few months...

The game does not have stop-walls which does not mean the same as that it lacks in challenge. Not ever notion of challenge has to come from a "game over" screen.
That said, yeah. Bitters in vanilla are probably not going to be too much of a hindrance.

I always wondered what the fuck i do with the ores you see near the base
they are not too far to build a entire system of rails but they are too near to build some logistic robots, and they are somewhat slow, i dont know what to do

Did they implement a feature that allows you to plan the layout of your base yet? Or am I supposed to build a shitty first base, and then build a proper one after getting settled?

Conveyor belt system?
There are blueprints which are built by robot constructors, but mostly, yes the game is building a shitty base, then redesigning it to be less shitty.
Multiple times.

Use RSO. Seriously, that is one mod they should have intergrated (at least as optional) into the vanilla game and they hadn't.
Alternatively, you can just tweak the settings (something like the Railworld preset they currently offer), but even then I found the resources spawning too close to each other.

I usually recommend people to avoid most mods until they really played a lot of vanilla Factorio, but RSO is the ONE exception, and the ONLY MUST HAVE mod for the damn game.

Well, partially. You can build ghost structures (you could do that since long time ago). They also provided a blueprint library in which you can share blueprints between games and you can use them from the beggining of the game, so you can make pre-sets of blueprints now and use those to plan out your base beforehand.

But you'll probably still need a simpler start-out setup just to get the materials and items for later setups.
The only way to avoid all of this is mods, like the TinyStart and TinyMarathonStart that will even provide you with some starting equipment as well as personal roboport and 20 build bots that will allow you to basically skip the coal and spagetti stage and have everything you'll need pretty much for green science and forward. But they are basically like cheating, so...

>Conveyor belt system?
That isn't slow too?

Logistic robots are NEVER efficient for hauling large quantities of materials. You can do with one yellow belt what you could do with 20+ logistic robots - it's just never cost efficient.

Just build belts. If you think the throughput is too slow, just add more belts. Speed of the bet itself isn't important, through-put is. And you can easily increase throughput by adding lines. Four-lines, eight lines if necessary. It's always cheaper to use multiple-lines of slower belts than less lines of faster ones, by the way.

Or, alternatively, just use RSO as somebody recommended.

Then keep the ore as a pretty little rock garden.

Maybe put in a happy little bush.

Alright, I see. I could imagine coming up with some modular base blueprints to save time and stuff.

To be honest I mostly feel the game to be a bit lonely, just like Space Engineers.

No, there really is no challenge. The solution to absolutely everything in the vanilla game, from running short on production to capturing large areas of land, is just "build more stuff". There's no challenge in that, just tedium. Factorio is the most tedious game I've ever played.

Yeah, you can essentially pre-produce modular setups in some later-game save as blueprints, save them, then start a new game and just start placing them to save yourself a lot of time on new starts. Using TinyStart and starting with Roboport also helps a lot - since I've started over about fifteen times, I can really appreciate the option to skip placing my smelting-collums inserter-by-inserter. I would not recommend it to anyone who has not played a lot of the game already though.

There is quite a lot of wrong with this post. It's a game about optimization. If the game is slow or getting tedious, you are probably playing it wrong, and there are almost always new options to improve your setups, make things more efficient.
Not to mention the fact that it takes usually around 30 hours just to get the hang of most mechanics. Yeah, after you got to the late game once or twice, things can start to descend into routines and that can get a little boring, but by that time you've probably already played like 50+ hours at least, and it's the point where different settings or mods come in. Or self-imposed challenges.

You can place "ghost" images of structures by shift+clicking, which allows you to plan a big base as long as you have one of each item you plan to use in its construction. In order to blueprint, you have to actually build the base first; it's essentially a "copy paste" mechanic, so it doesn't work if you don't have anything to copy.

The robots that build shit for you are midgame so you'll be placing all your shit manually for the first half of the game, though.

They seem to think that piling on more content = more depth. I think it's exactly the other way around. Without shit like electric inserters and underground belts you have to put a lot more thought into your design

Still a pretty good game worth the money

>It's a game about optimization.
You could play from start to finish haphazardly placing things without caring about optimization or efficiency. "It's about optimization" is a 100% self-imposed rule, and you can make any game "challenging" with self-imposed rules. You could decide to have a playthrough where you don't destroy any alien nests and only use solar power. I'm sure that would be a challenge, but that doesn't mean the game itself is challenging.

>playthrough where you don't destroy any alien nests
Except that you need to for Alien Research Juice to launch the rocket and finish the playthrough.

Not anymore

First of all: no. You really could not. If you fuck up your logistics, it does not matter that you pile up more stuff, you are still going to progress at an absolute snail pace. In fact - and this is something I somewhat dislike about the vanilla game in later stages, is that it essentially devolves into endless ballancing and ratio-counting act.

Second of all, it's a 100% self-imposed rule that you want to get better at any game. So that is one really shitty argument to present. Some games slow you down by forcing you to repeat the same segments. Factorio does not face you with a screen that spells out "you lost", and does not force you to repeat the same action, but instead just slows you down until you had figured out a better solution.
Again, a comparison can be made to adventure games. Most adventure games can be eventually solved by literally just randomly clicking on everything and combining every item with every other item, but that does not mean that they lack challenge.

Just because it does not hold your hand and carefully take you to the place saying: "See this thing. This is where you fucked up. So here you have another try, do it again" does not mean that it does not punish stupid and thoughtless behavior, and reward careful and thoughtful one.

Of course, if you have a problem of finding joy in figuring out how to make things better and to improve your own creations, then it's not a game for you. But it's not a fault of the game, a lack of design ideas or careful implementation - it's that you just need much more controlling and hand-holding design in your games. That is not necessarily a bad thing, mind you. This is not an attack or insult towards you. But you should realize that it's also not a fault of the game either.

Texture packs are literally the easiest thing to install

Same

The trains are awesome and the system is great, but honestly, without at least some rudimentary mods, they are criminally unecessary in the vanilla game. Seriously, without RSO you'll probably never need to build more than one or two train-lines to haul raw resources into your main base and that is all.

This is why I REALLY like Angel+Bob. Because in the mid-to-late game, it's basically impossible to build your base without having extensive rail-road network hauling mid-products between specialized factories. It's really rather amazing fun.

It's a fun game but needs more content at the end. Aliens should be a bigger threat.

Mods solve that. The alien threat, that is.

But yeah, Factorio feels like a fantastic platform that does not live up to it's full potential. I've always argued that while game really nails the first half of the equation (production), what it really lacks is the second one, supply and demand.

To me, the best way to lead Factorio is towards spending and market systems, where you have to adjust your production to some forms of ever-evolving demands.
That said, the developers said that they have no such plans to do anything like that, pretty much simply because they are really fed-up with that game, and just want to polish it and ship it, and doing any major changes to the end game, introducing actual markets for your products etc... would be another 3+ years of hard work that they really don't feel like investing anymore.
Shame. Thankfully the mods can add a lot.

Ah so you played the deathworld difficulty setting and got bored?

I'm scared of trains and logistics bots and I keep starting over right when I need to start using them

Just finished playing it. Amazing addictive game but the late game is a fucking chore. In early and middle game you mostly create but in late game you just maintain what you already made and do a chore things such as making resource hubs. I played with railworld presets and after finishing nuclear bomb technology my resourse hubs were drained and I had to create twice more to satisfy increased needs. After thinking for a few seconds I just alt+f4'd.

Forgot pic

Yeah, and that is still mostly just vanilla. To be honest, the game is best ballanced for 2/3 players coop if you are not using very rich resources presets. The multiplayer for this thing is still hugely underrated (it's absolutely amazing, especially with mods). The only problem is that that you need to get together and find a way to coordinate multiple sessions: spending hundreds of hours in coop is not an easy thing to setup. It's not very well suited for randoms and drop-in.

when is the newest version coming to steam?

It's already out, in experimental stage. If you want to play it, just open the games preferences tab, select "beta" bookmark, "select beta you want to opt for", and chose 0.15X factorio build".
It's already stable and the changes that are being done to it are miniscule, the only real version why they are delaying the release is because the devs are insanely perfectionistic in regards to bugs, and also to give modders time to update and migrate their mods.

ah, thx user

Logistics bots have the highest throughput for short distances. That lack of any collision whatsoever is great.

Their limit is recharging, so if you have enough bots to do your transporting while others recharge in sufficient amounts of roboports, you're going to empty trainfuls of stuff in seconds.

The game doesn't force you to do anything. If you don't wanna, you don't need to be challenged. You are your own limit.

That's honestly the laziest form of design and a guarantee that the game will get boring earlier than it needs to.

I say this as an "autist" who enjoys games like Factorio, Rimworld, Dwarf Fortress and Dark Days Ahead.
All of those would gain a lot from real goals that are measurable by something more than just "You won" screen at the end and time it took you to get there.

>Start up a Deathworld for my first .15 game.
>Only visible oil patch is far to the north in a huge infested zone.
>Have to manually clear out roughly 200 or so spawners to simply arrive at it, not counting the fact I'll need to clear even more to make the area relatively safe, and then run a train and power up there.

Piercing shells can only help so much, and it seems like the shotgun got a nerf since it's nearly impossible to hit targets with more than one or two pellets per shot now.

It's insanely resource inefficient, and the efficiency drops with every tile of extra distance. It's not even necessarily space-efficient as in order to have a large enough cloud of logistic bots, you need a lot of ports to prevent recharging bottle-necks.
Unloading trains is actually one of the few way that they can be efficiently used for larger quantities of items though, you are right about that. Though the investment is pretty damn high. It's a way to circumvent one of the biggest problems in the game: having to build efficient loading and unloading setups.
Frankly, loading and unloading trains is one of my biggest nightmares, one of the few things I feel like I really can't do efficiently yet.

I love engineering games, but I don't have a computer with enough power to run giant turing-complete asperger machines.

>Only visible oil patch is far to the north in a huge infested zone.
That is not a death-world thing though, that is just a generating bug or anomaly. You should ALWAYS have all of your vital resources within the starting area.

Factorio is REMARKABLY well optimized for what it is. Like: insanely. It's actually pretty typical for the game: the developers flat out admitted that optimizing the code is what they enjoy MOST about the development process. Fitting that they made game mostly about optimization...

I run fairly big Factorio games on a fucking McBook Air from 2011 without noticeable framerate hits. So, while I'm not sure what kind of machine do you have, but unless its the kind of machine that lags when playing minefield, you should be able to play the vanilla game fine on nearly any hardware.
It might start to stagger when you have tens of thousands of items on screen all moving at the same time, but that is fairly unlikely to happen.

There is a free demo for the game, by the way. You can give it a shot and see if your computer can run it.

Is that the railworld preset?

Default preset looks very different. pic related

Nevermind, you litterally stated that in the previous comment

Not him, but it does not look like it's a pure railworld preset, considering the bitter spawner density. By default, railworld prevents expansions (and sets bitter lair density to low). So my bet is that he enabled bitter expansion at least.

I wholesomely disagree: a game entirely devoid of skinner box mechanics makes the game last much longer. You are never, ever, grinding for the sake of someone else's goal. You are grinding for a goal you yourself decided was worth the effort.

(Not entirely true: There are achievements, namely the 20M green circuits one)

You are playing the game because you want to play the game. If you didn't, you'd just drop it and do something else you like. There's nothing encouraging you to burn yourself out.

Lack of goals does discourage newbies not yet familiar with the game, who have a hard time coming up with meaningful goals. But I feel the game has a decent learning curve and conveyance with the tech tree climb it has.

By the time you're capable of launching a rocket, you know just enough to give yourself new goals. You don't even need to actually launch a rocket!

wew

Im playing this sweet game with a cool friend of mine and it's one of the best games we could ever chose to play, we plan how to build the bases, what tecnologies to use, we coordinate ourselfe to attack efficiently and we do most of the time jobs by ourselfs (for example, I might be working on the train system while he works to set up a chemical refinery center) so we dont really depend to ourselfs, but at the same time we contribute at the same time, making the game twice as fast and efficient.
Also its pretty cool when we have to design complex systems and we start discussind and testing thigs together.
Truly this game is the perfect no-homo coop for engineers out the market

Yeah, the coop is great. But finding time and opportunities and syncing up schedule to play it is a pain in the ass, since it require quite a bit commitment.

Also, its a bit of a problem when each of you have a very different level of knowledge of the game mechanics.

The problem is, self-assigned goals like that have no objective rules.
It's tolerable if the game is flexible enough to allow objective rules to exist, but it's still a pain.

I'll post the rest of my post later, because I'm getting connection errors with all of it for some reason

Looks like it was some retarded server thing, I need to keep butchering my post because there is some banned phrase or something.

By "objective rules" I mean something that can be enforced:
>no belts in factorio
>no traps in dwarf fortress
>world settings

Last part:

Then there are "soft rules", which are basically roleplaying:
>no using too strong things (without explicitly stating what it is)
>no using AI exploits like tower-defence-style corridors

Games are games and not simulators precisely because of goals, victory conditions and defeat conditions.

The thing about Factorio - one of the reasons why the game is actually DANGEROUSLY addictive - is that it is actually a complete MASTER of creating small, short-term goals for the player. The only thing that people tend to struggle with is the way that it incentivizes (that is probably not the right spelling) the player to complete them: it uses "soft" incentives, while most games enforce hard incentives. The goals in Factorio are implied (which is actually fairly normal) but actually fairly clear: unlock the next technology tier, get closer to launching the rocket, don't get eaten in the process.
The negative incentives on the other hand are more unconventional: the game "punishes" the player not by hard fail messages, but rather simply by reflecting his efficiency. And that is somewhat unusual and confusing to people: the fact that you are not "failing" in this game, you are just "not doing well". You can, in theory, complete the game without ever making more than 500 iron per minute. It's just going to take a FUCKTON of time and going to be a slog.
And Factorio punishes you by being a slog, and rewards you by increasing the speed of your progression.
But within that process, the game is incredibly good at generating small, immediate tasks for the player. Its actually really damn good at emergent goal-making, by consistently generating situations where you can see that some part of your factory is not working efficiently. Your green science is going slowly because you aren't making enough iron? Goal: improve your smelters. You've fixed your smelters, but now you are not making enough iron per minute to feed them: Goal, build a mining expansion. Expansion is set up, but now your trains are dead-locking: Goal - fix your rail signals. Your trains are fixed, your smelters are fine, but now your power production is strained: Goal: improve your power production.
And so on and so on and so on. The game is good at goal setting, is what I'm saying.

But the problem is lack of objective measurement.
You don't know if you're doing well, not even if you're doing well enough.
You can set everything up and let it mill until resources run dry and it will work just fine.
The only measure of whether you're doing well or not is often just if things are still working rather than choking due to lack of resources.

I wish there was a game mode where you actually need the efficient designs. And not because otherwise you'll need to wait or tediously rebuild attacked areas, but because of hard limits on resources you can gain before technology x or something like that.
This would allow "good enough" and "better than just good enough" to actually matter.

I always thought that was just a standard thing. Most of my games I have to venture beyond the start to get oil, normally it's not too bad because I only have to kill a few biters with turrets before I get there, now I have to deal with worms that outrange my turrets and medium biters or bigger.

>You don't know if you're doing well, not even if you're doing well enough.
If you are paying even a little attention, you can pretty easily tell if you are doing well. You either see your factor running smoothly, or you don't. You either have to wait for stuff to complete, or you don't. Things either work even without your supervision, or they don't. It really isn't that hard to tell if you are doing well in this game.

>You can set everything up and let it mill until resources run dry and it will work just fine.
Have you even played the game beyond mid game?

>This would allow "good enough" and "better than just good enough" to actually matter.
There are in game modes and mods both doing this already.

>You either see your factor running smoothly, or you don't.
"Running smoothly" is an incredibly vague measurement.
All you can really say is that it is not overloaded and not underloaded for its current size - with the size also being a vague measurement.

>Have you even played the game beyond mid game?
Didn't finish a 0.15 run yet, but everything I say applies perfectly to versions before science rework.

>There are in game modes and mods both doing this already.
Didn't see the mods, but the only game mode I've seen that does anything like that is the timed mode, which is shit because it values speed rather than design quality itself. It's not like Spacechem, but closer to RTS mode.

What does the mining productivity bonus actually do?

Same shit as productivity modules.
It adds a purple bar that fills at productivity % speed and also produces same shit as the green bar, at no cost.

>"Running smoothly" is an incredibly vague measurement.
Actually, "things move" and "things don't move", and alternatively "the belt is full" and "the belt is empty" are not particularly vague sentiments that don't really offer that much space for possible misinterpretations. Seriously, just turn off the extended view and you'll clearly see that all the machines are running or they don't: it's why they are all animated in vanilla game.

>Didn't see the mods, but the only game mode I've seen that does anything like that is the timed mode
Waves, supply and demand, and fuckton of user-made mods.

It just produces extra stuff. More actual ore per miner/patches.

>Actually, "things move" and "things don't move", and alternatively "the belt is full" and "the belt is empty" are not particularly vague sentiments that don't really offer that much space for possible misinterpretations.
They are also fucking useless without tons of context, which in turn is not measurable so easily.

First of all, no, you don't need that much context. Seriously there are visual ques for everything you need to know. And if you are completely brain-dead, you can download the bottleneck mod that will literally add giant red, green or yellow dots showing the status of every single machine.

Him here. It's a pure railworld preset.

Nigger you don't understand
You need context to know what does the belt clog actually mean for the factory.

It doesn't matter that iron belt is running smoothly if it's caused by steel consumption being lowered by mechadildo factory stealing all gears from engine factory.

>You need context to know what does the belt clog actually mean for the factory.
Wow, the game requires you to... think a little? Like make connections and be able to tell when "a lot of stuff on the belt" is a good thing and when it's a bad thing? Like paying attention to whenever it's an input or output belt?

What the fuck are we arguing about here. That you literally can't tell if your factory is not working properly? Because that just makes you really, really damn inept at the game. And you seem to be complaining that the game does not literally just spell out for you what you had done wrong and requires you to actually double-check it.

But it's all so bizzare. Maybe in petrochem you can get confused about what is causing the damn hold-ups, but in normal production: "is the machine moving? Is the output belt full?" is everything you need to know to check if your production is efficient or not.

If it's not moving and the output belt is empty, it's resource starved. If its not moving and the output belt is full, then you need to check the next step of the production (look at the next set of machines). If it's moving consistently, do the same.

Done. It's not fucking hard!

Holy shit you can't even track the "goal" of the conversation and you're trying to talk about multiple goals of a game here?

The point is: factorio endgame turns into a giant unspecified mess where you jack off over meaningless numbers, but can't actually git gud, because there is no such thing as gud or any real goal.
This is a cancer on design of all the sandbox games that greatly reduced their replayability and even playability after the learning phase.
Factorio, Dwarf Fortress, Rimworld etc. could all be so much better if they had something to do at all points in game, not just
>survive
>gather resources
>research
looped

Very fun autism game
Great way of wasting hundreds upon hundreds of hours.
But screw the devs for simplifying their original plans for nuclear power for the retards.

It's fucking elementary. During almost whole game your main goal is to produce science packs. So if they are not being produced you just check step by step starting from your labs where is the problem.

>The point is: factorio endgame turns into a giant unspecified mess where you jack off over meaningless numbers, but can't actually git gud, because there is no such thing as gud or any real goal.
First of all, you never actually established any of this. We are talking about end-game? AFTER YOU FINISHED THE GAME - that is after you fired the rocket? Of course there is a problem with goal-setting once you finished the games goal.
Or are you actually talking about LATE game, with most technologies unlocked but still building up the rocket?
In that case, it's just wrong:
Either you have to wait for something to happen, which means you've done something wrong, or you constantly have something to do, which means the game is running as intented (e.g. it's actually fun to play).

>where you jack off over meaningless numbers, but can't actually git gud, because there is no such thing as gud or any real goal.
The FUCK ARE YOU TALKING ABOUT. Post game? After the rocket is launched?
YEAH. You completed the fucking game. Jesus. You are complaining that the game isn't giving you goals after you completed all of its explicit goals: sure, once you enter the pure sandbox, the game is effectively over, anything you'll do further is just entirely up to you. It's handing the playground to you, in case you want to fool around more.

But if you are talking about anything else but the post-rocket-launch phase, you are just plain stupidly wrong. There is a very simple fucking way to measure if your factory is doing well or not: DO YOU HAVE TO WAIT FOR SHIT TO COMPLETE, OR DO YOU CONSISTENTLY HAVE THINGS TO DO.
If you have things to do, then those are your fucking goals. If you are waiting for something to happen, then you have fucked up, and it's time to go back to the drawing board. How fucking more simple do you want things to be?

How do you transport the fuel? Logistic bots?

It's not mine, but yes, which feels bad because logistics bots are cheating.

Nuclear reactors were a huge dissapoitnment. First I saw those 3 new building and was scared the reactor would explode if I wont transfer heat somewhere but in the end it was just glorified boiler.

They originally HAD planned something like that, reactor cycles, etc. but then they were worried it would confound stupid people so they decided against it.

steam sale never

>If you are waiting for something to happen, then you have fucked up
The opposite is true:
Waiting is 100% fine, because the only real goal is launching the rocket and everything else is self-imposed.

You must be way higher on the autism spectrum than me if you can have fun doing the exact same thing over and over and still have fun. Shit like setting up yet another mining station or yet another crafting line (instead of optimizing the existing one). Those aren't new goals.

>start new game
>get initial setup going
>all is well
>start expanding and automating
>get bored and quit

I just can't do it

There is already mod that re-introduced all of those mechanics in.
Modding community for factorio is fucking amazing and well worth following. The devs tend to opt for the least "invasive" and "polarizing" option knowing all too well that if people want more hardcore variations of their mechanic, they will plop a mod doing them up within weeks.

Is there a way to automate purple science packs or is it just playing search and destroy to collect artifacts?

They're more of a nuisance more than anything. They stop you from expanding too much, forcing you to defend your outposts as well as making sure you're researching military tech.

With the new update, alien artifacts are gone, so they mean even less now.

>The game has no challenges.
Factorio is one of the most challenging games out there you uneducated retard

Making an efficient factory is exceptionally hard

Uh... you might be actually, like clinically fucking retarded. We have already been through this, actually. See Seriously, the fuck is wrong with you?
You are actually calling other people "autistic" because they can figure out that "having fun" is part of the point of the game, and that "doing things in an un-fun way is probably doing something wrong?"
Jesus FUCKING CHRIST. You literally cannot fucking understand how can someone have fun with a game when the game does not show a giant "YOU ARE DOING IT WRONG, LET ME TAKE YOU BY THE HAND AND EXPLAIN IN PAINFUL DETAIL HOW YOU DID IT WRONG BECAUSE YOU LITERALLY CANNOT BE TRUSTED TO FIGURE ANYTHING OUT ON YOUR OWN" sign.

God dammit you moron. The fuck are you even talking about. I'm not doing the same thing over and over again: that is kinda the point. You don't need to do it over and over again IF YOU DO IT RIGHT. That is one of the most reliable ways to identify if you are doing well. It's a game about automatization and optimization: you either do it right and then you can let it run and move towards something else, or you did it wrong, and that means you have to do it DIFFERENTLY.
God dammit, what the actual fuck is wrong with you.

Alien artifacts were entirely removed from the game with the latest patch. Now you can automate production of all science packs. The highest tier does however require rocket launches.

>having a massive spergout because someone doesn't eat up shit design like you do
It's not like you have anything to lose from realizing that games can be designed better and have faults.

>everything else is self-imposed.
Thats like saying dark souls is easy since you can spam arrows from a distance and clear everything

"Self imposed" means fucking nothing.

Ok cool, that was the big thing that scared me off when I hit higher tiers.

Well that and me not putting in the effort to learn how robots work.

good game falling into all the pitfalls of indie early access bullshit

>oh we want to hit 1.0 by this arbitrary date so we will cancel planned features in order to meet this goal, rather than just wait until we're happy with the result
>gotta hire people more often than we release new versions
>we have no idea how to balance things so we're just going to throw things into the wild and make changes based on feedback to see what finally sticks
>better let everyone know how hard we're working and how difficult game development is every other week so we have a way of deflecting criticism via self deprecation
>did i mention those people we've been hiring don't live near us so they work on shit from a distance, slowing the shit out of everything

Robots are remarkably simple. They look kinda intimidating at first, but it really is pretty easy. They are also entirely optional and mostly serve to be a convenience, bordering on cheating.

The only two things that I think can be REALLY tough to crack are more advanced uses of Logic Networks, and fucking the fucking rail signals.

Keep digging that grave, kid.

Well, that is a load of fucking bullshit there. Since when is Factorio not ballanced, and since when are they racing towards release date and canceling fucking features? The fuck are you talking about. And are you SERIOUSLY complaining that the company maintains a good, regular and honest communication with their userbase? The FUCK?

>Thats like saying dark souls is easy since you can spam arrows from a distance and clear everything
If that was true, it would indeed mean dark souls is easy.
But Kiki and Bouba, Nito, a lot of other bosses and even many regular enemies are placed in such a way that you can't easily cheese them that way.

>bordering on cheating
Now you're going full retard
>kid
t. oh-so-adult 19 year old
>Since when is Factorio not ballanced
It was never fully balanced and if you were there for production beacons you wouldn't talk about things you know nothing about like that.

Also calm down.

Tl;dr kys fuckstick

Wow so you havnt even played the games you talk about. You can cheese all those bosses with ranged.

Here is your last reply shitposter, you obviously havnt even played factorio.

>Well, that is a load of fucking bullshit there. Since when is Factorio not ballanced, and since when are they racing towards release date and canceling fucking features? The fuck are you talking about. And are you SERIOUSLY complaining that the company maintains a good, regular and honest communication with their userbase? The FUCK?

Chill the fuck out, psycho. I didn't say it wasn't balanced, I said that they had no idea how to balance it and rely on the community to do that work for them. As soon as they pushed 0.15 they had to rush out 8 minor fixes involving recipes, underground belt length, various values, etc.

And take one look at pic related and explain to me what it is they're saying here.
Jesus dude, I like the game, but you need to realize criticism can still be applied to enjoyable games and their devs

>factorio
>racing to completion
It took like 6 months between each of te modern versions you retarded dumb fuck.

>I didn't say it wasn't balanced, I said that they had no idea how to balance it
Well done. You get the "most retarded comment of the week" reward.

It's hilarious to watch that dude get all riled up over people, who actually like the game, pointing out that it isn't flawless.

>you will never see a Factario sale in your lifetime

I'm going to guess and say you're just retarded and have no clue how development work in general works.

There's always a bunch of tickets with pie-in-the-sky features, most of which get sidelined or removed as devs finalize what they envision for a full release. To say that they're rushing is a stretch; rushing would be getting in half-assed feature for the sake of a release.