Posts Tagged ‘factorio’
And not much boardgaming. I actually took the TaoLing to game night this week and played …. one game of Jump Drive. Just wasn’t in the mood to play much. It happens. On the Factorio front I’m building a mega-ish-base (ish because once 0.15 drops I’ll probably upgrade and restart). An interesting learning experience (quite different from speed runs). Also learning how to deal with big alien bases. (I do hope they do something interesting with Laser Turrets in the new expansion, because there are lots of inferior weapon types, and Laser Turrets.
A large up front cost to build, but no ammo cost (assuming your power is fine).
I’ve actually just been watching a lot of Factorio as well. Watching the TaoLing play, and some youtube channels.
I’ve been whittling my best Factorio time down, and got a launch just over the nine hour mark (on peaceful). I think with more play I can make the eight hour achievement. I’ve also kept a factory going longer just to tinker … sometimes you want to play the big game. I’ll probably start a game on hard setting just to get more into the military side, and I haven’t even touched trains (except in the scenario and my first game). Then there are mega-factories. Launching one rocket per minute (RPM) is an impressive feat (I’m going for a second rocket in one game and thinking about just building a rocket factory).
Then there’s the guy who built a factory that averaged one RPM over its lifetime (granted, that was a few hundred hours so he could spend time launching multiple RPM to balance out the first).
And then there’s this guy. His factorio is called Grey Goo Mark I, which is an insanely descriptive name in computing.
And I haven’t yet even taught trains to dance.
So, factorio has that elusive “Just one more,” bit. “Oh, I’ll just balance my belt lines.” “Oh, I’ll just expand my belt factory.” “Oh, here I go murdering again.” And suddenly its 1.30 am.
Update — It also has styles of play. Speedrun (I’m speedrunned out, right now). I just finished every research achievement, and built up a base that has launched 7 rockets. Now I’m trying to figure out advanced trains and started a new game with actual enemies and a goal of a decent (non-spaghetti) design. I may be going too slow. And playing Multi-player with the TaoLing ….
Played a poker session where I won a small and big blind on the first hand, then went down to 40% of my buy in for most of the night, and then went back to 110% right before the game ended. Then I came home and wasn’t quite sleepy enough to go to sleep despite the hour, so I played “just a bit more” of my factorio (air quote) speed run (air quote). I had a fair amount of of rocket units and low density structures built before I finished my silo so I quickly got up to 40% ready to launch within a few minutes of the silo’s completion, but the remainder took two hours, so I didn’t get to bed until … just before dawn. Still, under twelve hours.
Played a game of Magic Realm with the TaoLing. Actually, I mainly let him play, I was sketching out some player aids (literally sketching/drafting. I’m taking a drawing course and since I couldn’t find the graphics I wanted I figured I’d just hand make them for practice). Had a relatively safe, boring game of -6 (elf) and -9 (dwarf) game. Jr’s, Witch found the Altar right away, Absorb Essence’d the Demon, and then used that to a) defeat a bunch of creatures with little/no risk and b) read runes and search the Enchanted Toadstool with no chance of a curse. Actually, the latter part may be wrong. I should check.
Then finished the day spending a few hours exploring the post-launch part of the game. Aidan enjoys managing this (although he mainly just sits and offers advice), and had been asking to continue past the launch. I’m personally more fond of the mid game (the first 10% of the game is pretty much hand-crafting). I’d already built a logistics network (in my first, 35 hour launch game), but now I’m going to try the blueprint system and modular armor and possibly start a mega-base. For a while. I actually took a screen shot of my launch at the five hour mark (T-7H) and then another screen shot at the T+2H mark. They are remarkably similar.
They are remarkably similar.The main addition was the intermediate + advanced circuit production (and speed modules) that were added in the gap above the copper smelting. A lot of expansion happened outside the main base — improved steel production to the north east, a new oil field to the south west (plastic production was my bottleneck and I probably lost an hour before I realized that) and a giant (post launch) solar field to the north west that you can somewhat see. I’m going to test my blueprints out on that and deforestation (to get to more oil).
I mainly put these pictures in to see if anyone else thinks they look like circuits.
I also managed to knock a few games off my “Games you should play soon” list, including my first game of Phoenecia in over a thousand days. It turns out that the GYSPSTYO list is a Top 20 list, so I guess there will always be twenty games on it. But I’ll just try to get the number of games with 1000+ days to zero.
And after a week’s respite, I’ll probably get in a few games of Jump Drive soon.
So — my first rocket launch over the holidays took at about 35 hours (game time, not real. Game time pauses on some menus). Actually building the rocket took ~7 hours. I took a break but then tried again (this time with Aliens not peaceful) and got around 15 hours. I had the rocket researched at 10, but it still took me 5 hours to build.
I’ve never really watched Twitch (or whatever the videogame stream is), although my kids and nephews did (Minecraft, Five Nights at Freddy’s, etc). But hearing about a sub-two hour (real time) launch? That seemed worth watching.
Watching a World Record run is interesting. To be fair it’s a stacked game, but this was the record for a ‘seeded’ board. A map with ginormous resources and a friendly layout and he’s replayed the same map hundreds of times, so he knows the exact layout he wants to build before hand. Still, even with all those advantages? Impressive.
Hypnotic, even. Like watching an organically grown circuit diagram. Every few minutes (after about the 30 minute mark) he zooms out to make sure nothing is wrong, and it reminds me of a VLSI layout. To be sure, this is of much more interest if you play the game, because you can get a lot of strategy advice by watching.
After watching that I decided that:
- I needed a lot more straight lines in my factory
- I need a lot more resources
- To not crowd things together, unless I had a good design layout. (The speedrun was chockablock full of interesting design decisions. Particularly the Blue Circuit layout). Obviously this had a hyper optimized (space) run, but you can’t plan out every rock or whatnot.
Anyway, after watching I decided to try a map with ginormous resources. I’ve almost researched the rocket 5 hours in, but I need to get blue circuits started. Petroleum was a bottleneck: the nearest crude was quite far away. I’ve got much more spaghetti — but I didn’t tune the map besides a few restarts for bad ones.
The TaoLing wants me to continue post rocket, and I may try to build a megabase that can launch a rocket every X minutes (instead of X hours). We’ll see. I did take a break for a week or so to get in ~40 games of Jump Drive, but now I’m back to Factorio.
Actually building the rocket only took five hours, which involved two power outages, an entire rework of the chemical factory network, and an iron shortage that meant that I was running the last few hundred steel from a hastily rebuilt smelting plant. I may start up a ‘real’ game (with non-passive aliens) after this weekend’s bridge tournament.
Or, you know, before.
After 30 hours of Factorio gameplay of the current campaign, I have finally discovered how to build a launch silo! Almost there. Then I read the equipment. Building the silo itself takes the following:
- 1000 steel pipes (which I have around) and some pipes (ditto)
- 200 Electric motors (not easy, but I do have a single factory making them, and most of the precursors built
- 200 complex electric circuits (I have a chain for that, I was pumping those out for speed modules)
- 1000 Concrete (which I’ve never built, sigh)
- Some modules
Then once the launch silo is built I have to feed it:
- Ridiculous amounts of rocket fuel (which requires petrochemicals, my supplies of which are meager just wiped out a hive to grab more crude oil, but now that oilfield is under attack).
- Ridiculous amounts of solar panels
- Ridiculous amounts of everything else, including stuff I hadn’t ever heard of (like “Low density matter”)
- Ridiculous amount of rocket parts.
Why do I get the feeling I’m only halfway (if that) into the game?
As my comment to R.R. indicates, I’ve been playing Factorio as my timewaster. It really does start to get obsessive around the time you need to build green science. There’s a lot to hate about the game:
- It’s an alpha. I abandoned it during the demo (and almost again after purchasing it) because there are some very subtle interactions that aren’t well explained or tutorialized. It’s on the wiki and online, but it’s frustrating. (In particular, a steam plant flashing a power symbol is working, but not connected to an electrical grid. Also, robotic arm inserters are programmed with automatic queueing and inventory management concepts related to just in time demand, but that makes it look like they work once and then break).
- I haven’t mastered the hot-keys and so inventory management is a pain
- The games core concept is basically the worst part of Civ III — the grind.
Point #3 is also the selling point.
Factorio is a game of management, and even micro-management. But when you build a logistical chain, if you do it correctly you won’t need to micro-manage it (past the design). Good luck with that.
When you can’t quite figure out how to get the copper wire to your electronics factory (“why did I build them so far apart, and with a steam engine between them?”) you may just do adhoc warehousing of wire into boxes and then hand-move them when the factory needs more.
Surprisingly (not intellectually, but its a shock to learn something you only vaguely knew) you have to manage a lot of non-tangible items like space, transit, time (ugh, time. Stupid Steel mills, be faster!) as well as inventories and resources. And then I get so caught up in optimizing my supply chain that I realize I’ve lost the scenario because I wasted resources on scientific research and depleted my iron stockpiles before I built what I really needed (trains).
All of which is to say, I’ve literally dreamt about conveyor belts the last two nights.
On a more cogent level, there are valid criticisms of the game. Especially early on you can hit real show stoppers when you research something then discover that new Factory Foo needs a pipeline of petroleum, coal, and sea-shells from a foreign coast? (OK, I made the last part up, but you get the idea). I’m sure that people who play it more can pre-plan for supplies. And — of course — you have to deal with the native life-forms, who destroy your equipment. Resiliency is hard, something I’ve barely touched.
Rating — Aiiee, why do you haunt my dreams? Is no moment safe? So — anywhere from enthusiastic to avoid, depending on what I want to be doing.