factorio train tutorial

Sometimes you make something groundbreaking, but then your sophomore effort takes you to the stratosphere. You must be hire-able in EU, because they can't afford to sponsor people. Comparing non-peaceful mode to peaceful mode, a bit more of your time goes into setting up and maintaining defenses; but once a good set of defenses is established, playing is ~roughly~ the same as what peaceful would be. I fully endorse this idea. This isn't true at all. Post Find a non sequitur something or someone somewhere, bring it to quest giver, for a non sequitur reward. Click to see our best Video content. Getting an ad agency to financially support a video game to get an employee to stay - that's gotta be an interesting story. Have a great production setup and just need more of it? Possibly my favourite multiplayer game of all time. I’m sure the pandemic added a multiplier to those hours that I wouldn’t have seen otherwise. Wow, that's some real impact, seems crazy to me. Edit to add: this does sound like an awesome idea though. Not sure I ever typed a comment that must have sounded so much like an ad. Rather than the survival scenario, I think Factorio 2.0 could be based on taskings surrounding the arrival/departure of transports. imo the core of factorio is conquering scale. I got more than my moneys worth out of factorio and I'm happy to buy DLCs (if they're not a scam of course, which given their track record I doubt they will be). Tutorial:Train signals. This is probably the only saving grace to Paradox's DLC model. Dunno if it's total time on the road, or if it's based on being stuck in a jam for too long, or what. For example, combining a transport simulator, a city simulator, a production simulator and a theme park simulator. A large portion of the game is finding and scanning debris from the Aurora, which unlocks blueprints of new equipment. About a year ago I found a nice discord group that does a new map roughly every month. Pretty visual already: > and programming Factorio extensions themselves. There is a game out there (I shall not name) that is claiming to be a multi-planet 3d version of factorio. updating mods using mod settings breaks settings. I would suggest leaving them off for a first game if you're feeling they're stressful. even wrote a mod for factorio about it. Garbage trucks need to be able to complete their rounds or garbage piles up, and dead bodies need to be picked up. I've played on both peaceful mode and normal settings. I think the challenge is that there's a tension that comes from having lots of optional, interacting systems that the player both a) can make meaningful improvements to a system that contribute to the rest of their game experience ("If i make farming better, my town will have less food") and b) can ignore systems they aren't interested in without crippling their gameplay (or, conversely, improving one system making the rest of the game too easy). Still in development so the tech tree needs fleshed out somewhat still. Biters causing damage disproportionate to my ability to blink off just wasn't a problem in the real game for me. How long have you been playing that you haven't yet built your first base? In Factorio, you have a very large number of active objects with very dense, complex, time-critical and deterministic interactions. As an interesting data point, one of the most immersive experiences I ever had with fiction was throwing story prompts at GPT2/GPT3 and going along with the AI narrative. Lua/JSON objects on conveyor belts, buildings and factories with mathematical, logical, and procedural functions. The game is ridiculously popular and has a fan base that has means. at this point I just want more stuff to do post launch. Oh and the “hash rate” research mechanic is pretty satisfying, feels very crypto. https://anuke.itch.io/mindustry. I think it's partly because mechanics of GPT3 are too complex to guess, and purpose/story pieces itself together from correlations in the training dataset. This is not true at all. It’s not a theme the game actually wants to address, but it’s there, and it bugged me. https://mods.factorio.com/user/Earendel. I played and completed this game a couple months ago also after first playing the tutorial/demo levels. Maybe introduce a new antagonist entirely. And a way to build a Dyson Sphere ;), And it just turns out they hired the person in charge of that mod ;). The inserter-alike that pushes/pulls to/from belts must start or end the belt, which back to our smelting array example means you can't trickle a single belt past a line of smelters you have to hit a splitter first (which is another level of research above belts) and build some real spaghetti monsters to scale your industry. I don't think you can retrofit an efficient closed-form model onto an existing simulation; it has to be designed in from the beginning. Want to know more about different power options in Cities Skylines? Of course part of what I liked so much about Outer Wilds was how strange everything was and piecing together the mystery of a story scattered across its solar system, and how you're basically collecting knowledge, not resources. I paid $30 for 90 hours of entertainment. and aren't too starved for the basic resources needed to do so. Then I run out of space. So if you think about buying it read some Steam Reviews and watch a couple of Videos, but for me at least it was worth buying :). I agree. I feel like the bits they've added (3d and space-flight between multiple planets) aren't adding much to the factorio formula at the moment and at the same time make some of the polish in factorio difficult to implement (e.g. This tutorial explains why and when signals are used, what deadlocks are and where they can happen. There are a couple of games that do toy with this already: As they have stated, it is niche game / segment. It scratches the programming itch while being a break from actual programming. I'd love it if the game suddenly told me that I needed to switch from one end product to another, any excuse to delete an entire factory and build a new one optimized for a different goal. Speaking of crosses, someone should cross Factorio and Stardew Valley. It's basically them saying we consider that the next version we will ship corresponds to the work we promised (which is more than true). I think the problem with this idea is that it has to work extremely reliably, or it basically doesn't work at all. Why are you two not sharing the love?? Co-op, pvp, team production challenges, modded games, you name it. One thing I think would be a good addition to the existing gameplay would be adding RNG elements for more probabilistic / emergent behaviour like equipment failures and ageing, natural disasters, statistical variance in the performance of individual units of same types, manufacturing defects, etc. The scanner is your friend, use it a lot. I share your skepticism on the closed-form model. I like it because it allows me to stack belts to more than two levels which makes dealing with spaghetti a lot easier. Instead of automating with software that was carefully designed and implemented much earlier, the user recognizes an algorithm and then creates the software to take advantage of it just before it is needed, hence implementing it just in time. I feel like the demo levels were setup to teach to to fear and deal with the biters. You have crashlanded on a remote planet and have to start from nothing, acquire resources, build tools, build machines, automate the acquisition of resources, etc., until you have developed enough technology that you can build a spaceship and flee the planet. They could probably fairly easily add on a progression system, expanding on top of the achievements. Play alone, or start a multiplayer game with friends. > factorio is vastly superior in regards of gameplay. Interestingly, it's the only game I know of that uses deterministic coding for multiplayer - rather than updating the game state for everyone (since there are potentially tens of thousands of moving items every tick), all clients simulate it locally using code verified to be deterministic so that everyone ends up with the same view of the game. I do think there are other opportunities to optimize a sufficiently remote base though. I would say that literally any FPS game is going to suffer from not playing with mouse and keyboard though, I don't know how people playing with controllers can stand them. > Or satellite bases too far away for even trains and the like, where you need long-term transports (container ships, ICBM's) to get stuff. Just a weird idea that popped into my head reading your comment. I found that some of those stressed you experienced get better as I went on, because I learn how to fix them ("oh, this again?") People do want more. Things really take off once you get the Seamoth (your first sub). Programmatically, it's not that different from what Factorio is - isometric, moving stuff on conveyors = moving cars on roads, etc. But for some reason, as far as I'm aware, nobody ever tried it. Despawning affects service vehicles too, so if they're frequently being despawned, garbage piles up, people get sick and die, crime goes up, etc. But it's not accurate to say that Skylines traffic is just derived from the statistics of the city. I'm pretty sure this already exists as a mod though. Thought I wouldn't enjoy it as a programmer because I have enough of this stuff during the day. There is so much gameplay hidden in trying to improve the productivity of the initial factory. I don't really think this adds to the game in any way. Or a whole new class of sea and/or undersea base buildings, with unique resources that have to be launched up to the surface for your main base to process. This comes across as (perhaps unintentionally?) Its a very friendly way to do it. IMHO, the 2D top view is a way better interface to visualize your huge factories than a subjective view in a 3D world. Which has been maddening. This way, you could have many complex factories running nearly for free, while your attention is focused elsewhere. I will have another go though. Hunting the fish is one of my least favorite things so far. controlling pumps with circuit network for unloading will make them stop early, trains longer than 31 carriages don't display train composition signals, LTN uses a lot of update time in megabases. And libraries of buildings for different kinds of programming tasks, including programming drones, web services, image and signal processing (audio and video frames along the conveyor belts), scripting Factorio's simulator and user interface, orchestrating scenarios and simulations, and programming Factorio extensions themselves! The jet pack needs to come much much sooner in the progression. You need procgen to create truly large game universes. In other words, these chapters have presented solutions. ARGH! I don't know exactly what game mechanic causes it, but I think I would find it much more enjoyable if I could calmly work on problems without having to run around topping up coal and otherwise putting out non-automatable fires. Getting those 1000 blue circuits was going to take awhile, and rather than fix my bottlenecks to speed it up, I just went to bed and let the game run overnight. Factorio steam early access started out better than current DSP though and things rarely improve much during early access development. (Even in Kerbal Space Program, the closed-form math only applies to stable orbits; internal state is not processed. Certainly factorio was far less polished when it was first available on early access). http://acypher.com/wwid/Chapters/27JITP.html. I was playing with grid on, but cause I hadn't been able to pull off belts to the side as in your picture I was dead-ending belts as close to buildings as I could and at times it would snap to the 2nd closest belt segment and not the closest. Trains, when I first saw them, blew my mind completely. There was a mod once that after you launched your rocket in Factorio you could fly it in Kerbal Space Program, then you'd get science packs in Factorio when you landed it. Oldschool Runescape Ironman guide By OzirisRS Oldschool RunescapeIronman guideBy OzirisRSRe-formatting + images + details added by KruXoR Contents Introduction Pre-Text Starting Out Early quests, wintertodt and ardy cloak 1 (71) Lumbridge Lumbridge Swamp Thieving, fishing and mining (541) Fairy rings, 43 prayer, kingdom, 99 thieving (630) 1.4 Various skilling, agility for graceful (886) … The current state of the game is worth the price. I mean, I know what it is, and I've sunk 12 hours into it so far. My 6+ year old computer can't handle the enormous factory complexes I like to build. [0] - Assuming they can coexist in the same geographical location, IANAGeologist. Some people I've seen complaining about the biters I think didn't play the tutorial/demo levels and were just caught completely by surprise by them and massively under-invested in defence/offence. What? I hate the mech recharge mechanic and there's something in the UX that grates me, but can't quite point my finger on it, a combination of "where's that menu" and "how do I get this screen off my face", but the game so far has nothing wrong. Also, I've heard the broad strokes of that story about Squad before and always wished I knew the specifics. Open up a building and read and reprogram its Lua scripts! Imho Factorio's next step should be into 3d. It can be characterized by a situation with the following components: - a computer user who could be either a novice user or an experienced programmer. Inserters holding items will insert before LTN updates expected cargo. After I launched my rocket, I didn't know what to do next and just kinda stopped playing. Just send all trains to depots and LTN will pick the best suitable train for a job. I mean what little story the game has is that you're an engineer that crashed on a planet, it would make sense that you want to get out again. They feel so much like programming that I generally just go and actually work on programming projects. even wrote a mod for factorio about it. There's a RimWorld mod for something in that direction. I've always thought that factorio should have bulk transports, things that arrive after multi-hour trips. I wouldn't mind if they'd do something big with the enemies / monsters. And keeping the weapons/repair supply chains satisfied at your outposts is a significant engineering challenge itself. They sold us something and delivered and will now work to offer another thing at a price of their choosing. Yeah, the constant underlying theme in Factorio of ruining a virgin planet with all this automation and pollution just didn’t sit well with me. This could be used to sequentially poll remote train stations for their chest contents, and include only desired stations. In all the games I played, I've seen one or both of the following immersion-destroying things: - The mechanics are plain obvious. I built a... purifier, I think, a small motorized thing, that's just currently floating outside my escape pod. It's just that the game's physics are built around the requirements of time accel. I happen to like the biters. Overview. ), but I don't keep them off now. Yes, but one-hit wonders are more common than repeat hits. Against griefers there is a permission system (if you're not online yourself to watch out, and if you are, you could also do it the KISS way and roll back a few minutes with the non-blocking autosaves). I actually almost killed myself trying to reach the ship and trying to find a non-radiated section to enter, since the game made it sound like I needed to explore it right away, and before that explosion happened (now I know I'll need at least a radiation suit). spent hours optimizing traffic in sim city rush hours, it's a niche to be sure, but an unfulfilled one. You can use the pipes with the pump to give yourself access to air in deeper water, but my personal opinion is it isn't worth the effort. Even if they can do it, it'll take much time. I have, it's worth getting, it definitely scratches the same 'must ... optimise ... better ...' itches. An idea I've had bouncing around for 20+ years was a variation on Transport Tycoon where you could "zoom in" on towns/farms and play them as if you were in Sim City/Sim Farm, or "zoom out" to connect to other regions run by other players, with trading or even combat. Fair warning, i only played a couple of hours and didn't advance the Tech Tree very far and i'm still on my first planet so take it with a grain of salt. I thought I built the pipes but I might not have yet, I don't have anything else unlocked. That, and making enough randomizable parameters to ensure the categories aren't obvious. The biters are more enjoyable when you already know and understand the game systems. yea, the amount of times I chose to do the hacky thing just to get it working, thinking I'll fix it later... Let's just say I never learn. The number of hours I have in this game is measured in thousands. Both games are 3D, and both use the additional dimension well. Or even 1/10 of a planet (like in Kerbal Space Program), but something that still reflects the sizes and distances of things in space? twin stick shooters and similar). (If you know of any game, in any genre, that you feel does procgen right, I'd like to know the titles. But I haven't seen a single game where procedural generation would create an immersive world. I dare say Factorio is the best game in the genre! Monkey Squad boiled out into nothing (KSP2 is a different team). We would like to show you a description here but the site won’t allow us. Yes. Edited by Allen Cypher. I like the idea of an expansion. I like this idea. It would be fun - even if out of scope for Stellaris itself - to see a similar game where the solar system view is more of a schematic map, but planets actually orbit their Sun, and were real-scale - i.e. Steam has just introduced Family sharing. Cars and utility veichles litterally start to DESPAWN from the road and the traffic jam goes puff. I tried out and bought the game before its v1.0 release and even then the game was exceptionally stable and polished. Stellaris is a funny example, because I feel it has the reverse problem - the scale of the map is somewhat right (even if the galaxy is ridiculously small), but the speed of the game makes it hard to feel. It's early access but very playable and feature complete, but it does feel less polished than factorio (obviously can't compare to an 8 year development effort!). taking the scale up another order of magnitude (huge ships, point to point air transport for latency sensitive goods, etc.). Harvester is a experienced MS Flight Sim modder, one day when our teacher skipped class (yep O.o) he called me to the blackboard, to explain a game he was planning. The inserter-alike also has a transfer rate dependent upon the distance it covers (think normal vs long inserter throughput) and I have had trouble getting them to consistently snap to the closest belt segment, instead going one further and halving their transfer speed. I know that was probably a lot to take in. On the upside, storage warehouses are 3x3 so you can use those as impromptu splitters as well as a buffer, at least. Stuff is randomly generated, but doesn't make sense. He said then his dream was a game that was like MS Flight Sim, except players would be able to design airplanes in whatever way they wanted, and the game would calculate all aerodynamics for them. I purchased Factorio some years ago now, and have always had the feeling that I underpaid for it over that time despite playing a lot less than some friends I know. Love to read this. - and an attempt by the user to implement the algorithm for the purpose of more effectively completing the task. I still prefer to play with them turned down, or to play a Rail World (where they exist, but don't expand back into cleared areas. A bit like a cross between Factorio and Rimworld then? Every problem that needs to be overcome, every obstacle in the path, every idiotic decision I curse is something I did previously just to get things working. I don't know. Like an extended tutorial. In general, the Factorio API consists of 3 phases: The settings stage is used to set up mod configuration options. Anyway, in terms of progression, it's somewhat important to explain that you haven't learned all the types of automation in the game, and that also changes their impact. Same if the commercial zones can't receive deliveries or get customers. I know a lot of people who enjoy this game, and I am trying to get into it at the moment. due to the heavily curved surface of the planets I don't see how they could make blueprints work well). Rail signals are necessary to run a functioning rail system in Factorio. As to the GP comment, that’s actually what I came here to say. All the time I played the latter, I dreamt of being able to automate the farm. A lot of the amazing vehicles I have seen on Youtube are ultimately pointless because the player population on a server is never high enough to justify them. That was the deal breaker for me. If I had enjoyed my time with it and been one of these people who continues to strip the planet bare in order to launch rockets for its own sake, then I would say that the game's theme was an incomplete thought since I was never confronted with the weight of my actions. One thing I am realizing is to spread things out more, there’s so much room on the planet and many ore deposits I am starting to give certain production lines their own resource harvesting systems. So many homages have been built to Factorio; they could return the favor. It's a whole new game and it's actively developed since 2004, with developer momentum picking up. Check out biffa plays YouTube channel for some great traffic optimisation. A fresh start would be a bigger risk but for a possibly bigger payoff for us. Subnatucia: gather resources and build things so you can get off the planet you've crashed on. Either start a server from the GUI or setup a headless linux server. Yeah, timewarp is crucial for this to work. It feels like it was added to the game to make it appeal to the "gamer" demographic rather than the "programmer" demographic. It's a shame though that typical multiplayer numbers are fairly low in the order of 20-40 players in each of the top 2 games, then 10-20 games averaging 5 players, and hundreds of empty games. Manipulating time might break other aspects of gameplay, so you are left with skewed scales of distance I guess? It's the most compelling challenge in video games I've ever found. I wonder what it could be like with a multiplayer tower defence style game with 100+ players, or with 5-10 innovative and fun multiplayer game types all filled with enough players to make each game viable? finite resources give me anxiety tho. With Family sharing you can share your Steam games with up to 5 individuals! Just derivative statistics that goes down and up. Another plus, your character starts with the equivalent to personal construction drones which was something I always beeline for in a new game of Factorio, its a nice quality of life thing. Factorio is a game about building a factory. Wind power, for instance, could be an early game technology that competes with boilers. Any particular reason you don't want to name it? And perhaps you would then turn your camera towards flashes of light far beyond, knowing they come from a space battle millions of kilometers away. It may look a bit old but it is, in my opinion, one of the best tutorials on trains out there. And estimating where the break-even point is between completing a few tasks by hand, and spending the time to automate more common tasks. by Optera » Fri Jul 21, 2017 5:46 pm, Post They do have things like multiple outputs from one recipe but there's not a great way to balance them). Scale-wise, I'd like to make such game reward studying and building up your home solar system, vs. expanding everywhere. Or weather, for that matter. It is definitely in the same vein as Factorio, but the challenges are different and it has a very cool flavor / story. Despawning does occur, but if there is too much despawning and the industries cannot get their raw materials or deliver their goods, they will complain and eventually close. But DLCs fragment the community and thats bad. Also most planets are completely useless. The ship in the distance had its first explosion recently. Factorio is my favorite game ever as well. Or even an interesting one[0]. Encouraged to respect the environment. It is definitely in the same vein as Factorio, but the challenges are different and it has a very cool flavor / story. I love this team and their game and have ~1k hours in it. Boats, offshore resources, aquatic biters? Factorio API. I think any game simple enough to make that tractable would effectively be an entirely different genre. Might be too complex for any one player to handle everything, but even so! Also, it's so well optimised that it's very inclusive. Naturally it would need to cost more and / or produce less. there are mods to remove it, but this is very much at your own peril. Can personally recommend the wave defense. The Skylines traffic model is agent driven. I have the "other", more eh..."satisfying" factory game as well. Now that I know that food and water becomes less of a hassle once I get that base started, I'm definitely going to push down that path, and I expect it will make things more enjoyable. ), it shows a lot of promise. It would be just a gimmick, but wonderfully immersive. Now I have switched over to my next hard drug addiction: -> Mindustry. But if their goal is accurate flight model simming I can see how that's quite a different thing than what Kerbal is. Getting to the outside planets in KSP still take hours with max speed on. Minecraft with bots you could program was good fun and sounds like a similar vibe, I think I used ComputerCraft. (That said, EVE has had realistic scales for space for a while, and star citizen is boasting about their engine which can handle such scales, though whether that will actually turn into a game is yet to be seen). Imagine that instead of crash landing by yourself, you crash land with an entire group of people that you have to protect and provide for while you bootstrap yourself up to getting everybody off planet. Then, give Death World a try. Here you can find all you need for your creative DIY projects from fabrics, sewing patterns and yarn to … There's a very popular, easy-to-install mod that removes automatic traffic despawning and allows you to make a bunch of other behavioral tweaks to traffic. optimising your copper plate assembly lines for hours on end. Perhaps also geothermal power that must be generated at a particular location. Something like that. They caused more damage over time, but by the time they did I had endless supplies of the things they were breaking and automated repair, etc. right now (as I understand it), factorio needs to keep anything that can affect the global train state and systems connected to the same pipes, belts, or electricity grid consistent on a per-tick basis. It's just cool to see how it all breaks down :D. If there are 0.34 lines per buyer and 37 days per line, does that mean that the average playtime could be in the proximity of 12½ days? From reading the subreddit I understand some number of people run without the biters. At the other extreme, someone who was only interested in country level trading could have the country outputs boxed based on an average level of output. We have developers out there right now optimizing for "engagement", looping people into their own little recursive realities to efficiently harvest their eyeballs for advertisers. > I want to play the game, but I don't want my stuff getting destroyed if I do a subpar job of defending it. TIL. LOL. Peaceful is fun. In the real game things are staged so the biters are initially weak, far away, and attack infrequently giving you plenty of time to prepare for them. I only have 50 hours in Factorio. I mean it could make solar panels less efficient. I heard it compared to Outer Wilds a few times, and that's why I jumped into it, because Outer Wilds is a masterpiece, in my opinion, but I'm not seeing it right now. Literally every aspect of city planning had an impact on that simulation, and you could follow every car and knonw it was there for a reason. They have the talent to make this genre more than "balance residential, commercial, and industry". So a city sim with the Factorio devs' obsession with optimization would be great. A universal format for "simulation stuff" would mean you could have it extensible, so you could have a dedicated farming simulator if you wanted, else it would be treated as a box with an average output, with the same logic applying to sub-elements, so if someone wants to micro-optimise a plowing algorithm, they can have a "plow management" simulator which plugs into the farming simulator, which plugs into the transport simulator.
factorio train tutorial 2021