>Play Factorio for hundreds of hours
>Eventually realize that the most basic design of alternating beacons and assemblers and weaved belts can build any item in the game, the only thing that changes is small pictures of input and output items, there's no real difference
>Try mods, it's exactly the same, only occasionally the building is 4×4 instead of 3×3
>Completely lose interest in the game
Is there any way to enjoy playing it from now on? It feels like a copy-paste simulator once you settle on good layout, even without using other people's blueprints.
No that's about all
Shame. Feels kinda bad to optimize the fun out of the game, but the only other option is to intentionally gimp yourself, which feels even less fun.
The mod that removes beacons.
>play factorio for 7 minutes
>make a pickaxe or something
>drop the game for good
Lucky for you pickaxes were removed ages ago
I just burned out on "autistic" games all at once after over a thousand hours on DF, Kenshi and Rimworld. I'm still hoping to come back one day, that's why I didn't refund.
Yeah that's the developer's fault they should have put a disclaimer for zoomers warning that you need more than a 3 second attention span
skip the tutorials they're ass
No, that's really all there is to the game. There are only a handful of problems to solve, and after that it's simply repeating the solution.
Factorio's killer feature is that is scales up massively, but even then there comes a point where adding an extra zero to the end of how much you're producing isn't any more interesting. And if you aren't a fan of the major bloat mods, then there's nothing more to do than self imposed challenges.
mods of course. anything where you hear people b***hing about complexity are great.
The "complexity" usually is just 500 new buildings, resources and recipes connected in absurd ways, so you have to build 3000 more rows of beacon-assembler-beacon bullshit. The only challenge is in navigating the recipe book to learn that you need to connect dog turd and cat vomit belts with monkey piss pipeline to produce goyslop plates, repeated several dozen times.
I think the only mod that actually adds new interesting mechanics aside from the shit described above is Space Exploration, but it itself is half-baked and extremely tedious.
based on this description its obvious that the gameplay loop is played out for you. Just play something else.
Play with mods that add so much shit you only need a handful of each building.
Try out Dyson Sphere Program, my friend
I love both
>Is there any way to enjoy playing it from now on?
Only if you have giga autism. If you're not on the spectrum than the game is over for you now. You will probably feel the urge to play again in a couple of years.
>You will probably feel the urge to play again in a couple of years.
Hopefully by then the expansion will be out, which is probably the best bet for adding interesting new mechanics instead of all mods that just pile in more products to make.
it's on the gamepass if you want to try it out
This game has the same issue OP mentioned but a thousand times worse.
You can make ANYTHING by drawing 4 lines of assemblers/smelters from one ILS, and don't even have to worry about logistic at all.
GOOD MORNING SIR
More checklist crossing than in a themepark mmo, solve the sudoku 100 times in a row. Chimney sweep at gazprom simulator with a 40yo jigsaw in the breakroom and you're still on the clock.
My dream job? Steel worker. Blyat.
I assume you have mastered trains? and automated defenses?
Not OP, but how does one master trains? If it is just one train one track I have no problem but the second I add more trains or god forbid second tracks and overlapping tracks, everything goes to shit for me.
Honestly? Watch them. Learn the behaviors of chain/rail signals. On intersections try to imagine every scenario that is possible
Chain signals before each entry into the intersection, normal signals after each exit. Normal signals every several dozen tiles so rail blocks don't get too long. It's literally this simple.
The idea of chain signals on each entrance is so that the train would not enter the intersection until it has a clear path through it, so it will never get stuck in the middle. Once it passes the normal signal on exit, it unlocks the intersection and new train can travel through it.
Of course. I was usually building automated artillery outposts that switched themselves off until the shell stockpile got depleted, then the artillery train was dispatched to refill it. Once all nearby biters were eliminated by artillery, the main laser turret and wall perimeter was moved several chunks forward.
install pyanodon sir
I don't get why someone would use beacons. Wouldn't it be better just to have more assemblers/whatever to achieve the same throughput more efficiently? Is it a space thing that drives people to use them?
Beacons combined with modules allow you to make much tinier bases that consume much, much, much less for the same output as a base without modules/beacons.
If you use the modules that allow for that much, much, much lower consumption of raw resources without speed modules in beacons to compensate, your base becomes extremely huge because all your machines become a lot slower. With beacons the machines actually end up being faster than machines with no modules.
Anyways rows of beacons looks like shit and that's why Space Exploration is the best overhaul mod.
Efficiency gains are multiplicative on each step, so once you get to the end of the production chain, you have used only half to one third of resources compared to the moduleless base. The downside is that efficiency modules are very expensive and slow assemblers to a crawl, so you build beacons to make each assembler work faster.
The difference is something like:
- it takes 20 assemblers to build the required items
- if you add effiency modules, you'll need 40 assemblers but only 70% of the input items
- if you add beacons, you'll need only 4 assemblers (the speedup is very large) and only 70% of the input items
So in the end your base uses less than one half of resources and each assembler works 5 times as fast, dropping the amount of required assemblers to only 1/10th of the initial amount. Even after you add the beacons, the base is still far smaller than it would've been otherwise.