I got filtered by it, made it to green science or some shit but my factory was too moronic to make it work efficiently. I also don't understand the mainbus meta.
So I guess it depends on how autistic you are.
it's a good thing if you can actually manage to not get stuck on little details and prepare to rebuild big parts of your factory. From then on it's autism, the game!
how the frick do you not understand the bus? it's just a giant lane of all the resources and you branch off what you need and feed in what is short of.
You got filtered by trying to play as others play. How did you even know about the main bus meta? A giant spaghetti factory is the default factory for almost all players and is the most fun.
it's impossible. this game has never been played by anyone, ever. it's too hard. you'll never get a response to this. no one has ever played Factorio. it's too hard.
>Learning curve
Getting shit done is fricking easy, getting shit done efficiently can be a b***h.
That said, circuits and trains can be a little rough, i'd suggest just messing around with them until you're competent enough to implement them properly.
It's well-designed an fairly intuitive once you learn the base concepts. This isn't to say you'll immediately be an expert at the game since there's a lot of depth/nuance deeper in but just getting to a point where you can play the game isn't bad at all. When I first bought it I jumped straight into a co-op game with a friend who had never played either and we managed to figure things out well enough.
The most complicated parts are probably train signals (not that hard in the end) and circuit networks. Circuit networks kind of have their own way of working and basic use cases can be very simple, but advanced ones can get complex. Both trains and circuit networks are "optional" in the sense that you can complete the main objective (launching a rocket) without them.
It's not that hard. Making a functioning and efficient factory is a total b***h. You don't know what's coming up until you need it and then your factory is fricked because it needed to look totally different to accommodate the new things you need to produce.
I usually quit for months at a time when it looks like I have to restart my factory and I don't even have enough inventory slots to do it. Then I come back having forgotten almost everything and the cycle begins again.
The learning curve is actually really satisfying if you have some autism. The game progresses at whatever pace you take it. Starting out as a neanderthal making moronic spaghetti piles and working your way up to giga autistic hellscape factories is what's fun about it.
Thanks, anon. This helps immensely and is selling me on the concept. I too often try and understand all concepts from the get go and forget to have some fun along the way through trial and error. This game seems like it can capture a lot of the fun I had toying around playing dos games in the 90s before the internet.
not them, but (if you haven't already looked) mods for this game are pretty great if that interests you. i'm still getting gud so i haven't installed any yet, just browsed what was available.
as said here
once i'm at the >giga autistic hellscape factories
stage in the game i'll start considering what mods i want to install. but just from the quick look i had, bob's/angel's mods & the space exploration mod look like they offer the most in one package.
Thats the thing I think bob and angel show that the devs really knew how to hit the sweet spot for rewarding the player for doing stuff in base factorio. You got rewards like all the time in base but then in bob I have to do a million things to get a pittance.
Its really not that bad. Just understand that at some point your gonna wanna restart. Probbably more then once as you learn how to layout shit better. Oil used to be the meme where everyone got stuck but it wasnt that bad and its been made easier. Just dont look up stuff since basically the whole point of the game is coming up with how to setup the factory. Googling "green science" layout is basically just using a guide to play the game.
I always make it mid-late game and my factory is either too big and it takes forever to add onto, or too small and I don't have space to scale production up, so I end up clearing paths through the aliens to make frickoff long rail lines connecting far flung resource outposts/FOBs in an attempt to just improve output through dumping insane amounts of raw materials in the system to overcome the inherent inefficiencies in the design.
You connect things together to make more things. That's the whole game.
You might have to pull up a quick tutorial on how the train system works or something like that, but It's more a series of larger jigsaw puzzles than getting stumped by something challenging the game eventually drops on you.
What you can learn are tips and tricks for efficiency and making things look neater. But you can still finish the game with a dogshit, inefficient factory.
I'm biased because I think its one of my top 10 games of all time, but I don't think the learning curve is too steep. It isn't easy but its far from difficult. If you can't launch a rocket on normal difficulty you probably shouldn't be posting on Ganker. Like another anon said oil processing hits and makes you do a little thinking and complicates things so it makes a bump in the learning curve. There are tons of difficulty adjustments so you can make it as easy or hard as you want. Don't expect your first, second, or even third factory to be good. Don't cheat and google optimal setups right off the bat. You should lose a few factories to being slow and learning the game, mismanaging pollution, etc.
>start Automatizating red science >it was easy >start automatizating green science >little hicups but still made it >try to automatize grey research >everything is falling appart >factory is allready spaghettified, and if I try to redistribute halfproducts, like cogs, to other assembley lines, half of the factory is halting due to shortages >also biters start biting parts of factory and fricking everything up >get completely burned down at sheer thought of having to fix it or start from scratch
atleast I know I dont fit to be logistic person in real life, glad that I didnt choose this as collage degree
It starts very easy (might want to play the tutorial just for the basics). I'm not sure I'd describe the game as having a learning curve, it's more that it has a few filters and you either overcome them or you don't. It doesn't matter how moronidly you play so long as you don't give up and launch your rocket. If you can do that then you will have an ass load of experience of things you didn't like, problems that arose, things you needed to be ready for in the future that you can use in a new game or the post-game. A LOT of people quit or restart before launching a rocket and end up extending their suffering because they still don't know what is to come
Is there a mod that allows you to push crafting recipes to the front of the queue? It's constantly annoying me when I'm crafting a lot and need an item quickly. Yes I know you're supposed to automate but this feature would still be very useful.
protip; play with biters off or low frequency until you understand your early game shit, it's fun to start in a deathworld when you know exactly what to do and are just testing your build order, ratio ramping and apm, but they will make the curve insane if you're splitting attention between dealing with them and actually learning progression
I got filtered by it, made it to green science or some shit but my factory was too moronic to make it work efficiently. I also don't understand the mainbus meta.
So I guess it depends on how autistic you are.
I'm pretty autistic and tend to get lost in perfectionism. Not sure if that's a good or bad thing in a game like this.
it's a good thing if you can actually manage to not get stuck on little details and prepare to rebuild big parts of your factory. From then on it's autism, the game!
When you think your production is good enough you should prepare to tripple it for the next phase of the game.
That's basically it.
>mainbus meta
just build in a straight line and branch off every product. The fun part comes when your factories get so big you go train-bus meta
I made multiple rockets from scratch as the game was updated. I never did any mainbus shit or watched anyone else play.
Go in blind and make up your own garbage is the best way to play this game.
I feel pretty great figuring out the mainbus by myself. Though my original version wasnt super great. Its a pretty logical thing actually.
>I also don't understand the mainbus meta
how is this even possible?
how the frick do you not understand the bus? it's just a giant lane of all the resources and you branch off what you need and feed in what is short of.
You got filtered by trying to play as others play. How did you even know about the main bus meta? A giant spaghetti factory is the default factory for almost all players and is the most fun.
I definitely came up with the bus idea myself. My first factory looked like a pile of spaghetti that someone combed a side of it into a bus
it's impossible. this game has never been played by anyone, ever. it's too hard. you'll never get a response to this. no one has ever played Factorio. it's too hard.
/thread
no one plays this shit fr
filtered due to not enough autism
Factorio, autism required
As long as you have at least 97
IQ you are good to go
It has a very very gradual learning curve, but it's a mountain to climb. It's very chillax game.
It's fine until you try to figure out electronics.
As long as you aren't a leftist you should be smart enough.
Fairly steep once you hit Oil. Ultimately you can brute force this game.
It's too easy. Play a Zachtronics game instead.
>Learning curve
Getting shit done is fricking easy, getting shit done efficiently can be a b***h.
That said, circuits and trains can be a little rough, i'd suggest just messing around with them until you're competent enough to implement them properly.
It's well-designed an fairly intuitive once you learn the base concepts. This isn't to say you'll immediately be an expert at the game since there's a lot of depth/nuance deeper in but just getting to a point where you can play the game isn't bad at all. When I first bought it I jumped straight into a co-op game with a friend who had never played either and we managed to figure things out well enough.
The most complicated parts are probably train signals (not that hard in the end) and circuit networks. Circuit networks kind of have their own way of working and basic use cases can be very simple, but advanced ones can get complex. Both trains and circuit networks are "optional" in the sense that you can complete the main objective (launching a rocket) without them.
It's not that hard. Making a functioning and efficient factory is a total b***h. You don't know what's coming up until you need it and then your factory is fricked because it needed to look totally different to accommodate the new things you need to produce.
I usually quit for months at a time when it looks like I have to restart my factory and I don't even have enough inventory slots to do it. Then I come back having forgotten almost everything and the cycle begins again.
>Then I come back having forgotten almost everything and the cycle begins again.
thats the best feeling you can get from a videogame, cherish it
The learning curve is actually really satisfying if you have some autism. The game progresses at whatever pace you take it. Starting out as a neanderthal making moronic spaghetti piles and working your way up to giga autistic hellscape factories is what's fun about it.
Thanks, anon. This helps immensely and is selling me on the concept. I too often try and understand all concepts from the get go and forget to have some fun along the way through trial and error. This game seems like it can capture a lot of the fun I had toying around playing dos games in the 90s before the internet.
not them, but (if you haven't already looked) mods for this game are pretty great if that interests you. i'm still getting gud so i haven't installed any yet, just browsed what was available.
as said here
once i'm at the
>giga autistic hellscape factories
stage in the game i'll start considering what mods i want to install. but just from the quick look i had, bob's/angel's mods & the space exploration mod look like they offer the most in one package.
Bob's/Angel's is an exercise in frustration. If you like adding half a dozen extra steps to do the same thing in vanilla it's for you.
Thats the thing I think bob and angel show that the devs really knew how to hit the sweet spot for rewarding the player for doing stuff in base factorio. You got rewards like all the time in base but then in bob I have to do a million things to get a pittance.
Bobs/Angels is a mess and needlessly complicated, but I would be lying if I didn't have fun with it I will never do it again though
Its really not that bad. Just understand that at some point your gonna wanna restart. Probbably more then once as you learn how to layout shit better. Oil used to be the meme where everyone got stuck but it wasnt that bad and its been made easier. Just dont look up stuff since basically the whole point of the game is coming up with how to setup the factory. Googling "green science" layout is basically just using a guide to play the game.
the learning curve is the fun part and basically the game until you get to logical get can't understand it like me
I always make it mid-late game and my factory is either too big and it takes forever to add onto, or too small and I don't have space to scale production up, so I end up clearing paths through the aliens to make frickoff long rail lines connecting far flung resource outposts/FOBs in an attempt to just improve output through dumping insane amounts of raw materials in the system to overcome the inherent inefficiencies in the design.
It's easy as frick if you use blueprints.
Other people blueprints other than splitters/mergers? Yeah, lazy and easy.
Your own blueprints? You should use them actually to scale big.
>was adamant on going 100% self-learned until I gave up on splitters/balancers
a-fricking-men
*downloads a self-balancing splitter mod*
Sasuga
I still prefer the vanilla aproach
i know that mod
it creates unmatched ammounts of lag, dont actually use it if youre planning to get a decent endgame base
Get it. It's great.
Threadly reminder to up tick richness for resources as default starter patches are too poor.
You connect things together to make more things. That's the whole game.
You might have to pull up a quick tutorial on how the train system works or something like that, but It's more a series of larger jigsaw puzzles than getting stumped by something challenging the game eventually drops on you.
What you can learn are tips and tricks for efficiency and making things look neater. But you can still finish the game with a dogshit, inefficient factory.
I'm biased because I think its one of my top 10 games of all time, but I don't think the learning curve is too steep. It isn't easy but its far from difficult. If you can't launch a rocket on normal difficulty you probably shouldn't be posting on Ganker. Like another anon said oil processing hits and makes you do a little thinking and complicates things so it makes a bump in the learning curve. There are tons of difficulty adjustments so you can make it as easy or hard as you want. Don't expect your first, second, or even third factory to be good. Don't cheat and google optimal setups right off the bat. You should lose a few factories to being slow and learning the game, mismanaging pollution, etc.
I do admit I used splitter/balancers blueprints right off the bat.
sub 90 IQ here, I managed to get to Deep Space science 2, if I can do it then you can do it with enough tism
Last time I played the game added nuclear power and oil.
Anything new since?
Aliens more diverse then just biggerer?
>start Automatizating red science
>it was easy
>start automatizating green science
>little hicups but still made it
>try to automatize grey research
>everything is falling appart
>factory is allready spaghettified, and if I try to redistribute halfproducts, like cogs, to other assembley lines, half of the factory is halting due to shortages
>also biters start biting parts of factory and fricking everything up
>get completely burned down at sheer thought of having to fix it or start from scratch
atleast I know I dont fit to be logistic person in real life, glad that I didnt choose this as collage degree
just keep going, fix your spaghetti with more spaghetti and trains
It starts very easy (might want to play the tutorial just for the basics). I'm not sure I'd describe the game as having a learning curve, it's more that it has a few filters and you either overcome them or you don't. It doesn't matter how moronidly you play so long as you don't give up and launch your rocket. If you can do that then you will have an ass load of experience of things you didn't like, problems that arose, things you needed to be ready for in the future that you can use in a new game or the post-game. A LOT of people quit or restart before launching a rocket and end up extending their suffering because they still don't know what is to come
Is Factorio harder than the last levels of Infinifactory? Those were honestly the hardest levels I've played in my life.
There not really the same game type. Factorio really isnt that hard at all.
Infinifactory is a puzzle game
Factorio is a factory building game, where it is as hard as the logistics focused part of your brain allows
Is there a mod that allows you to push crafting recipes to the front of the queue? It's constantly annoying me when I'm crafting a lot and need an item quickly. Yes I know you're supposed to automate but this feature would still be very useful.
The steepness of the curve for factorio depends entirely on how willing you are to rebuild your factory when needed.
Base game recipies are actually fairly simple, it is a matter of obtaining enough throughput to get things done in reasonable amounts of time.
Which is why people tend toward either a main-bus or ALL OF THE DRONES. Both allow easy scalability.
Getting into mods like angel/bobs, you get more fiddly bits. Which generally just add refining steps.
Space Exploration requires building across multiple surfaces, and transporting things between them.
it's a perfect learning curve and you're just low IQ or have unmanaged ADHD if you ever get super stuck
protip; play with biters off or low frequency until you understand your early game shit, it's fun to start in a deathworld when you know exactly what to do and are just testing your build order, ratio ramping and apm, but they will make the curve insane if you're splitting attention between dealing with them and actually learning progression