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fink Aug 18, 2023 @ 10:44am
So it kind of feels like...
..this game is a factory sim just like others except it has the final layer of end-user convenience coding removed. IE: instead of having a UI element to set a task, like in most games, we have a set of processes that need manually defining to achieve that same task. Essentially achieving the same thing just with more complexity put upon the player.

Am I assessing this correctly?
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Showing 1-7 of 7 comments
Hertz Aug 18, 2023 @ 10:52am 
I'll frame it differently. The game is pretty simple. It's up to you to create solutions for more complicated problems. The game give you a vast toolbox so that you can solve these problems in your own way.
fink Aug 18, 2023 @ 11:00am 
ah, so you're saying it gives me the freedom to make the finishing touches to the game code... in a way. So I decide how efficient and convenient the end product becomes?

I'm not saying anything negatively. I'm trying to understand the concept. Played 6 hours and not really grasped what i'm doing any of it for, so far. But I would like to understand.
Vinik Aug 18, 2023 @ 11:08am 
Mmh it can need time to start to see "potential". i was thinking a bit like you my first 6 hours, then i discovered & researched viruses + plague.
it can open a real PvP possibility with hacking & creating your hives & bugs to defend/attack. (i saw research who allow to build Hives like bugs to spawn them).
But it may need some recipe adjustments too :D

Also check my mining squadron script. This aspect isnt in factorio. i automated the process of mining with X miners and Y frequencies for Y squadrons possible :)
X & Y = whats your max number ?
Last edited by Vinik; Aug 18, 2023 @ 11:10am
Grug Aug 18, 2023 @ 11:09am 
I do agree that the game has a tremendous amount of settings and configurations, and it can be difficult to set up basic behaviors. It seems like finding behavior components in ruins is supposed to be a soft tutorial, but I've only found one so far which my bots were already doing.
Vinik Aug 18, 2023 @ 11:11am 
You will be able to build them fast :) (behavior comp) check research. Radio is a bit later :).
Also take mobile towers to find ruins, u can open a lot with item + enigma. Don't hesitate to restart once tutorial finished, map is special into, passive & etc.
Then check my post for Mining Squadrons for basic & advanced resources gathering automations.
Last edited by Vinik; Aug 18, 2023 @ 11:12am
onebit Aug 18, 2023 @ 12:07pm 
Screeps had a baby with Autonauts
Zarek Aug 18, 2023 @ 12:28pm 
Originally posted by Grug:
I do agree that the game has a tremendous amount of settings and configurations, and it can be difficult to set up basic behaviors. It seems like finding behavior components in ruins is supposed to be a soft tutorial, but I've only found one so far which my bots were already doing.

This is why I think the Dev should add a few base example behaviors to the prefab collection.

"GoTo Fullest Powered Storage Building with Signal Flag = Blue"
This would demonstrate loops, conditionals, how to commit to a task etc. It probably wont win any games for you, and On its own doesnt answer any questions, but covers a lot of the "how Do I do Xs"

A small set like that to demonstrate some hows would probably really help this feature
Last edited by Zarek; Aug 18, 2023 @ 12:29pm
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Date Posted: Aug 18, 2023 @ 10:44am
Posts: 7