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All of the elements always act following clear rules, no random breakdowns or event that screw you over just because a random number generator decided that it should happen.
But what matters is how you use the tools you are given, there are a lot of widely different approaches to building a functionning factory, and the size of your infrastructure is mostly only limited by how big you want it to be (and to some extent on your computer because when it reaches the limits of your CPU on a single thread things start to slow down sadly).
And you are absolutely not trying to flee from the planet, launching a rocket is the "end goal" for new players that are learning the game but it is in fact the way to unlock the last tier of science packs (what you use for research in this game), allowing you to research increasingly costly technologies that give you various bonuses while you build a massive factory, effectively taking over the planet for yourself (and your factory) instead of fleeing from it.
The more you play, the better you will be able to get at making your dream layout, but it will also increase the complexity of what you are going to be using as well.
For example, initially your only goal will be to launch that rocket, your base will be a mess that barely even works properly (it happens to everyone, you can't plan ahead when you don't know how everything works and what you will unlock).
Your second and third time will be a lot smoother as you start to understand how to position and space things so they don't get in each other's way.
After a few playthrough, you will start thinking about optimizing things a bit, so you will be paying a lot more attention to the ratios and come up with solutions based on that.
You will start experimenting with trains to transport materials for your growing factory (in the first games you tend to just use belts or robots), which is easy enough at first until you start wanting multiple trains or even a train system (technically the signals are not that complex but the logic can be a bit tricky to pick up at first so a lot of people come asking for help on that at some point).
You will also start using circuit network, initially probably just to toggle pumps for cracking oil but you will continue to have ideas that require a bit more complex conditions.
And when you start merging everything into a "mega base" you will look at what steam is saying on how long you played and it will tell you a few hundred hours already, and you will still not have completed your mega base yet.
If you are a player that enjoy mods in general or one that just want more complexity (or something else), mods will extend the time you spend on that game a whole lot, especially if you like to increase the complexity of recipe chains and such, there are no less than 3 major groups of mods that cover this, each in their own way.
Of course if you like to play with other people you should be able to easily find a group to play with (the multiplayer is far from dead), it's not my thing but a lot of people spend a big portion of their time like that as well.
(wow, I do sound like a fanboy right now, not that any of the above is false)
And that's pretty much how all of the people in here got into the 1K hrs....
Then there's people who like to do special projects...using mods....build a base that builds itself using Recursive blueprints. Or build a miniature base within a base, within a base, within a base using Factorissimo. Go nomad and build a MOVING base locusting everything in its path....get 1M Science/M....
Or...like me....try and make the game as complex and mindbreaking as possible and play with so many mods that the amount of extra stuff you need to build in order to launch that rocket will make your saves last 100's of hours (and then discover you're not even a quarter of the way there; no seriously...getting the first circuit type will actually take me way over 25 hrs of gameplay and the 2nd type will prolly take me anopther 50hrs....an average savegame of mine will not be under 250hrs....without even coming close to launching a rocket.) a general game of mine will last way after the current unstable patch goes stable...and because I play the unstable branch...I never finish.
For Factorio the things that makes it worth to play again are the same: another map, your own challenges you put on yourself and your decision to use mods, and in that case, which ones you will use.
/UncleBod
But I find that towards the end of a world, I start thinking of new ideas, of better ways to organise things. Sometimes you can implement them where you are, but sometimes it seems better to start afresh. That is what keeps you going. Creativity, invention and the desire to try a new "out of the box" design, that has never been done before. Or just bigger and faster!
SMALL FACTORY
For example you can use only conveyor belts and not use anything else.
stick to steam or break your ass trying to get enough red circuits to mass produce research potions to research it.
It's an automated sandbox like minecraft but instead you kill off the natives and eventually everything is made for you from mining to house building and other things best way i can describe it.
or
the sims but after awhile everyone becomes automated and you just sit back and relax and plan out the main houses.
While i'm only 3 days i already got the jist of everything (Cept trains but ♥♥♥♥ trains) and how everything boils down to rerouting iron and copper plates, steel, or stone bricks and either re-routing products or making them on the spot soley for some machines.
If you wanna get a taste for factorio without it get mindustry when it's on sale (for like $2). If you like that you'll love this. If you don't then factorio probably isn't the game for you.
The progresion is amazing. Research takes components that prepare you for the current gameplay and encourage the next tier of gameplay. Quite impressive really.
I also monitor the mod portal pretty much constantly for new interesting mods and when I find one, I'll restart from scratch even if I'm several 100h into a savegame. So in fact, the only time I ever launched a rocket was when I played a co-op game with my kids, without any mods. On my "own" setup, I've never been anywhere close to start thinking about building a rocket.
For me it's infinite replayability, trying to get the setup just a bit more perfect each time, or have to redesign everything because just producing iron plates now require 4 more steps. I must have spent more than 100h just to tweak all the game/mod settings to fit my play style perfectly. Deleting a 200h save game to start over is not something I hesitate the least about.
Right now I'm on a break, waiting for 1.0 to be released. With the number of mods I'm playing with it was unbearable when a new release was out that broke my Bob/Angel/Pyanadon setup :-)
Edit: However If you want to try it out I suggest buying it right away, it's already one of the most polished and balanced games I've ever played, and I've been playing since the mid 80's.
Buy it. Try it. There is a reason why this game is rated so high.
It takes a 'special' kind of person to play factorio for 1k+ hours.
I'm getting there thanks to my 'special' ocd, which makes me improve my factory and compress everything as tigh as it can get.... or i just make an animated dildo with lamps and circuit network.
I'm also 'special' in that 'kid with a magnifying glass around bugs' way and i love designing more and more elaborate ways to kill, contain and exploit biters.
Ask yourself, what makes you 'special' and embrace it.
This should totally be the factorio sales pitch. ^_^
It's just the situation you are in: you got a "problem" -> produce this to get that -> solve it. And then the next "problem" arises, and this goes on and on. Add some mods and you get even bigger "problems" to find solutions for.
If you are interested in "problem solving" puzzles, this may be the game for you, since it's basically nothing else.