Factorio

Factorio

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Whiskiz Aug 24, 2020 @ 3:08pm
Factorio - the building game that isn't fun to make improvements on your designs in
If you don't want to just willy-nilly slap more random factories down here and there to make moar things, you have to take so many things into account:

-Factoring in the time it takes to mine an ore for either yourself or a drill (which isn't disclosed ingame currently)
-Factoring in the craft times of each component required to craft a finished item
-Factoring in the craft times of each of the same component, when multiple is required
-Factoring in multiples of some components being produced per singular crafting
-Factoring in the craft time of a final item for everything else to suit
-Factoring in inserter speeds
-Factoring in the fact that buildings hold double the required materials for a recipe
-Factoring in the output speed multipliers of different quality drills
-Factoring in the output speed multipliers of different quality smelters, different from drills
-Factoring in the output speed multipliers of different quality factories, different ratios again

This leads to some very tedious and random formulas and theorycrafting being required (such as divide a single components craft time but how many are currently being produced to see how long it takes to make a single one, to then multiply by any number to see how many would be made within that time, to align with specific craft time goals.)

Which is odd in a building game - where the main part and fun is improving upon your creations.

The game is awesome and deep, is it just unavoidable because of this awesome depth? Or is it something more akin to failure on the devs part in relation to the UI or other design flaws?

Does it make anyone elses eyes bleed trying to play this game to a higher standard than just slapping down more things randomly as belts go dry?

I'm really wanting to get into this game and really trying to, again, but by god if it isn't forcefully pushing me away.
Last edited by Whiskiz; Aug 24, 2020 @ 4:54pm
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Showing 1-15 of 41 comments
fractalgem Aug 24, 2020 @ 3:19pm 
There's some mods with tools to do all of that math and keeping track FOR you if you don't want to do it yourself, like helmod. At that point, you know how many machines you need for each thing and will only need to expiriment with how you place them-since presumably, at that point you're just looking to see how compact you can get your sub-factory as how to improve it.


Your OTHER option is to eyeball what you need, go with good enough, and then constantly fiddle with your design and ratios until it works smoothly based on what parts aren't working correctly. Belt full? Ok, remove machines from that line, or add a new line! Machine at the end starved? Add more ingredients!


if neither of these are appealing, then I do no think factorio is a good fit for you.
Boothy Aug 24, 2020 @ 3:38pm 
+1 for helmod, using that myself at the moment in Sandbox (along with Editor Extensions) to design a new set of compact, upgradable, mid to late game science layouts that produce 450 science per min (i.e. half a yellow belt), but then upgrades (by applying a 2nd blueprint over the top) to 900 spm (i.e. a full yellow belt). Got green, red, blue and military done so far!

Helmod is very handy for figuring out inputs, outputs, number of assemblers, takes into account modules and beacons etc. Lets you pin the info on screen, and you can even click on the assembler in pinned window to automatically put an assembler in your hand with recipe and modules all configured, that you just drop where you want.
Solark Aug 24, 2020 @ 3:51pm 
On one hand, I can absolutely see where you're coming from. After a long session of playing this game, calculator just off to the side, I feel exhausted and often don't play it again for some time.

I get not wanting to have to work out ratios and whatever else just to feel like the foundation of the factory won't collapse and screw you over later on in the progression, and realizing there isn't much else you can do besides give up and either stop playing and leave yourself a mess to clean up later, or stop doing much if any serious planning and possibly leaving yourself with an even bigger mess doesn't feel like much of a choice at all.

However, after all that planning and calculating, moving machines around and considering where inputs and outputs go, it feels really good to have everything work perfectly and know that you actually improved something. I think that is the main point of the game, and why it is so addicting.

If you're feeling frustrated by all that, try taking a break. Trying to force it won't help. Personally, when this happens to me, I start a new game and just go full spaghetti to get it out of my system.
Lucid Aug 24, 2020 @ 4:25pm 
It's definitely part of the depth to the game. I never used to see the point of city builder/econ games that had intermediary products. Like needing 4 wheat farms to feed 2 mills to feed 1 bakery and that will feed x population. It's not hard to design it and then it just feels like needless complexity because none of the buildings serve any purpose outside that specific production chain.

Factorio is great because it focuses everything on just a few basic resources, which you can spin out into so many different products. The interconnectedness is both what causes ratio calculation nightmares and what makes it way more fulfilling than creating a series of "solved" chains with clearly defined breakpoints for when to expand production.
Ryan Aug 24, 2020 @ 6:12pm 
I make huge gigantic bases without any math. Math is not required to play the game. Sure some production chains might not be perfectly efficient, but who cares. If you see you are deficient in an area just ramp up production of that thing. You have unlimited space, and with trains you have remote production facilities and train it anywhere.
knighttemplar1960 Aug 24, 2020 @ 9:06pm 
You are trying to make it too hard. Just go with ratios. Crafting time is listed in the manual crafting section of your inventory for every thing you can craft by hand. Manual crafting and assembly machine I is .5 that speed. Assembly machine II is .75 and assembly machine III is 1.25.

Example red circuits. If you want to make 1 per second you need 6 machines. (Speed doesn't matter you are going with ratios). If you later add something that uses 1 red circuit per second then you'll need to add 6 more red circuit machines.

Your other option is to just over produce. The machines will stop when the belt/chests are full. once you build something that is the right speed just blue print it so you can easily reproduce it.

Only people that want to squeeze the optimum out of their factory have to do the math to the decimal point and a lot of those people have done the math and posted it in tutorials or a wiki so you don't have to do the math yourself. You can just look it up.
Drizzt Aug 25, 2020 @ 12:45am 
i started to explain how i go about things here (working backwards from the end product, which is usually science), and working out if i can supply enough iron and copper with the current number of belts or if i need to add a new belt

but when i started writing the calculations i realized that i was kind of proving your point!

yes, i can see how it may be frustrating to need to do some maths to get perfect ratios - but you don't need perfect ratios to get things moving - it's only if you start getting bottlenecks or line starvations that you may need to start looking at the ratio of production to consumption, and you can do that on a per item basis, and all the information is there (i often start with the total raw for the end item and its production time and work backwards - but do beware some total raw are incorrect - green science i just noticed says 5.5 iron when it is 7 - will need to see if that is a known bug) ***EDIT: as pointed out in a later post i was wrong here, and had forgotten that we get 2 yellow belts for every iteration***

but yes, i can see you may find it frustrating and not fun, and i hope you are able to find a way past that and enjoy the game - either by not getting bogged down by the ratios until it's necessary, or by embracing the maths! :-)

(quick note - all the required ratios are available online in the many YT videos by all the popular Factorio content creators, as well as on the various wiki pages and lists that people have created for the game - so you can just put sown that many drills or assemblers or smelters and be confident that the beast will be fed!) :-)
Last edited by Drizzt; Aug 25, 2020 @ 4:07am
juliejayne Aug 25, 2020 @ 12:55am 
The choice is yours. Either just build what feels or looks right, or drop out to a Sandbox and spreadsheet and theory craft the hell out of it, then try to put that into practice.

It is up to you how you play the game.
PunCrathod Aug 25, 2020 @ 1:34am 
Originally posted by Drizzt:
but do beware some total raw are incorrect - green science i just noticed says 5.5 iron when it is 7 - will need to see if that is a known bug)
It is not incorrect. Green circuit takes 1 iron plate and gear wheel takes 2 and the inserter itself takes 1 so the inserter takes a total of 4. And a belt takes 3 iron plates per 2 belts so 1.5 per belt and green science pack takes one inserter and one belt so 4+1.5 = 5.5.
These numbers are not manually calculated. The game recursively calculates them from the recipe data. If there was a bug in that code then it would be wrong for pretty much every item and it would have been reported and fixed ages ago.
Evilsod Aug 25, 2020 @ 2:06am 
Originally posted by juliejayne:
The choice is yours. Either just build what feels or looks right, or drop out to a Sandbox and spreadsheet and theory craft the hell out of it, then try to put that into practice.

It is up to you how you play the game.

Yeah this pretty much. Unless you want to, there's no need to go into too much detail.

Much like me, I doubt you'll ever build anything on the scale of a megafactory. So you don't really need to worry about perfect ratios or UPS.
You can just slap down a few lines of miners, slap down a smelter array and see if its feeding enough ore into it. If the belt is maxed and some smelters go unused, you have too many. So that blueprint will do fine for your next one.

You can add in a green chip plant and copy/paste it till you get enough of them to fill a belt. Chances are you won't use all those chips till later on so the system will back up until you realise you don't have enough copper later and need to inject more into it.

The only thing I've really put thought into is my science creation, and even that was haphazard. At some point I'll clean things up, but as I'm still in the early stages on this new factory, it'll take some time.
Last edited by Evilsod; Aug 25, 2020 @ 2:08am
Boothy Aug 25, 2020 @ 2:22am 
Unless I'm in Sandbox (as I mentioned above), where I'm actually trying to design something specific, I don't tend to worry about ratios or future demand etc. in the main game itself.

I'm usually a very reactive player, rather than planning ahead. Although my designs are generally expandable by just copy/paste of the last few assemblers/chemical plants etc.

e.g. Drop down 4 chemical plants (two each side of a belt) to produce my initial batteries. As I expand, some time later I notice I'm consuming all those batteries, so I copy/paste and now have 8 chemical plants producing batteries, and so on.

The only planning I might do is to leave space to add beacons at a later stage, especially for anything that can use productivity modules in the assemblers/chemical plants.
Katitoff Aug 25, 2020 @ 2:35am 
Originally posted by Whiskiz:
If you don't want to just willy-nilly slap more random factories down here and there to make moar things, you have to take so many things into account:

-Factoring in the time it takes to mine an ore for either yourself or a drill (which isn't disclosed ingame currently)
But it is.
You have that written on the machine itself when you place it down.

-Factoring in the craft times of each component required to craft a finished item
By hand? You're not supposed to mass craft anything this way.
And in a factory, if you did not failed supply chain, only the item craft time multiplied by machine speed matters.

-Factoring in the craft times of each of the same component, when multiple is required-Factoring in multiples of some components being produced per singular crafting
-Factoring in the craft time of a final item for everything else to suit

You are not supposed to mass craft in hand anything.

-Factoring in inserter speeds
Because its completely irrelevant and if it is a factor for you, you made something wrong.

-Factoring in the fact that buildings hold double the required materials for a recipe
If that is a concern for you, you probably haven't saturated even a yellow belt with any of basic materials, in which case, why personal failure on engineering be factored?

-Factoring in the output speed multipliers of different quality drills
You have that on drills.
You can easily calculate that yourself.

-Factoring in the output speed multipliers of different quality smelters, different from drills
-Factoring in the output speed multipliers of different quality factories, different ratios again
Same as above.

This leads to some very tedious and random formulas and theorycrafting being required (such as divide a single components craft time but how many are currently being produced to see how long it takes to make a single one, to then multiply by any number to see how many would be made within that time, to align with specific craft time goals.)
You mean like.... actual optimization of factory?
Sorry, this isn't going to happen automatically since that's literally what the game is about.

Also, are you even aware of existence of production tab?


Which is odd in a building game - where the main part and fun is improving upon your creations.

The game is awesome and deep, is it just unavoidable because of this awesome depth? Or is it something more akin to failure on the devs part in relation to the UI or other design flaws?

Does it make anyone elses eyes bleed trying to play this game to a higher standard than just slapping down more things randomly as belts go dry?

I'm really wanting to get into this game and really trying to, again, but by god if it isn't forcefully pushing me away.

From what it seems, pretty much every single one of your problems comes from not understanding the game well enough yet and not checking what each UI button does, especially top right ones.

You have all the basic tools in game.
If you need something more advanced, there is a mod for that, regardless what you want I guarantee you there is a mod for that already.
DeathRow Aug 25, 2020 @ 2:47am 
just use the cheat sheet bro
Drizzt Aug 25, 2020 @ 4:03am 
Originally posted by PunCrathod:
Originally posted by Drizzt:
but do beware some total raw are incorrect - green science i just noticed says 5.5 iron when it is 7 - will need to see if that is a known bug)
It is not incorrect. Green circuit takes 1 iron plate and gear wheel takes 2 and the inserter itself takes 1 so the inserter takes a total of 4. And a belt takes 3 iron plates per 2 belts so 1.5 per belt and green science pack takes one inserter and one belt so 4+1.5 = 5.5.
These numbers are not manually calculated. The game recursively calculates them from the recipe data. If there was a bug in that code then it would be wrong for pretty much every item and it would have been reported and fixed ages ago.
yes - my bad - i was surprised when i saw it, since i expected i would have noticed long ago, and so i thought maybe it was something new - but yes it was that we get 2 belts for each iteration (it is a long time since i have examined the ratios for these things since it is just habit now)
Last edited by Drizzt; Aug 25, 2020 @ 4:09am
PetitDragon61 Aug 25, 2020 @ 4:18am 
Dunno how to copy the link to my review, so I pasted the text here. Thought you may enjoy it:



Made by engineers for engineers

My rating:
For engineers: 10/10
For other gamers: 5/10

One morning, an engineer woke up and thought “Hey! What if I design an engineer game?” He was designing printed circuits all day long and couldn’t get enough. Even his boss ran out of projects to give to this engineer. In the evening, when he would get home around 10 PM, he would sit at his PC and design even more complicated circuit boards (because the ones he was doing at work were too simple to his taste).

So he decided to basically replicate what he was doing all day long but just much more complicated (because it was his understanding of the word “fun”). How should I call the hero and only human in the game? Why not Engineer? That’s a good name and it will appeal to my audience (who are, as you guessed, engineers - if not in the real world, at least in their hearts).

Graphics? Nah, people are not interested in graphics (he was still playing Civ 1 on his beloved C64).

Random events? No, no, no, we don’t want anything to mess with our beautifully designed printed circuit board. Ah, some of my engineer-game-testers do complain? Ok, I will add some… mmmmh… ALIENS! (people hate aliens) so that the game is not too dull. They will come from time to time. Wait, why would they come? Ah I know! POLLUTION! (people hate pollution).

Clear and detailed tutorial? Who cares? Engineers will understand my concepts and others just have to watch Youtube tutorials.

And as our engineer still had a 110-meter long Märklin model railroad in his cellar, he thought: Let’s add some train! It is cool and overly complicated to run properly.

Let’s get back to the essence of my game. I know! I want people to keep on multiplying and dividing ratios on how many gears divided by how many red science multiplied by how many copper cables you need in order to produce the components for the next object. Yeah, that will be REAL FUN!

Don’t get me wrong, I love you engineers. You make my PC run pretty smoothly. And I understand that, from time to time, you may want to design a game for your fellow engineers.
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Date Posted: Aug 24, 2020 @ 3:08pm
Posts: 41