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if not, see how many achievements you can get in one run. its a fair bit of challenge as that requires planning before you even start building.
- This sounds like it will fulfill your first requirement
- 4 as well, because in order for there not to be a lot of downtime you spend research time preparing for the next resource sink (oil production, or next science colors).
- Maybe 5 since the current basics of the game are not so easy to just plow through.
Couple this with me using railworld settings, but keep biter expansion enabled. This encourages you to go out and clear biter bases within a large protectable area. You will hunt for chokepoints and wall/turret off those areas, rather than only clearing out biter bases that get in the way.
- This ought to fulfill 6, since it has an occasional danger of biter attacks, without being too dangerous or constant.
- Also 3, because of course.
Can't help you with 2, as I do not like Circuits/logic. I barely use 2 or so wires in my entire game, and it's just for oil cracking.
That would force you to think outside your box.
Examples: ban one kind of inserter, no chests(!), no solar/nuclear, no trains, etc
Rush trains, rely heavily on them. Belts only for a couple yards! Decentralize production, build science outside of main base in little sub bases near phat ore patches and ship with trains to science sub base. Use main base only for initial research and producing basic buildings like inserters and rails.
Get inventive when splitting common ingredients like plates up on multiple trains to multiple locations.
Or use the mod that allows for 'smart' train commands, the one that a train station can call in resources on circuit command with.
Also: All your fluids on rails. No mega pipes! Water trains!
Hardmode: NO Big Poles, no super grid, every sub base it's own power buildings!
If you want to have to work on defenses, either rampant or natural evolution enemies would fit the bill as well but bob and angel slow your progression speed quite a bit already so enemies can be a bit harder to out-tech.
The reason is that those two mods work well together to add a lot of complexity, including many recipes with side products and a few loops, meaning that you can't blindly place more machines to get more production.
Even getting plates becomes a fairly indepth process.
Reaching the rocket once again becomes an objective the first few times you play with those, and if it becomes too simple you can replace bob and angel's mods by pyanodon's for something that only those that are a bit into masochism go for (even just automating red science becomes a lengthy process with lots of machines and recipes involved).
same can be achieved with just buiding one reasearch lab.
But 10x costs means you need 10x as much iron, 10x as much copper, 10x as much plastics just to do the same research. It forces you to build bigger than you maybe normally do. Heck, up until I got to logistics, I could make do with 2 lines of iron.
Now, just to research bullet damage 3 at any respectable speed I fully consume 3 iron belts. Once I get to blue science, I need a LOT of circuits to make red circuits, which needs a lot more iron/copper.
If you like circuit why not build a megabase entierly controled by circuits ? One of my funniest playthrough was a base where I just entered how many rocket I wished to launch by cycle (one cycle beeing 1000 ticks - the duration I choosed for the multiplexer loop), all production was automatically computed and managed (including building more if needed - tied to recursive blueprint mod).
On top of requiring quite a bit of circuit network logic it's a fun challenge of optimization.
Until then you could distract yourself with "similar" games like Factorio, such as:
- Mindustry
- Shapez IO
- Satisfactory
and more (just google it)
I discovered "Space Haven" earlier and found it interesting, it's in the Early Accses and initially on my wish list.
Edit: "Cliff Empire" is also very recommendable!
Hey I never though of that ! I doubt it's doable with the mods I'm used to play with but it should definitively be in vanilla... maybe enough to make the vanilla game enjoyable again ! :)
1. Aim for a goal for a certain amount of Science Per Minute (which means launching more rockets more frequently)
2. Start a Deathworld and try to survive to rocket launch Nvm I see you addressed this
3. Use some mod packs, I'd highly suggest:
Bobs/Angels (together or separate)
SpaceX
Pyanodon
Krastorio
4. Learn a Factorio speedrun (Any%, Fixed Seed, 100%)