Factorio

Factorio

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Frost Nov 20, 2020 @ 4:59pm
At what point do you stop playing a base/game to start a new one?
Curious at what point you stop playing a game/base to start over in a brand new game?

My one main base is very crammed into an area that I did not intent and I had to get clever to make it work while I did run out of room to expand certain things - and it looks neat to me. But I would never do it that way again intentionally lol. At the same time I'm having a hard time giving up on the base to start a new one. Was curious how often or when people feel like they're "done" with a base to focus on a new one.
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Showing 1-15 of 43 comments
KatherineOfSky Nov 20, 2020 @ 5:06pm 
Remember to save your file with a unique name and you can always come back to it.

Personally I start a new base whenever I want to try out new ideas, and the old one has run its course.
Fel Nov 20, 2020 @ 5:11pm 
It varies for everyone, I personally enjoy the early and mid game but get completely bored in the late game so I tend to restart quite a lot (or I did when I was actively playing since it's been a while since I really played it for fun).
Frost Nov 20, 2020 @ 5:28pm 
Originally posted by KatherineOfSky:
Remember to save your file with a unique name and you can always come back to it.

Personally I start a new base whenever I want to try out new ideas, and the old one has run its course.
Thank you for the replies. That's what I'm curious about: to you what qualifies as "the old one has run its course"?
DCYW Nov 20, 2020 @ 5:36pm 
Different approach to this question, so many games to choose from my list, what shall I play next?, ah Albion Online. etc. maybe not.

Ok then Fine to this question, I get a mod that you scrap old replenish existing one.
Generally saying, no need but start new if your base already fill up the whole map.
KatherineOfSky Nov 20, 2020 @ 5:46pm 
Originally posted by Frost:
Thank you for the replies. That's what I'm curious about: to you what qualifies as "the old one has run its course"?
When I get tired of playing it ;-)
TSP Nov 21, 2020 @ 12:33am 
Originally posted by Frost:
Originally posted by KatherineOfSky:
Remember to save your file with a unique name and you can always come back to it.

Personally I start a new base whenever I want to try out new ideas, and the old one has run its course.
Thank you for the replies. That's what I'm curious about: to you what qualifies as "the old one has run its course"?
She answered the question to her situation personally, but perhaps you're looking for a more "general" answer to that question?

I've played MP with both larger and smaller communities, followed a couple of playthroughs from different content creators (Zisteau, KoS, Nilaus, xterminator etc.).



As for the content creators, a game/base is usually "done" once the goal is reached that they themselves set out to do at the start of it or they give up (i.e. Nilaus Space exploration, he gave up after a while).

Most of the time this constitutes to exploring everything the game/a mod has to offer but sometimes they simply set a fun challenge. Right now for example, Nilaus has set a goal to "launch every Twitch subscriber into space" in a death world. So that one clearly will not end until that's done.



As for solo players, some give up as soon as they feel the base is too much spaghetti and they'd rather start fresh and challenge themselves to do better and this is a process that repeats and sadly, most of the time this results in them losing interest in the game before launching a rocket. (3 friends of mine have had that occur to them)

Most of the solo players will give up after launching a rocket or a few. Only a relatively small portion will decide to go for "XK science per minute"



In multiplayer, this tends to be reversed. Communities generally have a set amount of time that a map runs (i.e. 2 days, 1 week, a month) and it is the challenge of the community to break their previous records of launching rockets in that timeframe. It isn't always fair due to how maps are different and in multiplayer, how many people play at a given time.

Due to how public games work however, more players doesn't necessarily mean better. Having a well coordinated team of 5-10 people each doing their own task are almost always much more efficient and faster than 30 people overlapping the same parts of construction (4 malls, yay). Another drawback is that people tend to want the same resources for that fancy new research that came out so they can run faster even though they might not have contributed to the base yet at all.
Overeagerdragon Nov 21, 2020 @ 1:08am 
community games....couple of days....

Solo games; yeah how can I explain that. I usually quit and restart when my situation becomes either so OP it's not a challenge anymore, my base becomes an unmanageble chokehold (usually because I fubarred my rail network), or when I enter a deathspiral (coal ran out, no outpost and the inability to handle the nest guardian the next patch)

Having said that some of those games last a couple of days....some a couple of weeks...and ironically I've entered a 'save my base' status in my latest game and I'm going to redesign. That game has gone on for a couple of months now

If we talk about actual playing time...usually between 200 and 500 hours.
SteddyNCC78339 Nov 21, 2020 @ 3:14am 
Even after 200 hours I'm still learning the requirements for the science packs so I tend to restart quite a lot. The instant I work out that a design is not going to work out and/or I figure out that I have built myself into a position where I cannot easily access the intermediate resources I need for a certain pack. I'm done at that point. Start again on the same seed and try again. I'm even using blueprints I found on Rock Paper Shotgun and sometimes I still manage to stuff up somehow.
Last edited by SteddyNCC78339; Nov 21, 2020 @ 3:16am
Hedning Nov 21, 2020 @ 4:11am 
I don't typically restart. It's been either when I achieved my goals or when something changed drastically, like a recipe.

-I did new game when they changed science packs from requiring biter nest remnants.
-Had a 1 rmp (rocket per minute, not including science packs). Ended when I reached the goal of 1 rpm.
-I did couple of new games for achievement runs. Those ended with rocket, except the "getting on track" achievement which ended when I got it.
-Did couple of death world runs Those ended with rocket.
-Had a 1k spm base with "fun" production lines, (ie not 8 or 12 beacon lines). Ended when I reached my goal of 1k spm.
-Had 2 different megabases running simultaneously with different concepts, those ended because I stopped playing the game and now the recipes have changed again.
-I did a new run to get a feel for the new 1.0 game. This ended with rocket.
-Now have a 1k spm base going towards 10k spm megabase. This is still going. The goal is 10k but I would continue until I can't sustain a decent ups or recipes change again.
Last edited by Hedning; Nov 21, 2020 @ 4:13am
knighttemplar1960 Nov 21, 2020 @ 4:30am 
When I have solved all the puzzles caused by terrain and resource distribution, have my defenses set up as essentially a bunch of unbreachable hard points, have my logistics smoothed out completely, and have launched 10 or so rockets. At that point there isn't much else for me to do except watch the factory launch rockets and go harass bug nests. There only so much of that I can do before I get bored and that's when I usually start a new game.
Hedning Nov 21, 2020 @ 5:02am 
Originally posted by knighttemplar1960:
have launched 10 or so rockets. At that point there isn't much else for me to do
There's lots to do and new builds to explore after you launched the first rockets. I think you are missing out if you stop playing that early.
Last edited by Hedning; Nov 21, 2020 @ 5:02am
knighttemplar1960 Nov 21, 2020 @ 10:10am 
Originally posted by Hedning:
Originally posted by knighttemplar1960:
have launched 10 or so rockets. At that point there isn't much else for me to do
There's lots to do and new builds to explore after you launched the first rockets. I think you are missing out if you stop playing that early.
I keep the last save file of the game but I'm not usually the only player. I have things well explored by then and any new or test builds that I want to try can be laid out on an old save game and tested. If it works the way I intend, it becomes a blue print to be used in the next play through. If I really want some boredom I just open an old save file and AFK while the game conducts additional launches. By that time in the game I have all the new resource patches I might need all ready scouted and some of the rail infrastructure all ready laid. When the old patch runs out its a matter of setting up a new outpost and dismantling the old one. 5-10 minutes worth of work depending on how far away it is.
Hedning Nov 21, 2020 @ 10:42am 
Fully beaconed and moduled builds are not viable before the first rocket. You can't just say you blueprint them and place them in your next game because in your next game you can't afford to build them. It's the same with large train station and efficient junctions. You don't get train congestion after just a couple of rocket launches so building a high throughput train network is not something you'd do before the rocket because when you have little throughput building for high throughput is detrimental to your progress.
Morphic Nov 21, 2020 @ 2:08pm 
For me, I generally restart when I launch a Rocket. IMO, at that point you have "solved" majority of the puzzles/problems for that map. The only way to go from your first Rocket Launch is exponential growth demands for launching X Rockets per minute for the Endless Research. Which does present its own puzzles/problems. Basically Megabase problems; which isn't that fun for me after doing it a couple of times. I can understand why some people might find that fun/challenging but I find it boring and tedious.

That's probably why I really wanted an "actual" Endgame or more interesting/challenging Biters. However, I mostly play Vanilla and when I get really tired/bored with it I'll play a Modded game. So far Krastorio has been my favorite since it feels like Vanilla 2.0 and Endgame is more interesting.
Hedning Nov 21, 2020 @ 2:45pm 
When I did my 1.0 test run I did that in 5h 40min (without any blueprints naturally since recipes changed). The pre-rocket game is so short. How many times can you do that before it gets repetitive? Might as well get into speed running at that point to keep it interesting. And there are so much that aren't even relevant pre-rocket. Blue belts? No! Electric furnaces? No! Train signals? Most likely not. Liquid pumps to keep liquid flow high? Lol, not even close. Nuclear power? Why bother?

Clearly the game was made to be played past the rocket. All the time the devs put into optimizing the game so you could get to the massive scale and you chose not to? To me that's what makes factorio special, the size of things. Even the whole copying and pasting system with blueprints and construction bots, that's made for large scale construction, not just launching one rocket.

Of course to each their own.
Last edited by Hedning; Nov 21, 2020 @ 2:49pm
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Date Posted: Nov 20, 2020 @ 4:59pm
Posts: 43