Factorio

Factorio

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Nisk Philadelphia 3 jan. 2024 às 9:53
9
3
game is ass
I'll go take my 13 month steam ban again but here goes.
THIS GAME IS ASS
You have to get a obscene amount of resources to research at a tolerable pace, with such a huge factory you make massive pollution, with lots of pollution you get a intolerable amount of insects that'll constantly storm your factory before you can get walls properly researched. This game just ♥♥♥♥♥♥♥ sucks, and isn't worth its store price at all, its a 10$ game at best, even ♥♥♥♥♥♥♥ GregTech from minecraft is better than this garbage where it's 90% minmaxxing blueprints and copy/paste.
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A mostrar 76-90 de 268 comentários
JustSmile 16 jan. 2024 às 15:40 
Originalmente postado por shadain597:
Originalmente postado por Chindraba:
Now, if there was a tech for auto-pilot for the car, that would solve the skill issue I have with driving.
There's a mod or two for that, though I realize that isn't the same as having it in vanilla.
AAI's autonomous vehicles use biter pathfinding, and biter pathfinding is pretty bad for vehicles. Your cars will run into rocks all the time, they need dedicated driving lanes created for them.
shadain597 16 jan. 2024 às 15:49 
Originalmente postado por JustSmile:
Originalmente postado por shadain597:

There's a mod or two for that, though I realize that isn't the same as having it in vanilla.
AAI's autonomous vehicles use biter pathfinding, and biter pathfinding is pretty bad for vehicles. Your cars will run into rocks all the time, they need dedicated driving lanes created for them.
That's not been my experience at all. Yes, it's janky. No it doesn't take the shortest/most optimal path. No, I don't use it for moving my vehicle near enemies. But running into things? Not really been an issue for me. Back when I was playing SE with friends I had a flame tumbler set up as a taxi, and that damn thing flew through a post-rocket launch main bus without so much as scratching a single building. No, it did not stick to the center belts; it wove through various sub-factories in ways that I think would be impossible for a player to do. (note: I also play with VehicleSnap and Squeak Through, if that makes any difference)

But recently I've been using either Autodrive or KruiseKontrol for my autopilot needs. Both occasionally bump into things, but it's usually trees and Autodrive actually has a little, optional, heal built-in for those accidents. AFAIK they should be using the same pathfinding that AAI does, but for whatever reason they seem just a bit more accident-prone.
JustSmile 16 jan. 2024 às 16:00 
I never had issues with them running into player buildings, actually - but the terrain? All. The. Time. Trying to order a group of chaingunners to drive through an area with any rocks or trees will just end up having half of them get stuck slowly grinding some tree's HP down to drive over it. They're still useful AF, but navigating them is a micromanagement nightmare.
Chindraba 16 jan. 2024 às 16:03 
I intend to explore mods which add special things, in limited numbers, things like high-speed trains, or different tanks (though I think those are just skins), perhaps even jet packs, planes or boats. Once I've exhausted what I think I can do in vanilla. QoL mods are much more "open" for me, normally. Doing an all achievement run atm and that's pure vanilla for the Steam achievements - if I can even make it anyway. The alien terrain, major overhauls, AAI, Rampant and most other significant game-changers or just not on my radar. Something to make driving easier is a possibility.

There's a couple vehicle snap mods, which might help a tiny bit with my skill issue, though not much. The auto-pilot I'd need would have to be something like the temporary stop thing for trains. Of course they use the rails which are already clear of rocks, trees, pipes and such, so that's a different issue anyway. My skill with the car/tank is limited, mostly, by my ability to switch from map-relative directional thinking to vehicle-relative directional thinking. "W" is to move North, always, for the character, but could be South or West, or any other 'random' direction if I'm in the car. It has been a skill issue for many decades and I don't see it changing any time in the near, or very distant, future.
shadain597 16 jan. 2024 às 16:27 
Originalmente postado por JustSmile:
I never had issues with them running into player buildings, actually - but the terrain? All. The. Time. Trying to order a group of chaingunners to drive through an area with any rocks or trees will just end up having half of them get stuck slowly grinding some tree's HP down to drive over it. They're still useful AF, but navigating them is a micromanagement nightmare.
Okay, moving a group of vehicles is a related, yet different scenario. We were (I thought) talking about autopilot for the player vehicle. Incidentally, part of the beauty of the flame tumbler is that it actually takes less damage than a tank does from collisions. I tested crashing high speed trains into various vehicles in that save, and only tanks + the flame tumbler survived. Yet the tanks took a decent amount of damage, while the tumbler was barely scratched.

Also, I think I've been using the Tree Collision mod that reduces their hitbox. I know I have it installed, but I can't remember if it's been in the saves that I'm thinking of.

Originalmente postado por Chindraba:
There's a couple vehicle snap mods, which might help a tiny bit with my skill issue, though not much. The auto-pilot I'd need would have to be something like the temporary stop thing for trains. Of course they use the rails which are already clear of rocks, trees, pipes and such, so that's a different issue anyway.
The autopilot(s) we've been talking about is more like ordering a spidertron around than temporary train stops, though obviously non-spiders can't ignore most obstacles.
malogoss 16 jan. 2024 às 17:05 
Attacks that don't damage your buildings/turrets only produce a visual alert, a yellow triangle icon. No sound. I can say I often don't notice them. But since nothing got damaged, it does not matter. It should be the same for you, maybe you miss some alerts, but it has no real impact.

The other 2 alert levels, however, do produce rather annoying sound alerts and alert icons. So unless you mute the game or mute the alerts in the sound settings, they are impossible to miss. Those 2 alert levels are for damaged entities and then destroyed entities. They DO produce a sound.
malogoss 16 jan. 2024 às 17:52 
Originalmente postado por TBdog:
Buildings don't work but deleting and planting them again in same spot does

That can be caused by a lack of output room and the machine inner buffer being full too. Deconstruct and rebuild, the buffer is empty, the machine works again. But this is just how things work, it should not be a surprise to you.

It could also be that some inserters feeding that machine are stuck, holding an item that the machine doesn't need. It can happen is some edge cases only. Inserters are all smart, they won't grab anything if the machine they are feeding does not need it.

If a machine needs only iron plates for input, no inserter will randomly grab something else and be stuck with it. HOWEVER, for example, if at one point you change the production of that machine and your timing is bad/unlucky, it could create a problem. The inserter grabbed an iron plate, 0.1 sec after that you switched the machine recipe to copper cable. The machine does not need the iron plate anymore, the inserter is stuck with it. Removing and rebuilding the machine is one way to fix it. Removing and placing the inserter again would too.

Another example would be smelting. Say you have a steel furnace that produces iron plates. It needs iron ore and some fuel. We'll say coal is the fuel used. It is possible that the same inserter feeds both of those things to the furnace. If you let it do its thing, the furnace will always work. HOWEVER, if you were to manually drop a full stack of coal in the furnace, bad things can happen. The inserter grabbed a piece of coal to refuel the furnace. While it's holding it, you drop a stack of coal in the furnace. The inserter can't drop the coal in the furnace anymore, since that furnace fuel (coal) buffer is full. So the inserter waits, the furnace smelts the iron ore it had buffered. Because of bad timing the fuel buffer remains full the whole time, the furnace will never be fed iron ore again and the inserter is stuck, holding coal.

Whatever happened, there's an explanation. Some cases are very unlikely to happen. You can play a whole game and never encounter them. 150 hours later, you face that situation for the first time and I'll admit, it is puzzling. You did nothing new but simply because of really bad timing, you created a bad situation.
Última alteração por malogoss; 16 jan. 2024 às 17:54
TBdog 16 jan. 2024 às 18:09 
Come on. I'm just writing about my experience. I've refunded the game and not going to download it again to take footage to prove a point. I'm not saying factorio is starfield buggy. I'm just comparing to dsp, it's no where near smooth.

As for skill issue, sure it's some of that. But the game doesn't teach mistakes. I would be fixing something up, spending hours getting it sorted, to only find out my stone supply got destroyed, where my walls and turrets didn't stop them with no warning. Even if I was to find out, the time to walk to get there, it's too far. Let's not mention the vehicle controls are clunky being kind.

In dsp, I can copy huge areas and expand. I can't do that here. It's just smooth.

So you can say it's a skill issue not getting use to the clunky gameplay. I just call it clunky gameplay. We can criticise fsp games with clunky shooting mechanics and don't call it a skill issue.
JustSmile 16 jan. 2024 às 18:16 
Originalmente postado por TBdog:
Come on. I'm just writing about my experience. I've refunded the game and not going to download it again to take footage to prove a point. I'm not saying factorio is starfield buggy. I'm just comparing to dsp, it's no where near smooth.

As for skill issue, sure it's some of that. But the game doesn't teach mistakes. I would be fixing something up, spending hours getting it sorted, to only find out my stone supply got destroyed, where my walls and turrets didn't stop them with no warning. Even if I was to find out, the time to walk to get there, it's too far. Let's not mention the vehicle controls are clunky being kind.

In dsp, I can copy huge areas and expand. I can't do that here. It's just smooth.

So you can say it's a skill issue not getting use to the clunky gameplay. I just call it clunky gameplay. We can criticise fsp games with clunky shooting mechanics and don't call it a skill issue.
I mean, you're describing "bugs" people with more than a thousand hours in the game never saw occur, "bugs" that can easily be the result of various small mistakes on player's part. Tell me what's more likely: you're the only person to have a bugged version of Factorio, or those bugs don't actually exist and you chalked up mistakes on your part to "it's a bug".

And by the way, you absolutely can copy and paste massive areas. Blueprints and ctrl-c/v is bread and butter of playing factorio past the early game.

If a building could just sometimes not work after being put down and require replacement neither blueprints nor copying and pasting would work at all since builds would just randomly fail and that literally never happens. If signals were not working properly train-based bases would not function at all - but they function and are perhaps the most efficient way to build with block methodology. If biter attacks did not produce warnings perimeter walls would just randomly let attacks through after attrition wore them down before you have bot networks - that never happens.
Última alteração por JustSmile; 16 jan. 2024 às 18:27
Khaylain 16 jan. 2024 às 18:26 
Originalmente postado por TBdog:
Come on. I'm just writing about my experience. I've refunded the game and not going to download it again to take footage to prove a point. I'm not saying factorio[sic] is starfield[sic] buggy. I'm just comparing to dsp[sic], it's no where near smooth.

As for skill issue, sure it's some of that. But the game doesn't teach mistakes. I would be fixing something up, spending hours getting it sorted, to only find out my stone supply got destroyed, where my walls and turrets didn't stop them with no warning. Even if I was to find out, the time to walk to get there, it's too far. Let's not mention the vehicle controls are clunky being kind.

In dsp[sic], I can copy huge areas and expand. I can't do that here. It's just smooth.

So you can say it's a skill issue not getting use to the clunky gameplay. I just call it clunky gameplay. We can criticise fsp[sic] games with clunky shooting mechanics and don't call it a skill issue.
Hahaha, good joke.

No, if biters attack you will get warnings. If they destroy something you get a more annoying warning.

"Your experience" just sounds like lying to all of us who have played the game and know how few programming bugs there are in the game. If something doesn't work right it's astronomically unlikely that it's an error with the game instead of an error the player has made. I would put good money that there are more bugs in DSP than in Factorio. Something still in full development is so much more likely to have bugs than something that has been feature complete for a long while, without even taking into account the amount of effort Wube has shown they go to with regards to avoiding bugs (this comes from their FFF blog posts that has shown us a lot of what they did).

It's also very interesting that you're so invested in the forum of a game you're not going to download again.
Chindraba 16 jan. 2024 às 18:36 
Originalmente postado por TBdog:
As for skill issue, sure it's some of that. But the game doesn't teach mistakes.

Actually, if one were to stay off the forums, wiki pages and other sources of information, the game teaches mistakes quite well. So long as the student is paying attention in class. I spent the first 13 months of playing the game without even realizing the Wiki existed, let alone being here or in the related Discord. I learned from the mistakes quite nicely. I even learned from the mistakes about what I learned by mistake.

Originalmente postado por TBdog:
I would be fixing something up, spending hours getting it sorted, to only find out my stone supply got destroyed, where my walls and turrets didn't stop them with no warning. Even if I was to find out, the time to walk to get there, it's too far. Let's not mention the vehicle controls are clunky being kind.

"With no warning" either means they went some other, safer, way to get into your base, or you ignored the warnings, several warnings covering at least 3 levels of alert 2 of which include sound. That's not even a skill issue. That's simple neglect. It is also two mistakes with lessons not learned. 1) Pay attention to the warnings - they have a reason to exist and it ain't to make pretty signals on the screen. 2) Whatever you had as a 'defense' wasn't as good as you thought it was. Not enough guns, or not enough ammo for them, or wall too short, or alternate routes of travel you missed, or something else. Whatever the factors were, your plans were not good enough.

Originalmente postado por TBdog:
In dsp, I can copy huge areas and expand. I can't do that here. It's just smooth.

Sure you can. Ctrl+C, drag over the 'huge area', place the cursor where you want it copied to and click. From there the bots rebuild the copy. The largest 'huge area' I've ever copied was about 1800 x 1800 tiles. Even with 40,000 bots working it did take a while to finish, but that's the design of the game. If you need instant build just use editor mode. 9 keystrokes gets you there "~/editor⏎", though if you've not yet used any other cheats the game will give you a warning and it'll take 3 more key strokes "~↑⏎", 12 total.

Originalmente postado por TBdog:
So you can say it's a skill issue not getting use to the clunky gameplay. I just call it clunky gameplay. We can criticise fsp games with clunky shooting mechanics and don't call it a skill issue.

You, and everyone else, can call either one by either name. Typically if thousands have no problem and a few do, it's probably a skill issue, not clunky games. Driving the car is such a thing. It is a skill issue. I can't do it well at all. Most players can. The controls work just fine and are not clunky at all. They even make sense and operate as advertised. Still, I can't do it, and it's a skill issue.

Originalmente postado por TBdog:
Come on. I'm just writing about my experience. I've refunded the game and not going to download it again to take footage to prove a point. I'm not saying factorio is starfield buggy. I'm just comparing to dsp, it's no where near smooth.

I understood that from the beginning. What I don't understand is why you're even here to write about your experience. I'd understand a review, that's what they're for, but not a post in the game's forum. Having decided it's not a game you want to play, I don't even understand why you're in the Factorio forum at all.
shadain597 16 jan. 2024 às 18:38 
Originalmente postado por TBdog:
Come on. I'm just writing about my experience. I've refunded the game and not going to download it again to take footage to prove a point. I'm not saying factorio is starfield buggy. I'm just comparing to dsp, it's no where near smooth.
I mean, this is an Occam's Razor situation. What's more likely, that a new player is experiencing tons of bugs that nobody else has encountered, or that they simply don't fully understand a complicated game yet?

For comparison, Steam says I've logged ~800 hours in this game and the only buggy situations I've encountered are because of mods. And, I might add, those are still rarer than what you describe. Other people have thousands of hours in vanilla and can't even remember encountering a single bug. It may not be impossible for a new player to find a bug that no one else has seen, but the odds are so low that if you're that "lucky" you should consider buying some lottery tickets.

Originalmente postado por TBdog:
As for skill issue, sure it's some of that. But the game doesn't teach mistakes. I would be fixing something up, spending hours getting it sorted, to only find out my stone supply got destroyed, where my walls and turrets didn't stop them with no warning. Even if I was to find out, the time to walk to get there, it's too far.
I mean, again, game settings are a thing. I agree that the defaults are not kind to new players, but instead of writing the entire game off you could just, y'know, change the settings. That the devs provided for you. To use. Did I mention that the majority of Steam achievements can be earned on a map with zero enemies?

https://imgflip.com/i/8clded
(^unnecessary meme link. I don't normally mess with these things, but thought I'd give it a go. It does not appear to embed the image like I thought it might)
Originalmente postado por TBdog:
Let's not mention the vehicle controls are clunky being kind.
Yeah, that's fair.

Originalmente postado por TBdog:
In dsp, I can copy huge areas and expand. I can't do that here. It's just smooth.
Tell me you've never used construction bots without telling me you've never used construction bots.

Originalmente postado por TBdog:
We can criticise fsp games with clunky shooting mechanics and don't call it a skill issue.
Unless the mechanics aren't nearly as clunky as a new player suggests. What if someone is raging that they can't manually reload their gun, instead having to empty the clip in order to reload? But all the regular players just reply "dude, there's a keybind for that; skill issue"? Are they wrong?
Última alteração por shadain597; 16 jan. 2024 às 18:40
knighttemplar1960 16 jan. 2024 às 18:47 
Originalmente postado por JustSmile:
Originalmente postado por knighttemplar1960:
You just didn't get far enough along in the tech tree to open the things that solve the problems you are having.
No need for smartass response. The rocks are a problem at all times when driving outside your perimeter and lower movement speed is a massive chore for the first couple hours of any run.
Wasn't smartass at all. I clear rocks (and trees) out of the way all the time. AP ammo in your car makes short work of rocks, once they are gone they aren't a problem any more. Trees are easily removed with upgraded grenades (and later explosive rockets). Larger swaths can be cleared with poison capsules. Construction robots can remove rocks and trees by using the deconstruction planner. Late game Spidertron lets you ignore rocks and trees completely as you ride over them.

If I am going to take out a nest I make sure I use one of the above methods to clear out where I'll be driving before I run through and take out the worms and nests. I'm half blind and have poor motor control. If I didn't do those things I wouldn't be able to clear out nests. I be getting stuck on them and immediately get killed and have to reload a save that might be as much as 5 minutes old. Doing that enough times (especially in a row) makes you think about ways around the problem.
Fel 16 jan. 2024 às 18:48 
Machines that stop "working" always have a reason for it, but it depends on what you mean by that in the first place as well.

For example, a machine with 2+ rounds of production in the output slot will stop triggering inserters for inputs and pause itself when there is not enough ingredients to continue.
This is meant to prevent machines from making the items until a full stack when there is nowhere for it to unload its products.
The idea is that the ingredients would be more useful elsewhere until the output is sorted out.
You can still force the machine to continue to produce by hand-feeding the ingredients.

Similarly, inserters will stop inserting into a machine that already has enough ingredients for at least 2 cycles of crafting, but they will start putting ingredients in again as soon as it goes below that point.


The game provides you with the necessary informations to understand it if you want to, but won't forcefully feed the information down your throat because for the most part you don't even need to care about this unless your factory is not working properly in the first place (due to mistakes like not routing a belt properly or not having automated the whole chain).


It's the same for most other criticisms, like the copy/paste for example.
It does exist in factorio, but it is initially locked behind researching construction bots for the first time (together with blueprints).
This is because without construction bots, you are only placing "ghost" versions of the entities and have to place them yourself (can still save some time when designing though).


It's fine to not have enjoyed the game though, even if we can contradict your reasons for it it doesn't make your experience less valid for your own enjoyment.
TBdog 16 jan. 2024 às 19:08 
Originalmente postado por Csöpper:
Originalmente postado por TBdog:
I moved to other factory games. I do find the game too hard to manage and it lacks quality of life. I'll notice that my stone supply is lacking and find out biters destroyed my train somewhere on the map. I didn't see the warning. Then while cleaning up the mess and getting that sorted, biters destroy something else. So I'm just running fixing until I'll have to restart.

Have you built proper defenses with walls and auto-reloaded turrets around your factory expansions?
Yes. My main area has flame throwers and lasers. My other areas have turrets and walls. My train stations have the same.
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Postado a: 3 jan. 2024 às 9:53
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