Factorio

Factorio

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Skirlasvoud Feb 26, 2016 @ 12:21pm
Can resources be depleted?
I'm watching Youtube videos to get a good idea of this game.

Quick question: Can resources be depleted?

Game reminds me strangely of: https://www.youtube.com/watch?v=SuQGfk9Gmgo
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Showing 1-11 of 11 comments
Mistress Feb 26, 2016 @ 12:27pm 
Yea but you get a pretty decent amount out of each patch. By the time you come to having to branch out and find new patches, youll likely have trains to bring it all back to your home base for processing.
And theres no loss from recovering a building, so you can set up a mining base, strip the whole place down then pack everything back up and move on to the next one
phillip_lynx Feb 26, 2016 @ 12:27pm 
Yes, the patches depletes, but the world is infinitiv, so you always find new patches.
daniel0674 Feb 26, 2016 @ 12:28pm 
Yes, the ore patches (iron, copper, stone and coal) can be depleted and require you to find new ore patches. However the map is procedurally generated and endless, so you can always find new patches.

Oil fields are endless. They are generated with a random yield (usually 0.5 - 3 oil/sec, depending on the map settings) and will decrease when pumping them, but never go below 0.1 oil/sec.

There are mods that change the ore patches to be endless, too.
Skirlasvoud Feb 26, 2016 @ 12:56pm 
So that would mean that I have a core, central base where all the complicated stuff gets produced... and an endless surrounding sprawl of railroads towards distant raw resource outpost to keep harvesting stuff?

Sucks that these outposts go obsolete, but I see how it can be fun if it works like that.
Cougarific Feb 26, 2016 @ 1:01pm 
Originally posted by skirlasvoud:
and an endless surrounding sprawl of railroads towards distant raw resource outpost to keep harvesting stuff?
To each his own but IMHO this is the fun part. Getting the main base set up is just a necessary precursor to getting a rockin' train network going.

Train Fever ain't got nothin' on Factorio! :steamhappy:
Last edited by Cougarific; Feb 26, 2016 @ 1:02pm
omechron Feb 26, 2016 @ 1:05pm 
This is one of those games like Minecraft that is going to have a hundred trillion mods for it. There are already mods to make the resources infinite, but the one I like is called RSO (Resource Spawn Overhaul). It basically makes it so that resource patches get more rich the further you are from the starting area, so that if you get sick of building expansions you can set up a train line to go WAY far and just be done with resources for a while.

https://forums.factorio.com/viewtopic.php?f=79&t=13783
Not Root Feb 26, 2016 @ 1:07pm 
Originally posted by skirlasvoud:
So that would mean that I have a core, central base where all the complicated stuff gets produced... and an endless surrounding sprawl of railroads towards distant raw resource outpost to keep harvesting stuff?

That's the most common way, but there's nothing stopping you from having partial production facilities on-site at your mines, or multiple bases significant distances from each other that are only production. There's even a strategic advantage to such, as you'd still be up and running if one of the bases get overrun.

Sucks that these outposts go obsolete, but I see how it can be fun if it works like that.

It's not too big a deal, because you can pick up any building you place and put it back down anywhere else with no cost other than time -- you even get back any items in its inventory. Around mid-late game you get flying construction robots that can tear down bases for you at incredible speed, and build out entire bases from templates, copy-paste style. It's incredibly satisfying to drop a template with a single click and watch these little insect-like drones roll out a whole assembly line in front of you.
Last edited by Not Root; Feb 26, 2016 @ 1:08pm
omechron Feb 26, 2016 @ 1:22pm 
Originally posted by roothorick:
There's even a strategic advantage to such, as you'd still be up and running if one of the bases get overrun.

Plus small purpose-built bases are easier to manage pollution control for. If you've only got a few assembling machines set up and powered by solar, ideally in forested areas, their smoke clouds will be small enough that you can just scout the area, drop a few random objects around to keep new bases from spawning close by, and forget it. Since conveyors and (oddly) trains don't produce pollution, decentralized production can be a very safe way to set things up.
IamNic Feb 26, 2016 @ 1:39pm 
The factory is pretty much comparable with this fungus - it spreads from one point. You then need to expand for ressources with many outposts.

The ressources sooner or later deplete, so you deconstruct them and move them further forward, leaving only the main conveyors and tracks behind which lead to main part of the factory.

If you watch the gameplay trailer from this point (1:04) you can see the similarity (sadly you don't see outposts on the factory.
Last edited by IamNic; Feb 26, 2016 @ 1:42pm
Skirlasvoud Feb 26, 2016 @ 1:54pm 
Originally posted by IamNic:
The factory is pretty much comparable with this fungus - it spreads from one point. You then need to expand for ressources with many outposts.

Heh... fungus. As a Biochemistry student, that has me convinced.


I think I'm getting the idea now. To be honest, I was very intimidated by things like "Logic Systems" and just the chaos shown on the screenshots and videos. I know that maybe you use that to impress people, but it was more than I was asking for.

Now that I've looked around however, I'm beginning to feel that I don't need that much complexity if I don't want to and that I can have a nice, orderly and simple base that works should I so desire.

I want to finish XCOM2 first, but I'm definitly looking into this.
IamNic Feb 26, 2016 @ 2:50pm 
Originally posted by skirlasvoud:

Heh... fungus. As a Biochemistry student, that has me convinced.

So the data-set about you I bought from the NSA to manipulate you was worth the 2 dollars :happy_creep:
Last edited by IamNic; Feb 26, 2016 @ 2:50pm
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Date Posted: Feb 26, 2016 @ 12:21pm
Posts: 11