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One example would be bob&angel. There you have 6 raw res, that you first have to crush and sort, or before sortign you could refine it several times to get more rare ores out of it if you sort it, so you can get roughly ... 15? raw ores that you can smelt to ingots, then smelt into a fluid and then into a plate. Or you can refine the ore 2 more times to get double the ingots. And then you still only have regular plates, the ones you get my just smelting the raw ores directly. You simply can do so much more stuff and you might not even care about the rocket in the end anymore, since there's just so much stuff to do before you get anywhere close to it.
Though obviously you'll only have fun with these modded runs if you like the base concept of Factorio and enjoy more complex constructions. If you already get completely overwhelmed by the regular oil refining and don't want anything more complex this might not be something for you. Though I guess there also are easier full overhaul mods, like Krastorio 2, which is much closer to Vanilla. I think there are nearly 10 big and decent full overhaul mods out there? So probably enough content for a while, especially with mods like Space Exploration, which are just cruely long and tedious ....
...but yeah, I don't plan to play Vanilla again (without the expansion), since I also got too bored of it. I also don't like building megabases and try to launch a rocket every minute, or even quicker. I simply want to experience and build new stuff.
What a lovely response, thanks for taking the time to write this!
I always thought this game felt like someone wanted to create a tech-heavy version of Civilisation but stopped short of designing interesting hurdles. The enemies in this game are so boring and uninspired and they're the only things providing any kind of hindrance. The devs don't seem to understand what complexity is. Complexity isn't "more stuff that's a little different", complexity means a variety of parts, i.e. fundamentally different game changing mechanics. A good example of that would be the game Spore where as the game progressed your gameplay had almost nothing to do with previous stages.
Like oil processing? Like dealing with Uranium? Like train networks? Like logistic networks? Like signals processing?
I find any of these tasks much more complex than any of the Spore stages, which all felt disjointed and awfully shallow. Sure, the game mechanics changes, but each still felt like a cheap mobile game.
Also, feel free to provide citation on how "complexity" has to be "game changing". Trying to pull that word out of gaming context and applying your rule should tell you why you are completely wrong on that one. Is math, physics, quantum theory not complex - because they are internally sound? Is a jet engine not a complex machine, because it follows same, simple rules all the time? And so on and so on.
Anyhow, hot take from you for sure, and it's fine, but it's hard not to read malice in it. I mean, accusing award-winning devs of game commonly considered "engineer pass time" of "not understanding" something is a bit much. Especially when you seem to misunderstand the meaning of the "complexity" yourself. Dislike the game if you must, but be fair.
Oh dear, I've upset the stans. I'm not going to argue with you about how language works. If you don't want to understand my criticism in good faith then why would I waste time giving you any attention at all
I read what you said and posted. I don't see anything that reads as criticism. I do read it as a list of personal preferences.
You claim that Factorio is devoid of any complexity. Yet, the poster Ass Grenadier correctly listed out several production chains and other subjects that are non-trivial and complex, which people obsess over the tiniest of details (do I use side-loading underground exit or filter inserter here?).
Because I provided a detailed analysis of why and how exactly your post comes around as malicious. To which you can respond, argue, clear up the situation... or confirm it by resorting to calling me a "stan" and ignoring everything I said.
Have it your way :)
Don't get me wrong, I can understand the desire for a variety of gameplay, but as far as "complexity" is concerned. . . “You keep using that word. I do not think it means what you think it means.”
Yeah I think I keep forgetting about trains, theres a lot of fun to be had there. With hives and frequency at 600%, I think its daunting to expand at times. Great concept.
Sorry for stealing your thread for a while, but hey, this post reminded me of something.
My fav mod "pack" was always RSO (Resource Spawn Overhaul) fine-tuned to be a much harsher version of Train World - with resources being spread apart FAR from each other. On top of that, drop Clockwork with REALLY long day/night cycle, I'm talking 30min up to 1h for the first night to come. Then Nightfall to stop Biters from attacking during the day - they will still build up though. Through game settings, make them spawn easier (more pollution or more biter production) and increase the starting zone (or you will die). Drop some UI mods to see the time too, it's crucial.
For extra fun, drop a better bullet trails mod. You will thank me, though probably through tears.
What ends up happening is - you get half an hour up to an hour to prep during each day, after which you will face endless waves of biters, not unlike Starship Troopers. It's a daunting challenge, but it mixes it up a lot from base game - while not really adding anything new per se. Not sure if it's up your alley, but if it is... well, good luck ;)