eqalidan 10. juli 2024 kl. 7:57
there any good games that are factory building but with an emphasis on efficiency?
satisfactory is kinda close to what I want, but really, it gives you so much space up and down that any need for efficiency is more about saving time then a need.

gunsmith was kinda close to what I wanted, but it fell on its face after clothing where everything essentially needed a dedicated line and there was little to no creativity in building lines. also needing them to be human accessible really limited how compact you could make them as well. im sure it has gotten better but it was so far away from what I wanted at some points I just gave up till 1.0 or development dead.

shapes was pretty cool, but the same problem, near infinate space means efficancantcy is nice, not required.

im not looking for a puzzle game like freshly frosted, thats fun in its own way, but not exactly what im looking for,
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RiO 10. juli 2024 kl. 10:34 
Factorio.

You're boxed in on all sides by bug-like enemies called 'biters' that are attracted to the pollution generated by your factory, and will send raiding parties if said pollution reaches their nests.

You can shore up defenses, but that means lots of resources lost in bullets.
You can take to the offensive and clear out nearby nesting grounds, but eventually (if you've enabled that game setting) they'll migrate back there.

They evolve and get stronger with each destroyed nest; so you can't just keep on killing them or you'll be overwhelmed. On top of that, just pollution released from the factory also contributes to their evolution rate. As does simple time spent.

So you need to find the right balance of building space-efficiently and making use of the terrain and in particular forests to absorb early pollution, of not over-building with extremely polluting early game tech until your military tech is ready and you can wall up some defensive turrets where needed, and proactively shooting up and laying waste to nests that are just about to come under your pollution cloud.

Late game, you'll unlock beacons that can transmit bonus effects to buildings. They have only a range of 3 squares, so to make optimal use of them, you either have to box one building in on all 4 sides with 12 beacons (a '12 beacon build') or you have to create rows of buildings flanked by rows of beacons on either side such that 8 beacons can affect each building (an '8 beacon build').

Whichever you choose, it results in 2 squares free space on the sides of the buildings. One for a belt of items. One for 'inserters' - the grabber arms that move stuff in/out of the machines in the game. Yet, many recipes require more than one input and you have to get creative to wedge it all in there. (And then realize you forgot to leave room for the power poles to power the whole thing...)

https://store.steampowered.com/app/427520
eqalidan 10. juli 2024 kl. 14:39 
Oprindeligt skrevet af RiO:
Factorio.

You're boxed in on all sides by bug-like enemies called 'biters' that are attracted to the pollution generated by your factory, and will send raiding parties if said pollution reaches their nests.

You can shore up defenses, but that means lots of resources lost in bullets.
You can take to the offensive and clear out nearby nesting grounds, but eventually (if you've enabled that game setting) they'll migrate back there.

They evolve and get stronger with each destroyed nest; so you can't just keep on killing them or you'll be overwhelmed. On top of that, just pollution released from the factory also contributes to their evolution rate. As does simple time spent.

So you need to find the right balance of building space-efficiently and making use of the terrain and in particular forests to absorb early pollution, of not over-building with extremely polluting early game tech until your military tech is ready and you can wall up some defensive turrets where needed, and proactively shooting up and laying waste to nests that are just about to come under your pollution cloud.

Late game, you'll unlock beacons that can transmit bonus effects to buildings. They have only a range of 3 squares, so to make optimal use of them, you either have to box one building in on all 4 sides with 12 beacons (a '12 beacon build') or you have to create rows of buildings flanked by rows of beacons on either side such that 8 beacons can affect each building (an '8 beacon build').

Whichever you choose, it results in 2 squares free space on the sides of the buildings. One for a belt of items. One for 'inserters' - the grabber arms that move stuff in/out of the machines in the game. Yet, many recipes require more than one input and you have to get creative to wedge it all in there. (And then realize you forgot to leave room for the power poles to power the whole thing...)

https://store.steampowered.com/app/427520

got a question if you know, performance once you get later in the game is a bit of a concern for me, I forget which it is because its been a long time since I looked into it, but it was either cpu performance goes to hell or ram bottlenecks everything, im wondering if thats still the case or if that has been fixed/alleviated, not really sure if it could ever be gone given the scale of the game.

at least from what I could tell the game would have a definitive end due to pc specs
RiO 10. juli 2024 kl. 14:50 
Oprindeligt skrevet af eqalidan:
got a question if you know, performance once you get later in the game is a bit of a concern for me, I forget which it is because its been a long time since I looked into it, but it was either cpu performance goes to hell or ram bottlenecks everything, im wondering if thats still the case or if that has been fixed/alleviated, not really sure if it could ever be gone given the scale of the game.

A few years back I built an entry-level 'megabase' of 1,200 SPM (science per minute; normal playthroughs would average at 30~100 SPM) on a first-gen i7 clocking at 2.8 GHz with only 16 GB of RAM. The game worked fine at a consistent 60 FPS/UPS (updates per second) and never exceeded 4GB of RAM use for that factory.

The Factorio developers optimized the hell out of the engine during the latter early access versions before going gold with 1.0 and they never stopped working on it. The 2.0 version that will release together with the Space Age expansion pack in October, is going to drastically improve performance in a few other areas as well. Notably- the fluid system and the logistics bots system.

In short: I really wouldn't worry about the performance anymore.
The days it would start tanking on any regular sized factory are long gone, unless you play on the very chewiest of potatoes.

Oprindeligt skrevet af eqalidan:
at least from what I could tell the game would have a definitive end due to pc specs

Well, at first it'll just start slowing down to sub 60 framerates.
But yeah, eventually if you set your victory goal as building the largest factory you can get, then getting your process Out-of-Memory killed is basically the victory condition. :lunar2019crylaughingpig:

I have to stress though: you have to go really, really, REALLY insanely big for that to happen on any system that has current-day gaming specs.
Sidst redigeret af RiO; 10. juli 2024 kl. 14:55
Fd
MOL3MAN 11. juli 2024 kl. 14:59 
techtonica is good while it does allow verticality you still have to sprawl to get everything
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