this post was submitted on 05 Jun 2023
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Factorio

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Dreaming of transport belts

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Last updated: 2023/06/05

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I love how in rimworld the prawns do their thing. Running around with the main character is taxing. How do you not get stressed?

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[–] beirut_bootleg@programming.dev 3 points 2 years ago

The only thing you should be stressing about is the factory not growing, and the only way for the factory to grow (at least until you research Logistics) is running around and expanding production.

[–] stembolts@programming.dev 2 points 11 months ago
  1. Rush sciences to make myself turboman-roboport.
  2. Never craft anything by hand after the first hour or two.
  3. Create small but modular/pasteable designs.. also just make bad designs that work 'good enough' and move on to the next task.
  4. Before turboman, never walk, I add a commuter train that goes to every main work/supply destination.

I don't walk unless I have to, and I modify my base to remove any tedious walking I find myself doing.

[–] chriskoss@lemmy.fmhy.ml 2 points 2 years ago* (last edited 2 years ago) (1 children)

build roads for the movement speed increase

use vehicles (trains can be manually sent to a particular station, without cargo they can go very fast)

get a spidertron when you can

[–] Spzi@lemmy.click 2 points 2 years ago

A mall can also help you to resupply several items in one location.

Once you get bots, the game changes dramatically. After that point, I play more from map view than actually walking around.

And after all, you play the game, don't let the game play you ;)

[–] bitsplease@lemmy.ml 1 points 2 years ago

If you're feeling overwhelmed, turn off biters. Honestly - I don't feel like they add much to the game in the first place other than an excuse to build weapons and walls

Once biters are off, there's no pressure - just take your time and tackle one step at a time. Don't worry about creating the most optimized farm humanly possible - embrace the spaghetti! It's part of the fun!

When you find that you need a new resource - just treat it as it's own separate project. Just like in real life, complex tasks get a lot less stressful when you treat them as a collection of small, simple tasks

[–] kimli@lemmy.ml 0 points 2 years ago (1 children)

For me, it's a different kind of game. I haven't personally played Rimworld but using Dwarf Fortress as an example, Factorio is more problem / puzzle solving oriented while DF is management oriented.

As you go further in the tech tree, you get vehicles and robots, so you can move faster and get the robots build for you. Also, trains, lots of trains.

I treat each factory part as a subfactory with its inputs and outputs, and then it's a matter of bringing input materials (trains, ordered transport belts, spaguetti, ...) and moving out output products.

I also usually play without bitters, so there's no time pressure

[–] SmoothLiquidation@lemmy.ml 0 points 2 years ago (1 children)

I also usually play without bitters, so there’s no time pressure

This is what I did when I started as well. Factorio, in my mind, is a logistics/building game, not a combat game. Playing without biters lets you learn the base building techniques.

As for not getting overwhelmed with the base, make sure to divide and conquer. Break up the next goal into smaller projects, and work on those one at a time.

Also, leave space between your assemblers. You can always build out more.

[–] kimli@lemmy.ml 1 points 2 years ago

Also, leave space between your assemblers. You can always build out more.

I should have mentioned this. For practical purposes, you can consider the map as infinite.

You will always try to expand, and at least, in my case, I've never thought "Damn, I wish I had left less space between ..."

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