Factorio!

#411

I’m afraid I can’t answer that. I’m just a helpless ChemE, so when he goes on about word lengths, instruction sets and addresses and what have you I quickly glaze over. My very, very basic understanding is that it is a fully functional calculator, he has written a compiler that takes psuedo-assembly that he writes and generates a factorio blueprint that he then copies over the memory (?) on the left hand side and magic happens and output happens. Or something like that.

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#412

It’s not a computer, but the growth of my rail system has been gratifying.

I’m enjoying rail-building to the point that I might try to skip the logistics network altogether for the achievement, and just rail-ship plates and circuits around for the no-logistics achievement. (Thanks to the patch of 4.6 million uranium ore to the bottom right, I’m already on track for the no-solar achievement.)

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#413

Here is what he says about his computer.

“It is a full Turing-complete computer. So in theory, it could execute every possible program - its just limited by the low memory + speed”

I don’t know what that means either :(

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#414

It means it can compute anything that is computable. A couple of good books about it are Turing’s Vision, and the Annotated Turing.

Kudos to your son on the project. Probably a nice way to reinforce what he has been learning in school.

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#415

Have the tutorials been kept up to date with whatever changes have been made?

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#416

Not only have they been kept up to date, but they’ve been completely redesigned for a better New Player Experience. Though I don’t think it’s going to be completely released until 1.0, they did release a bunch of NPE campaign stuff in 0.17:

https://www.factorio.com/blog/post/fff-241
https://www.factorio.com/blog/post/fff-257
https://www.factorio.com/blog/post/fff-262 (This one tells you about their new Clippy / Navi)
https://www.factorio.com/blog/post/fff-283

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#417

Do you recommend new (well I did tinker a little bit a while ago) players wait until 1.0?

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#418

Personally, I’m waiting until 1.0 until I play again :)

Given how recent the 0.17 release is, if you were to jump in right now you might hit a bunch of bugs that would sour you experience. (The last three FFF have been about all the bugs and crashes they’ve fixed after the 0.17 release, including some bugs in the new tutorial). If you wait a month it’ll be a lot more stable.

…yet if you wait 6 months 0.18 or even 1.0 might be out… maybe. I have no idea on the release date there.

Conclusion: Depending on how risk averse you are, either start playing TODAY, or wait a month for 0.17 to be a bit more stable! By that point you’ll be hooked and either a) still be playing when 1.0 is released or b) want to resume playing when 1.0 is released ;)

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#419

I guess I’m not in a huge rush and can wait - I’ve been waiting this long! I rather maximize my chance I’ll stick with it instead of writing it off. I thought Production Line was going to fill a building / logistics itch for a while but it was a bust for me.

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#420

Congrats, though I personally don’t understand the appeal at all. If you want to build something, contribute to open source software. If you want to play a game, play a game. At least that’s how my brain works.

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#421

I’ve been playing 17, and I haven’t noticed any bugs. I did the new tutorial, too, it’s quite good.

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#422

It’s a hack, and really no different than the folks at MIT doing things on the TX-0 just because they could all those years ago.

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#423

I do NOT recommend that you wait, if you know this is a type of game you’d enjoy. The game has been polished for a long time now, they just continue to polish it more.

Yes, you will see lots of hotfixes and releases right after a major release. But read the changelogs… yes, sometimes a critical bug gets through, but the vast majority of bugs are really wild edge-cases that you as a new player will likely not ever encounter (and they’ll be long fixed by then too). A week ago, waiting a week may have been worthwhile. But that was a week ago. Don’t be weak and wait another week.

Dammit, in my vain attempt to be clever, now ‘week’ looks funny.

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#424

My brain explodes whenever I hit the point of needing to set up production lines for the yellow and purple science packs.

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#425

I just did yellow last night, and the main bus base model makes it a whole lot easier. I ship in circuits and batteries from another factory, so all I have to do is make copper wire and speed modules, and that’s not bad at all.

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#426

You make it sound like you create copper wire and put it on a belt… That seems to make all the ‘pro’ Factories players cry as it’s less efficient in terms of speed & space

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#427

The wire gets made from plates on-site. The batteries and whatnot get belted in.

It’s still not a ‘pro’ factory, though, because I like trains and am using them to move things laughably small distances because they’re fun.

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#428

This game is largely a model train set for the digital age, so no shame in that. It is good practice for when you start making modular stations out in the boonies to do all your processing and shipping it back to your main factory.

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#429

Turns out Imgur isn’t a fan of 100mb images, so here’s a somewhat reduced version of the giant screenshot I just took, jpeg artifacts and all.

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#430

Where does that oil pipeline go in the north? You should ship in your oil by train!

ps: From the screenshot it looks like you are belting your copper cable. That’s the kind of thing that will make a Factorio-Forum-regular cry about as they’re always talking about direct insertion of copper. Gears too, I believe. I just had a quick google to find some info on that kind of thing , but have failed, so perhaps they’re not always banging on about it, and I just think they are? :)

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