Tight Spot experiences
Tight Spot experiences
For me the Tight Spot scenario is currently probably the most favorite part of the Factorio. I would be quite interested in what you guys think about it. And also if you could post your scores from different levels.
Re: Tight Spot experiences
Is it OK to post the scores if I used the version that "came" with the linux builds?slpwnd wrote:For me the Tight Spot scenario is currently probably the most favorite part of the Factorio. I would be quite interested in what you guys think about it. And also if you could post your scores from different levels.
My builds aimed at lowest initial cost instead of highest score
It worked like a nice demo of the pack ( transport belt madness has only 2-3 levels, tight spot suffers from a bug in the middle, supply is impossible with my gameplay style)
You definitely got me. Knowing what is actually inside made a huge difference.
But for the sake of sparing my time I'll not upgrade my account until July.
EDIT:
@experience itself:
Yes, I liked that one the most as well.
It would be extremely helpful to be able to see the land cost all at once / in advance somehow. My minimalistic approach is based a lot on land cost.
Re: Tight Spot experiences
Well, the only one where I managed to make significantly more money than required for the easiest setting is level 3 with a final balance of 4641.
As I already mentioned elsewhere, my favorite scenario pack challenge is transport belt madness. Tight spot is great, though, I just don't tend to muck around with a level after I've solved it. Some way to sell items to see your actual starting balance and clean your inventory would be nice (maybe a button to sell all items?), as well as starting the simulation at a slower speed.
Also, while trying to figure out my scores, I noticed that I can't load my 0.4.* tight spot saves:
Also, the steel axe in your starting inventory is kind of pointless in god mode.
As I already mentioned elsewhere, my favorite scenario pack challenge is transport belt madness. Tight spot is great, though, I just don't tend to muck around with a level after I've solved it. Some way to sell items to see your actual starting balance and clean your inventory would be nice (maybe a button to sell all items?), as well as starting the simulation at a slower speed.
Also, while trying to figure out my scores, I noticed that I can't load my 0.4.* tight spot saves:
Code: Select all
Error 2 while running the event handler […]/tightspot.lua:161: attempt to perform arithmetic on field 'simulationstartedat' (a nil value)
Re: Tight Spot experiences
Yeah.. +1 for "clear inventory"
I named my saves based on the initial cost (Involves quite a lot of steps: save to tmp, run, pause, note the number, load tmp, save properly)
I named my saves based on the initial cost (Involves quite a lot of steps: save to tmp, run, pause, note the number, load tmp, save properly)
Re: Tight Spot experiences
I just managed 3749 on the first level. I don't think I can stuff enough mining drills into the iron ore field to support more than two iron gear wheel factories, and I don't think I can optimize my layout much more.