Factorio is two games: pre and post robots.
Posted: Wed Dec 02, 2020 10:19 pm
I've found lately when I play factorio, I pretty much stop once I get robots, or start a new game at robots.
The problem of the race to get to robots can be done in different ways, and especially so in deathworld. And then with mines and robots, the game really changes. For example, basic deathworld is no longer a challenge and it's just a regular robot game, with the bots replenishing mines when they get hit by incoming biters.
In DW, there is some minor hassle in clearing out spawning biter bases, but that is just a tedious task. I'd actually be curious what the most efficient way is to do this. Right now I do it with mines for defense, flamers and rockets, but I'm convinced there is a better way. Obviously artillery on islands with no path for biters is best, but getting to artillery takes time and a few bases need to be cleared before then.
Admittedly, railworld + deathworld type settings are more problematic and trains become an interesting part of game play. Definitely a very fun option for sure. I'd also love to see a hard game play option where biters actively go for poles/tracks/belts/pipes - everything really. EMF/fluid sensing where they travel long distances to take out power and pipes. That would be an interesting challenge. (viewtopic.php?f=6&t=92012)
The reason why the game is different once you're at robots is that you have different options for parallel building activities that can be exponential because placement time no longer is constrained by your walking / keyboard speed, but rather just constrained by resources in the game (which are theoretically infinite). See Dave's math here:
viewtopic.php?p=521707#p521707
Robots really change the game. I've done some experiments with imported blue prints, and when optimized for robot layout you can get compound building efficiencies via JIT manufacturing. I explain the ideas behind the math here with concrete examples from wave defense:
viewtopic.php?f=5&t=90012
I think if recursive blueprints were added to the game, this would bring even greater clarity to the game regarding post robot play and would make it a more pure play. I've wondered why they haven't added this. Could be because they don't want to make the game too programmy.
That all said, there is still the problem of getting to robots. On monty hall maps, Steelaxe and GOTLAP speedruns I think are the right way to get to robots, where they do large amounts of intense and optimal handfeeding.
https://www.speedrun.com/factorio/run/zgw15ljy
GOTLAP is almost the same as getting to oil.
Macros really is an expert at this, and I've seen some of his reasoning. He's on the right track I think for the most optimal speedrun game to Rocket launch, and the other runners that build up infra are over weighting their infra setups. I sort of understand why they do it, what Macros does is very intense and requires a sustained effort that is a bit dull compared to building cool factories.
But if you extrapolate from GOTLAP (24 minutes) it is reasonable to say it wouldn't take much more to get to Robots. Just need the plastic for red circuits. Engines you can start early and are not a huge bottleneck though you do need sufficient iron ore production. My amateurish experiments show it takes me about 10-15 minutes to get to bots after oil on Any%, but I imagine the pros can do it in less.
You need about ~20K iron ore, and about 10K copper to get to bots from the beginning.
If you can get to bots in 35 minutes, than from there I believe you can get to rocket launch in 20-25 minutes with the right map on Single Player speedruns. Again, I refer back to Dave's math, which on a good Any% monty hall map isn't that improbable to get really high numbers of production. With flexible and optimal atomic designs easy to hand craft and taking into account robot travelling speeds I believe you can copy/paste your way to massive over production quite quickly.
One particular game style I'm interested in is massive multiplayer with blueprint import speedruns. With this format, players can initially pool their burners/furnaces and get out massive ore production very quickly. From there I think they can likely get to robots even faster than single player, and then with blueprint import, I believe rocket launch is much shorter than what you can do without it. There is no need to do hand crafting of memorized blueprints and blueprints can have arbitrary complexity not optimized for keyboard dexterity.
JD has gotten this down to 1 hour 20 minutes, but if I had to guess, you get it down to sub 40 minutes or so. 20 minutes for robots and 10-15 for rocket launch as your minions can all be massively hand feeding to build robots.
JD unfortunately doesn't go down the bots route, which I think is a mistake. https://www.speedrun.com/factorio/run/ylvvlxrm
Imported blueprints and bots are error free and what I saw in wave defense was pretty amazing in terms of bootstrapping out to massive production. And as I mentioned, they can be arbitrarily complex and micro managing blueprints is much easier when they are imported.
One last comment here, getting to bots on DW can be done in a hacky/cheaty style via mining ore and deconstructing it before your pollution cloud invites biter attacks. Once you get mines, you can settle in, defend and really mine ore to get to bots. Getting oil isn't that hard, unless every patch is overrun with biters and that gets a little tricky, though with mines you have pretty safe defensive/offensive power. In that situation, it's best to get the oil first before biters have really evolved into medium/big versions.
For those who try to build bases and defend early, I wonder how they do it successfully. I find trying to build bases in the beginning and defending against biters a pain as they evolve quickly and the resources you end up using to defend is rather extensive. You spend a lot of time repairing/replacing. Some maps on DW can be easier than others tho.
You can also set up a DW type map with even more challenging options that make this strategy less effective. Eg, railworld+super hard DW (desert, no trees, few resources, etc) You can probably make maps which make even defending with bots/mines challenging - which I think I'll probably try next.
The problem of the race to get to robots can be done in different ways, and especially so in deathworld. And then with mines and robots, the game really changes. For example, basic deathworld is no longer a challenge and it's just a regular robot game, with the bots replenishing mines when they get hit by incoming biters.
In DW, there is some minor hassle in clearing out spawning biter bases, but that is just a tedious task. I'd actually be curious what the most efficient way is to do this. Right now I do it with mines for defense, flamers and rockets, but I'm convinced there is a better way. Obviously artillery on islands with no path for biters is best, but getting to artillery takes time and a few bases need to be cleared before then.
Admittedly, railworld + deathworld type settings are more problematic and trains become an interesting part of game play. Definitely a very fun option for sure. I'd also love to see a hard game play option where biters actively go for poles/tracks/belts/pipes - everything really. EMF/fluid sensing where they travel long distances to take out power and pipes. That would be an interesting challenge. (viewtopic.php?f=6&t=92012)
The reason why the game is different once you're at robots is that you have different options for parallel building activities that can be exponential because placement time no longer is constrained by your walking / keyboard speed, but rather just constrained by resources in the game (which are theoretically infinite). See Dave's math here:
viewtopic.php?p=521707#p521707
Robots really change the game. I've done some experiments with imported blue prints, and when optimized for robot layout you can get compound building efficiencies via JIT manufacturing. I explain the ideas behind the math here with concrete examples from wave defense:
viewtopic.php?f=5&t=90012
I think if recursive blueprints were added to the game, this would bring even greater clarity to the game regarding post robot play and would make it a more pure play. I've wondered why they haven't added this. Could be because they don't want to make the game too programmy.
That all said, there is still the problem of getting to robots. On monty hall maps, Steelaxe and GOTLAP speedruns I think are the right way to get to robots, where they do large amounts of intense and optimal handfeeding.
https://www.speedrun.com/factorio/run/zgw15ljy
GOTLAP is almost the same as getting to oil.
Macros really is an expert at this, and I've seen some of his reasoning. He's on the right track I think for the most optimal speedrun game to Rocket launch, and the other runners that build up infra are over weighting their infra setups. I sort of understand why they do it, what Macros does is very intense and requires a sustained effort that is a bit dull compared to building cool factories.
But if you extrapolate from GOTLAP (24 minutes) it is reasonable to say it wouldn't take much more to get to Robots. Just need the plastic for red circuits. Engines you can start early and are not a huge bottleneck though you do need sufficient iron ore production. My amateurish experiments show it takes me about 10-15 minutes to get to bots after oil on Any%, but I imagine the pros can do it in less.
You need about ~20K iron ore, and about 10K copper to get to bots from the beginning.
If you can get to bots in 35 minutes, than from there I believe you can get to rocket launch in 20-25 minutes with the right map on Single Player speedruns. Again, I refer back to Dave's math, which on a good Any% monty hall map isn't that improbable to get really high numbers of production. With flexible and optimal atomic designs easy to hand craft and taking into account robot travelling speeds I believe you can copy/paste your way to massive over production quite quickly.
One particular game style I'm interested in is massive multiplayer with blueprint import speedruns. With this format, players can initially pool their burners/furnaces and get out massive ore production very quickly. From there I think they can likely get to robots even faster than single player, and then with blueprint import, I believe rocket launch is much shorter than what you can do without it. There is no need to do hand crafting of memorized blueprints and blueprints can have arbitrary complexity not optimized for keyboard dexterity.
JD has gotten this down to 1 hour 20 minutes, but if I had to guess, you get it down to sub 40 minutes or so. 20 minutes for robots and 10-15 for rocket launch as your minions can all be massively hand feeding to build robots.
JD unfortunately doesn't go down the bots route, which I think is a mistake. https://www.speedrun.com/factorio/run/ylvvlxrm
Imported blueprints and bots are error free and what I saw in wave defense was pretty amazing in terms of bootstrapping out to massive production. And as I mentioned, they can be arbitrarily complex and micro managing blueprints is much easier when they are imported.
One last comment here, getting to bots on DW can be done in a hacky/cheaty style via mining ore and deconstructing it before your pollution cloud invites biter attacks. Once you get mines, you can settle in, defend and really mine ore to get to bots. Getting oil isn't that hard, unless every patch is overrun with biters and that gets a little tricky, though with mines you have pretty safe defensive/offensive power. In that situation, it's best to get the oil first before biters have really evolved into medium/big versions.
For those who try to build bases and defend early, I wonder how they do it successfully. I find trying to build bases in the beginning and defending against biters a pain as they evolve quickly and the resources you end up using to defend is rather extensive. You spend a lot of time repairing/replacing. Some maps on DW can be easier than others tho.
You can also set up a DW type map with even more challenging options that make this strategy less effective. Eg, railworld+super hard DW (desert, no trees, few resources, etc) You can probably make maps which make even defending with bots/mines challenging - which I think I'll probably try next.