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I just did all the tutorials and thought they were very well done for a 'first draft.' BTW, I was able to access them through my established game (didn't have to start a new game just for the tutorials) and I don't think it messed my game up.
Regarding some of the suggestions for improvement already given, I agree with, and is probably what I consider the first priority, is to add a type of intuitive "hints" box in the tutorials that triggers as a result of incorrect actions (or just a button to open it - lol). For example, rail chain signals, placement to give track priority requires serious thought and planning, and I would have liked to see a tips box specific to correcting what I'm doing that isn't working, and a short why. Also, the tips/hints box could have also let me know that I can delete some signals, instead of assuming that the layout just needed to be added to.
I can foresee that if you expect to add a lot of tutorials, a tech tree type organizational method is likely to be needed.
I've got plenty of hours into the game, use YouTube, reddit, Wiki, etc. to learn more, but I have yet to do anything with circuits; would love to see a basic tutorial for that. I've yet to figure out the new blueprint system completely - lol. And I'm finally attempting to extract the 2 uraniums from the ore, and it's not working - more research....
![Wink ;)](./images/smilies/icon_e_wink.gif)
Ratios of items needed to efficiently supply higher end items was mentioned; would it be possible to add a ratio calculator into the game? Or is there a mod that already does that?
All in all, Factorio is the most engrossing game I've ever had the pleasure of digging into, even with one of the most anticlimactic "endings" I've ever experienced. I'm totally hooked on it, and I couldn't even explain to anyone what the draw is for me. It's incredible the intricacies put into this game.
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