Hi there ...
I have seen Factorio years go and decided to NOT give it a go .. because possible addiction, too much time to spend... Now i did start and i was right back then ... I spend too much time.
I just "finished" my 1st. session. With finished i mean:
- discover and learn aspects of the game
- launch a least 1 rocket
- build a "real" base then, fulfilling goals i set.
- explore more aspects while building this base.
- now i want to start from scratch again, apply what i learned and build better and may be bigger ...
Goal set and reached: 250+ science per minute (see below), stable for considerable amount of time ... now for over one hour .. it is forseable that ressource spots will run out soon, have to expand if i want to continue ... or just leave the planet.
So, looks like my 1st impressions are good, right? ... Not totally ...
- I did know that the game is about and what are the basic mechanics ...
- I started the tutorial, and it was fine at the beginning and started to su*** as soon as the locals appeared on the scene. I wanted to explore and learn, this takes time, combat should not part of the (second or third tutorial chapter), when you still work out basic mechanics!
- Therefor i ditched the tutorial and started a standard scenario with the following settings changed: no locals and no cliffs - to focus on learning manufacturing and logistic concepts.
My concept about 3rd party resources and spoilers:
- I decided to start with no mods, may add some later during gameplay. I wanted to discover i vanilla.
- I watched a some of Nilaus mega-base videos once i started my "real" base to understand how things work in general, get inspired in general - to find, build and teast a working solution myself / implementation
- I decided to start without readily available blueprints.
How it developed to the today state of the base ... start base phase
- 1st iteration to a rocket starting base, producing all science types was fun and base was structured chaos, but it worked.
- It was a joy to figure out oil processing and how to design it to have no blocking issues from mismanagement of the various products.
- energy wise i transitioned from steam power to solar. here i took the first short cut and used an ecstatically pleasing solar/battery array blueprint that was already available. Next play i will design my own solar / batter grid, just for the fun.
- learning uranium processing including covarex was fun too, however i got too many spoilers about nuclear power plant control. understood it well, to a way i could build it myself from scratch. However, i short cut again with an already available, good looking and organized, 4 core nuclear build (from Nilaus) .. designing my own is planned for the next play.
- i tried to stay within reasonable or possible ratios for products. calculating using in game information's, pen, paper, calculator ... was fun so far, did not always work out ...
- on the way, as soon as i got robots, i build a warehouse delivering the good i need to expand.
learning so far:
You have too few blue chips because too few red chips because too few green chips because too few iron plate and copper plate, steel production is super slow ... etc ... let's go bigger ... and introduce rail!
Big base:
- Rail is fun! I learned so much about rail, made mistakes, developpe some station control, have ides to improve next time especially on this part to have good supply / demand management.
- i want to have nixie tubes - mod installed. fantastic way to get easy information for rail stations and liquid storage.
- i decided to grab a belt balancer blueprint book for this. did not sound like fun to develop those myself.
- I started big time (no i did not, as i realized later)
- started Rail feed raw materials for a bus base design.
- red science in a "reasonable" scale
-- at around this time i added the 1st mod - rate calculator - makes life so much easier.
- huge green chip production (no i did not, as i realized later)
- green science in a "reasonable" scale, same rate as red science
- red chips to scale ... yeah
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-- needed more energy and at this point i start to cheat with water. I solved a couple water issues, especially around nuclear power, now i added the water well mod to make things easy.
- designed a self-controlling / balancing plastic build block (oil based, never touched coal liquification for now)
- blue science ... wow, this is going ballistic, exponential ... i build red and green flasks too big. I need to scale my expectations down. Room on map and available resources considered. now i was at 250 science per minute set ...
- far too few base intermediate productions on the bus, too few room for expansion ...
- outsourced full production centers, directly delivering copper plate, steel, iron plate, green chips from production centers near resource spots by rail to re feed the bus. ... was fun and i learned a lot about rail by doing this.
- purple science, it i becoming interesting and challenging to create a science block with a desired output. took some time, was fun.
- yellow science, ohhh ...
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, even more challenging, solved cool!
- no reason to build a big military science for now, on the side i researched all military in my 1st base until only the endless research was left ...
- separated, self-containing, space complex, feed by train (metals, oil and green chips), 3 silos (silo in my initial base is retired with one ready rocket available when i want to leave this world).
- in many blocks i build intermediates, produced locally in the block, very slightly overbuild, surplus products going in passive provider chests.
Now it is running and my labs a purposely over build.
- peak overproduction from backed up flasks
- resources going our everywhere
- train network issues
- bus issues
- too few ressouce sites feeding trains as required
... took a while to sort all this out, but finally did it!
... ... i may leave the plane soon.
ohhh, color wire, calculators, deciders etc. ... this rocks, i see a lot off potential here for a new play from scratch. Especially for an mor advanced supply / demand rail management.
Cheers.