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* ModularDifficulty: The player is allowed to change the game's difficulty in multiple ways. It has an expensive mode that does ExactlyWhatItSaysOnTheTin for some recipes, and also there is a multiplier that can be applied just to how many science packs it takes to research technologies. The more expensive they are, the more pollution your factory will generate. Enemies can be adjusted so that they make new bases at different rates, or evolve faster or slower in response to three factors - time, factory pollution output, and destruction of their own structures. Or they can be turned off entirely. Resources can be made richer or more scarce. And terrain generation can be set up in a way that favors the player. The Rampant mod also has this in spades, allowing extremely granular control of enemy stats and aggressiveness, as well as giving the option to disable certain factions.
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** The game only tracks air pollution produced by your buildings as they work; critically, if your buildings are destroyed by bugs, stuff like oil pipes and nuclear reactors won't spill their contents to cause more pollution. This is to stop a potential feedback loop of "bugs destroy your stuff, causing pollution, which irritates the bugs more and causes them to destroy more of your stuff".
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* EpicTrackingShot: [[https://www.youtube.com/watch?v=J8SBp4SyvLc The 2020 trailer for the game]] is an especially long tracking shot that pans around a large chunk of the world. Starting in an almost-unscathed wilderness, the camera pans to follow the player as they chop down a tree and build a drill. The drill produces raw copper ore and the camera follows the production line as it turns copper into a magazine of bullets. The bullets get loaded into the turret defending a train station, just in time for it to arrive, unload its ore, and for the camera to follow its departure back to the mine it loaded from, where it then focuses on the boilers working away and their thick plumes of smoke... which agitate the nearest Biter den, who get provoked into swarming the main base. The swarm gets plowed through by a train, which the camera follows until a flock of drones get its attention, centering it back at the heart of the factory as the zoom slowly pans out to reveal the massive scope of the machine.
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** The Kovarex process is a scientifically simplified version of the 'breeder reactor' process that is used in real life to enrich uranium to make it concentrated enough to be used as nuclear fuel. There's suppposed to be a lot more going on to control and regulate the reaction process, but in Factorio this is simplified into an automated centrifuge process that takes two isotopes of uranium and processes it to make more fuel-grade isotopes so players would not need to create a complicated and heavily wired setup to run a real-world-accurate breeder process.

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** You can craft things by hand while continuing to move around, and can even mine resources with your pickaxe and shoot at biters while the item continues to be crafted. Logically you would think that crafting circuitboards or robot arm inserters would require some precision and dexterity, but having to hold still while crafting them would just make the game slower, especially in the early game when you don't have automation yet.

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** You can craft things by hand while continuing to move around, and can even mine resources with your pickaxe and shoot at biters while the item continues to be crafted. Logically you would think that crafting circuitboards or robot arm inserters would require some precision and dexterity, but having to hold still while crafting them would just make the game slower, especially in the early game when you don't have automation yet. Relatedly, certain bread-and-butter items such as power lines can be crafted on the spot pretty trivially if you have all the necessary ingredients, even when it should realistically require a couple hours of work to make overhead power lines.



** Logistics robots will continue to move very slowly once they run out of power. Of course, this is so that if a robot is caught outside a logistics network, it can eventually make its way back to your character or a roboport to recharge. Since the logical alternative is that powerless bots would just drop to the ground useless and either be destroyed or need to be picked up, this feature is not minded.

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** Logistics robots will continue to move very slowly once they run out of power. Of course, this is so that if a robot is caught outside a logistics network, it can eventually make its way back to your character or a roboport to recharge. Since the logical alternative is that powerless bots would just drop to the ground useless and either be destroyed or need to be picked up, this feature is not minded. Relatedly, Burner Inserters are capable of picking up coal to fuel themselves, even when from a logical standpoint they shouldn't be powered for not having coal in them.
** Realistically, changing the output item of an Assembling Machine would be an incredibly time-consuming process involving bespoke parts for whatever is being made; for example, iron plates would need to be cast into their shape and then trimmed, while copper wire would be extruded from a wire-shaped hole. The game simplifies it to just clicking the button of whatever item is desired, which makes them more of a MatterReplicator than their DieselPunk design suggests but is very convenient to play around.



** large and behemoth biters and spitters will occasionally get stuck pathing through especially thick forests and rock clusters. If they can't figure a way through after a couple of seconds, they'll resort to attacking the offending tree/rock.

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** large Large and behemoth biters and spitters will occasionally get stuck pathing through especially thick forests and rock clusters. If they can't figure a way through after a couple of seconds, they'll resort to attacking the offending tree/rock.


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* AttractMode: The game's title screen shows demos of gameplay at various levels of completion, complexity, and efficiency.


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* PlayerNudge: One of the AttractMode demos hints at one way to take out bug nests: getting a fleet of cars to run it over.
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** Trains are one of the fastest ways to transport materials and supplies in bulk, but you need to manufacture the rails, rail signals, and associated infrastructure to fuel the trains and load/unload their cargo. In addition, the rail network will need to be defended and requires lots of room for the rails to be laid.

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** Trains are one of the fastest ways to transport materials and supplies in bulk, but you need to manufacture the rails, rail signals, and associated infrastructure to fuel the trains and load/unload their cargo. In addition, the rail network will need to be defended and requires lots of room for the rails to be laid. And they come with the risk of running you over if you aren't careful.



* NoOSHACompliance: Averted. Factory machinery can't harm the player...except for the train, which can kill the player if it hits you at full speed. In 0.15, the Nuclear Reactor is completely safe while operational and will not malfunction or melt down on its own.

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* NoOSHACompliance: Averted. Factory machinery can't harm the player...except for the train, which can kill the player if it hits you at full speed. If you wish, you can place concrete with black and yellow hazard stripes around the tracks to remind you to watch your step. In 0.15, the Nuclear Reactor is completely safe while operational and will not malfunction or melt down on its own.
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* MacrossMissileMassacre: The Spidertron has four separate rocket launchers. They fire in a "chain" mode which means when one rocket launcher is reloading, it will cycle to the next automatically. Combined with the maximum firerate technology boost, you're looking at over ''17'' rockets per second. And who said you could only have one active Spidertron at a time? Spidertrons do not require a driver to shoot hostiles. If you have the resources, you can command an army of missile spamming [[SpiderTank Spider Tanks]].
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* DifficultButAwesome:
** The nature of the game itself makes it easy to learn yet hard to truly master. It will make you think about your factory's layout, power, and infrastructure as you build bigger, which may necessitate your tearing down of buildings in order to build them in a more optimal layout. On top of that, you need to keep an eye on your pollution and the slowly encroaching biters. Not for nothing do some players in the community joke about "The factory expanding to meet the needs of the expanding factory" as your needs for production force you to find increasingly large fields of ore and work on your slowly-expanding smelting facility, and then go on to make you seek out more land to build larger solar power farms and nuclear reactor setups just to power everything.

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* DifficultButAwesome:
**
DifficultButAwesome: The nature of the game itself makes it easy to learn yet hard to truly master. It will make you think about master, and you'll constantly be rethinking your factory's layout, power, power grid, and infrastructure as you build bigger, which may necessitate your tearing down of buildings in order bigger and bigger and look for ways to build them in a make things more optimal layout. On top of that, you need to keep an eye on your pollution and the slowly encroaching biters. efficient. Not for nothing do some players in the community joke about "The factory expanding to meet the needs of the expanding factory" as your needs for production force factory".
** A thorough understanding of basic mathematics streamlines gameplay considerably, or just using a calculator. Different items take different amount of times to manufacture, so if
you to find increasingly large fields of ore and work on your slowly-expanding smelting facility, and then go on have an assembly machine making Copper Wire to make you seek Electronic Circuits, it can be helpful to work out the ratio of Copper Wire produced versus Electronic Circuits produced, as it's possible you're not making wire fast enough to keep up with the circuits, or that you're producing surplus wire and could consider adding a second machine for circuits. Now also consider that there are three tiers of assembly machines with different crafting speed and modules also have an impact on crafting speed (and with productivity modules, their overall output will change beyond speed), and working out the ratio of machines becomes more land to build larger solar power farms confusing. ''Then'' remember that each type of belt can carry items per second and nuclear reactor setups just inserters move at a set speed per second and can pick up a certain amount of items with each movement, and it's possible that even if your machine ratios are perfect, you aren't supplying them properly and they're not producing as fast as you think. Multiply this over hundreds, thousands of machines throughout the factory that are all reliant on each other to power everything.produce something they need to produce something else, and it can get overwhelming if you don't understand how to manage it.

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putting containers or furnaces in front of mining drills is not advice, it's required, or they'll stop mining because there's no room


** Planting chests right in front of mining drills early on. At the start of the game, the player likely hasn't unlocked electricity, meaning that they'll only be able to use coal-powered mining drills and inserters - and as coal-powered inserters will consume some of the coal excavated by mining drills, at a time when the player likely needs as much coal as possible, simply planting a chest will save a lot of time by letting you stockpile stacks of coal and ore/pre-smelted metal plates while you work on breaking ground for your newborn factory. Stone furnaces can be used in the same way, which is vital for the Lazy Bastard achievement.



** Electric Furnaces consume a lot of power (especially if you put modules in them, which is the primary reason to use them in the first place), cover a 3x3 area, and require a lot of Steel and Advanced Circuits to make, so you need a steady supply of both. On the other hand, Steel Furnaces are smaller, don't use electricity (they just need fuel; see the next bullet for that), and can be made with Stone Bricks and near-half the Steel of Electric Furnaces. They're some of the earliest tech you can research and you'll likely rely on them up until you're ready to expand into a megabase and have the infrastructure to support the manufacturing and powering of Electric Furnaces.
** Coal. It's one of the game's basic resources and will be mined throughout the game as it's a perfectly good fuel for your burner devices, and coal patches tend to be more numerous and bountiful than other resources so you're unlikely to run low. Later in the game when you move away from Steel Furnaces and don't need so much coal anymore, you can then divert it into Coal Liquefaction to boost your petrochemical production, an area that is very resource-hungry and necessary for most end-game items.

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** Electric Furnaces consume a lot of power (especially if you put modules in them, which is the primary reason to use them in the first place), cover a 3x3 area, and require a lot of Steel and Advanced Circuits to make, so you need a steady supply of both. On the other hand, Steel Furnaces are smaller, don't use electricity (they just need fuel; see the next bullet for that), and can be made with Stone Bricks and near-half the Steel of Electric Furnaces. They're some one of the earliest tech you can research and first Steel technologies you'll likely rely on them up unlock, and they'll be the backbone of your production until you're ready to expand into a megabase and have the infrastructure endgame when you begin transitioning to support the manufacturing and powering of Electric Furnaces.
Furnaces; they'll small, easily to keep fueled, and easy to produce with a handful of Steel and Stone Brick. Electric Furnaces are only more effective once you have modules to increase their output and a large-enough power grid to sustain them.
** Coal. It's Coal is one of the game's most basic resources and will be mined useful throughout the game as game. Early on it's a perfectly good your best source of fuel for your burner devices, devices like furnaces and coal patches tend the only fuel source you can mine (trees need to be more numerous chopped down manually and bountiful than other resources so you're unlikely to run low. Later in the game when you move away from Steel Furnaces and don't need so much coal anymore, have oil production yet for solid fuel). Later on its required to product Plastic, which is required in some manner for a lot of end-game items, and once you can then divert it into unlock Coal Liquefaction Coal can be diverted to your oil supply to drastically boost its output. Patches of coal to mine also tend to be found more often and in more dense patches than other resources, so you can easily expand your petrochemical production, an area that is very resource-hungry and necessary supply lines to meet your factory's demand for most end-game items.it.
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* WeakButSkilled: The Engineer must become this to handle Biters in the later game. Even with the strongest armor packed full of shield modules, swarms of enemies can slaughter you in a few seconds, so open combat isn't viable. You'll instead take out their nests by utilizing hit-and-run tactics and surgical strikes utilizing your various weapons, like poison capsules to remove worms, the flamethrower to damage enemies moving through an area, making use of cliffs and trees to slip away from enemies, and so on.

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this example fits this trope more than the other


** A lot of things that you would think would require electric power — conveyor belts, splitters, water pumps, etc — don't need to be powered in-game, because doing so would add a layer of further complexity and annoyance and demand some means of pumping water without electricity to get your first boilers going.



** A lot of things that you would think would require electric power — conveyor belts, splitters, offshore water pumps — don't need to be powered in-game because doing so would just add a layer of annoyance and not add anything to the gameplay.

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** Inserters placed by the waterside are able to grab any fish that swim into their grasp.

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** Inserters placed by the waterside are able to grab any fish that swim into their grasp. Conversely, you can drop a stack of five fish (since you catch them in stacks of five) into water and this will release them.
** If you get your hands on a production machine before you research the technology to craft it, like when playing a modded game or a scenario, it won't be as helpful as you think; because of how the tech tree is designed, the machine won't have any crafting recipes to assign it until you research one. This also extends to stack inserters, which have the same capacity as normal inserters until you research stack inserters yourself.

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In February 2021, the development team announced plans to release a large DLC add-on to the base game, but refrained from sharing details at the time. The ETA on its completion is unknown, but they believe it will be more than a year.

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In February 2021, the development team announced plans to release a large DLC add-on to the base game, but refrained from sharing details at game. The expansion [[https://factorio.com/blog/post/fff-373 was revealed in August 2023]] to be titled ''Factorio: Space Age'', based on the time. Space Exploration mod for the game (and the leader designer of that mod is on the development team). The ETA expansion will see the Engineer visit different planets to refine new resources on its completion is unknown, but they believe it space platforms to unlock new science packs and items. The expansion will be more than accompanied by a year.
major update to the base game with new quality of life features and improvements to the engine.



An [[https://factorio.com/blog/post/fff-373 official announcement from the developers]] in August 2023 unveiled the development of the official Factorio: Space Age expansion pack, which has the lead designer of the Space Exploration fan mod as a major member of the development team.
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* ObviousRulePatch: Most intermediate products are compatible with productivity modules, with one exception: fluid barrels. Naturally this is because otherwise a player could create an endless cycle of refilling and emptying barrels to get free liquid products.
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** The three tiers of computer chips are colored green, red and blue.

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** The three tiers of computer chips are colored green, red and blue. Modules are colored green for efficiency, red for productivity, and blue for speed.
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** Reinforced concrete provides the highest movement speed bonus to the Engineer of any tile, and as the name implies has an aesthetically pleasing look of smooth, cut bricks. However, manufacturing refined concrete requires twice the amount of normal concrete, a unit of steel, and eight iron bars, making it a substantial investment of iron product to mass produce. By contrast, normal concrete just needs stone brick and a single nugget of iron ore (and produces twice as much concrete as the stone brick required, to boot).

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* ColorCodedForYourConvenience:
** Primarily for speed:
*** Basic transport belts are yellow, fast ones are [[RedOnesGoFaster red]], and the fastest tier are blue.
*** Gray (Burner) inserters are the slowest, and use coal instead of electricity. Yellow is medium speed, and slowest to run on electricity. Red inserters are mildly faster than the yellow ones, but have twice the reach. Blue inserters are the fastest-moving. Purple inserters pick specific items, green inserters pick up items in stacks, and white inserters [[BreadEggsBreadedEggs pick up specific items in stacks]]. The last three move as fast as blue inserters.
*** Gray assembly machines are the slowest, then blue, then yellow/green.

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* ColorCodedForYourConvenience:
ColorCodedForYourConvenience: A lot of this occurs. With a massive factory moving thousands of products a second, easy recognition helps a lot. Yellow, red, green, blue, purple, grey/black, and white are utilized all over to differentiate between things that would otherwise be hard to tell apart.
** Primarily Many items use yellow for speed:
*** Basic transport belts are yellow, fast ones are [[RedOnesGoFaster red]],
the lowest tier, red for the second, and blue or green for the fastest tier are blue.
*** Gray (Burner) inserters are the slowest,
third: conveyor belts, ballistic ammunition, assembly machines, and use coal instead of electricity. Yellow inserters. The latter adds grey as a "tier 0" burner inserter which is medium speed, and slowest to run on electricity. Red inserters are mildly faster even slower than the yellow ones, but have twice basic yellow, and also has the reach. Blue inserters are the fastest-moving. Purple inserters green inserter beyond blue which moves just as quickly and can pick specific items, up multiple items at once. The blue and green inserters pick up have variants colored purple and white, respectively, which add the functionality to filter the items in stacks, and white inserters [[BreadEggsBreadedEggs they pick up specific items in stacks]]. The last three move up.
** While the player is free to recolor them
as fast as blue inserters.
*** Gray assembly machines
they like, by default trains and train stops are red, and the slowest, then blue, then yellow/green.Engineer and their vehicles are yellow.



** The most important intermediate products (iron plates, copper plates, steel plates, stone bricks and plastic bars) are easily distinguishable by their color alone, especially when on-screen in large amounts while travelling on conveyor belts.
** All liquids are uniquely colored to allow for easy identification, and the game helpfully adds windows to every other pipe segment so you can actually see what's in there. Water is blue, crude oil is dark grey, heavy oil is red, light oil is yellow, petroleum gas is purple, lubricant is green, sulfuric acid is also yellow (but of a different hue than light oil), and steam is white.

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** The most important intermediate products (iron plates, copper plates, steel plates, stone bricks All raw resources are different colors which show up on the map for quick recognition: silver-blue (iron), bronze-orange (copper), black (coal), dull beige (stone), green (uranium), and plastic bars) are easily distinguishable by their color alone, especially when on-screen in large amounts while travelling on conveyor belts.
purple (oil).
** All liquids are uniquely colored to allow for easy identification, and the game helpfully adds windows to every other pipe segment so you can actually see what's in there. Water is blue, crude oil is dark grey, heavy oil is red, light oil is golden yellow, petroleum gas is purple, lubricant is green, sulfuric acid is also yellow (but of a different hue than light oil), lime-yellow, and steam is white.white.
** The five types of logistics chests are colored purple, red, yellow, green, and blue. Science packs are colors red, green, grey, blue, purple, yellow, and white.
** Blueprints are colored blue, red, or green, depending if they're construction, deconstruction, or upgrade plans.
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** 0.16 features Nuclear Fuel (enrich Rocket Fuel with processed Uranium), which has a fuel value of [[Film/BackToTheFuture 1.21 Gj]]. Great Scott!

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** 0.16 features Nuclear Fuel (enrich Rocket Fuel with processed Uranium), which has a fuel value of [[Film/BackToTheFuture [[Franchise/BackToTheFuture 1.21 Gj]]. Great Scott!
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** Uranium-enriched Rocket Fuel has tremendously densely-packed energy at [[Film/BackToTheFuture 1.21 GJ]] per full tank, but the amount of power spent to refine the uranium and petrochemicals (and thus the solid fuel and then rocket fuel), in addition to the increased amount of pollution it releases into the environment when used, makes it less efficient than simply using regular rocket fuel; the final nail in the coffin is that unlike regular Rocket Fuel that can be loaded in bulk at 10 tanks per stack, nuclear rocket fuel takes up a full slot per single tank, making it less viable for long-distance vehicle fuel due to how much additional bulk in storage a stable stockpile requires.

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** Uranium-enriched Rocket Fuel has tremendously densely-packed energy at [[Film/BackToTheFuture [[Franchise/BackToTheFuture 1.21 GJ]] per full tank, but the amount of power spent to refine the uranium and petrochemicals (and thus the solid fuel and then rocket fuel), in addition to the increased amount of pollution it releases into the environment when used, makes it less efficient than simply using regular rocket fuel; the final nail in the coffin is that unlike regular Rocket Fuel that can be loaded in bulk at 10 tanks per stack, nuclear rocket fuel takes up a full slot per single tank, making it less viable for long-distance vehicle fuel due to how much additional bulk in storage a stable stockpile requires.

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** ComplexityAddiction: Mods that scratch this itch (yes, even moreso than the base game), such as Angel's Mods, are ''very'' popular with the playerbase.



** ComplexityAddiction: Mods that scratch this itch (yes, even moreso than the base game), such as Angel's Mods, are ''very'' popular with the playerbase.
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An [[https://factorio.com/blog/post/fff-373 official announcement from the developers]] in August 2023 unveiled the development of the official Factorio:Space Age expansion pack, which has the lead designer of the Space Exploration fan mod as a major member of the development team.

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An [[https://factorio.com/blog/post/fff-373 official announcement from the developers]] in August 2023 unveiled the development of the official Factorio:Space Factorio: Space Age expansion pack, which has the lead designer of the Space Exploration fan mod as a major member of the development team.

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An [[https://factorio.com/blog/post/fff-373 official announcement from the developers]] in August 2023 unveiled the development of the official Factorio:Space Age expansion pack, which has the lead designer of the Space Exploration fan mod as a major member of the development team.



* GameMod: Factorio natively supports mods, which can be managed via an in-game system that connects to the official Factorio servers to allow you to download and update mods. The selection available varies from simple mods to changed recipes or make minor adjustments to gameplay, such as the Long Reach, Arborium, and Autofill mods, to entire game-changing mods that add in new resources and enemies and/or make radical changes to the tech tree, such as the collections of mods collectively referred to as Bob's and Angel's Mods. Concepts and ideas from several mods have been adapted into official game mechanics. The developers are also extremely supportive of the modding community, and commonly work with the community to find and fix bugs in the base game which are only normally exposed by mods. The Switch port does not have mod support by default, due to certain security concerns with the potential for mods to break out of the sandbox.

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* GameMod: GameMod:
**
Factorio natively supports mods, which can be managed via an in-game system that connects to the official Factorio servers to allow you to download and update mods. The selection available varies from simple mods to changed recipes or make minor adjustments to gameplay, such as the Long Reach, Arborium, and Autofill mods, to entire game-changing mods that add in new resources and enemies and/or make radical changes to the tech tree, such as the collections of mods collectively referred to as Bob's and Angel's Mods. Concepts and ideas from several mods have been adapted into official game mechanics.
**
The developers are also extremely supportive of the modding community, and commonly work with the community to find and fix bugs in the base game which are only normally exposed by mods. mods.
**
The Switch port does not have mod support by default, due to certain security concerns with the potential for mods to break out of the sandbox.sandbox.
** Factorio: Space Age, the official expansion pack, was worked on by the designer of the fan mod Space Exploration, and where ''Space Exploration'' is a challenging mod that requires knowledge of advanced Combinator functions, ''Space Age'' is more approachable for newer players.
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** Efficiency Modules. Compared to getting products built at lightning speed, or getting extra products for free, reducing a machine's power consumption seems boring. Unlike speed or productivity modules however, there is no downside to putting them in your machines, and they both directly and indirectly reduce pollution generation by reducing a machine's pollution output and reducing power grid strain respectively.
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** The Flamethrower can (basically) instantly kill small and medium biters/spitters, melts big biters/spitters and can raze spawners and worms in seconds. Its only real shortcoming is its lack of range. Flame patches left on the ground can burn for quite a bit, depending on how long you spent firing at the ground. This lets you use it as area denial, or hit and run on enemy bases. Get in, spray a bit on worms and spawners, back out and watch them melt away. The flamethrower technology only requires automation, logistic and military science packs which can be acquired within the first 2 hours of the game.

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clean-up, some of these aren't the trope


** The very first Inserter in the game, the Burner Inserter, requires no electrical power to run, just a steady feed of coal. During development it was made capable of feeding itself coal (or other fuels) from an input lane on an adjecent conveyor belt, even if it didn't have any fuel to begin with. Furthermore, it does not produce a single speck of pollution during operation, so it will never add to any smog problems you might have attracting biters.
*** Basic inserters don't require any electronic circuits, even though in real life fully autonomous robotic arms, being able to grab arbitrary objects on the move precisely, would require quite complex hardware and software to work.
** When a train runs out of fuel, it's automatically set to manual mode. This helps because the only way to fuel a train without being there in person is to have robots build an inserter that loads fuel into the train a few pieces at a time, and it wouldn't help much to have the train zip off as soon as it has one piece of coal inside only to run out again without getting to a proper station.

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** The very first Inserter in the game, the Burner Inserter, requires no electrical power Inserters can move to run, just a steady feed of coal. During development it was made capable of feeding itself coal (or other fuels) from an input lane on an adjecent conveyor belt, grab fuel for themselves, even if it didn't they've just been placed and have any no fuel to begin with. Furthermore, operate otherwise. Further, despite being a burner device it does not doesn't produce pollution, so if you go a single speck of while without electricity they won't effect your pollution during operation, so it will never add to any smog problems you might have attracting biters.
*** Basic inserters don't require any electronic circuits, even though in real life fully autonomous robotic arms, being able to grab arbitrary objects on the move precisely, would require quite complex hardware and software to work.
output.
** When a train runs out of fuel, it's automatically set to manual mode. This helps because the only way to fuel a train without being there in person is to have robots build an inserter that loads fuel into the train a few pieces at a time, and mode, ensuring it wouldn't help much to have the train zip can be fueled up fully instead of just zooming off as soon as it has one again once a single piece of coal inside only to run out again without getting to a proper station.is loaded into it.



** As of version 0.15 Roboports start off with a miniscule auxilary power charge to help define their logistics and construction zone before they start drawing power from your grid.
** As of version 0.16, Underground Belts and Splitters can be directly placed over existing Belts, replacing them, thus making it easier to retrofit or expand existing infrastructure without needing to remove all of the old belts by hand. Furthermore, Splitters were made capable of automatically filtering the flow of materials with both selective and lane input/output priority and output material filtering.
** Version 0.15 makes it more convenient to work with blueprints and construction bots - Shift-clicking now allows you to drop a blueprint directly into a forested area, which will cause construction bots to reclaim any obstructing trees and rocks before deploying your buildings.
** Versions 0.14 and 0.15 improved the UI for the Research window, making it easier to see the prerequisites and results of any research topic, in addition to integrating a research tree diagram to better illustrate inter-related research, thus allowing newer players to better envision the research path they would want to take.
** Versions 0.14 and 0.15 refined the railway system and added an automatic plotting mechanic to the rail-laying interface so you would not need to keep rotating track segments, as well as improved the UI for managing your trains and stations, allowing you to rename a station and have all trains assigned to that station automatically acknowledge the station-name update.
** Version 0.17 has been confirmed by the developers to optimize liquid and gas physics for water, petrochemical, and nuclear use, immensely improving the quality of life for players who previously bemoaned the framerate-tanking power of a sufficiently-large nuclear power plant.
** Starting with Version 0.17.60, Basic Oil Processing only produces petroleum gas, with heavy oil and light oil only being produced by Advanced Oil Processing and Coal Liquefaction. It is done in order to ease newbies into learning about the oil refining processes step by step, rather than dumping multiple kinds of production at once on the player once initial oil processing is researched.
** PowerArmor -mounted Personal Roboports automatically disable themselves and stop launching drones if the player is driving a vehicle faster than the drones can fly. This prevents moments where the player drives past something which is damaged, a group of drones pop out to repair it, and then the drones are left behind or destroyed because they can't catch up with the player's car.
** Version 1.1 came with a lot of [=QoL=] improvements like automatic underground belt placement when laying down belts across obstacles, improved remote control of Spidertrons, and a massive overhaul of the Trains GUI to make managing dozens of trains much less of a headache.

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** As of version 0.15 Bitters and Spitters will eventually despawn if left on their own long enough. This not only helps with CPU strain on sufficient long, large games, but it also makes artillery turrets a much more reliable way to clear out enemies, since they only target immobile nests and worms.
**
Roboports start off with a miniscule auxilary power charge to help define their logistics and construction zone before they start drawing power from your grid.
** As of version 0.16, Underground Belts and Splitters can be directly placed over existing Belts, replacing them, thus making it easier to retrofit or expand existing infrastructure without needing to remove all of the old belts by hand. Furthermore, Splitters were made capable of Running a belt over pre-existing belts will also automatically filtering convert the flow of materials with both selective and lane input/output priority and output material filtering.
** Version 0.15 makes it more convenient to work with blueprints and construction bots - Shift-clicking now allows you to drop a blueprint directly
section that overlaid the previous belt into a forested area, which will cause construction bots to reclaim any obstructing trees and rocks before deploying an underground belt, if you have them in your buildings.
** Versions 0.14
inventory and 0.15 improved the UI distance is short enough for the Research window, making it easier to see the prerequisites and results of any research topic, in addition to integrating a research tree diagram to better illustrate inter-related research, thus allowing newer players to better envision the research path they would want to take.
** Versions 0.14 and 0.15 refined the railway system and added an automatic plotting mechanic to the rail-laying interface so you would not need to keep rotating track segments, as well as improved the UI for managing your trains and stations, allowing you to rename a station and have all trains assigned to that station automatically acknowledge the station-name update.
** Version 0.17 has been confirmed by the developers to optimize liquid and gas physics for water, petrochemical, and nuclear use, immensely improving the quality of life for players who previously bemoaned the framerate-tanking power of a sufficiently-large nuclear power plant.
** Starting with Version 0.17.60, Basic Oil Processing only produces petroleum gas, with heavy oil and light oil only being produced by Advanced Oil Processing and Coal Liquefaction. It is done in order to ease newbies into learning about the oil refining processes step by step, rather than dumping multiple kinds of production at once on the player once initial oil processing is researched.
reach.
** PowerArmor -mounted Personal Roboports automatically disable themselves and stop launching drones if the player is driving a vehicle faster than the or running at sufficient speed, to prevent drones can fly. This prevents moments where from launching to do tasks the player drives past something which is damaged, a group of drones pop out to repair it, passes along the way and then the drones are get left behind or destroyed because they can't move fast enough to catch up with the player's car.
** Version 1.1 came with a lot of [=QoL=] improvements like automatic underground belt placement when laying down belts across obstacles, improved remote control of Spidertrons, and a massive overhaul of the Trains GUI to make managing dozens of trains much less of a headache.
up.
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The game has both single-player and CoOpMultiplayer modes. A demo is available on the [[https://www.factorio.com/ Factorio website]], with the full game available on the website, and from [[http://steamcommunity.com/app/427520 Steam]], [[https://www.gog.com/game/factorio GOG]] and the [[https://www.humblebundle.com/store/factorio Humble Store]] for €35/$35. Don't wait for a sale, the developers have a policy of never discounting the game. Only ever raising the price once by 5$ on Jan 26th 2023.

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The game has both single-player and CoOpMultiplayer modes. A demo is available on the [[https://www.factorio.com/ Factorio website]], with the full game available on the website, and from [[http://steamcommunity.com/app/427520 Steam]], [[https://www.gog.com/game/factorio GOG]] and the [[https://www.humblebundle.com/store/factorio Humble Store]] for €35/$35. Don't wait for a sale, the developers have a policy of never discounting the game. Only game, only ever raising the price once by 5$ on Jan 26th 2023.
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** Biters and Spitters will not intentionally attack anything that does not produce pollution or is under the combat category when traveling or guarding nests. This means you don't have to worry about your railroads, pipe networks or conveyor belts suddenly getting chewed up by a biter expansion force.

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seems a better fit for this trope


** Electric Furnaces consume a lot of power (especially if you put modules in them, which is the primary reason to use them in the first place) and cover a 3x3 area, and require a lot of Steel and Advanced Circuits to make, so you need a steady supply of both. On the other hand, Steel Furnaces are smaller, don't use electricity (they just need fuel; see the next bullet for that), and can be made with a smaller number of Steel and Stone Bricks. They're some of the earliest tech you can research and you'll likely rely on them up until you're ready to expand into a megabase and have the infrastructure to support the manufacturing and powering of Electric Furnaces.
** Coal and Solid Fuel. Coal isn't anything glamourous, being early-game material, but it's also a good fuel for much of the game and is fodder for making plastics. Later in the game when you're ready to move away from burning coal for fuel, it can also be converted into oil - handy for maps where coal is easier to come by than crude oil. Solid Fuel is a practical use for excess petrochemicals (and a great substitute for coal once you start needing to use coal for petrochemical liquefaction and plastics production), and is thus easy to stockpile in the early stage of petrochemical production, when you need to use up enough heavy/light oil and petroleum gas to match the production ratios of your oil refineries. Furthermore, by lategame, Solid Fuel becomes a precursor to Rocket Fuel, which is even better for fuel density and getting more speed out of your fuel-consuming vehicles.
** Solar power requires nothing but resources spent on producing panels themselves and a sufficient amount of accumulators, no resource shortages that lead to power shortages. In comparison to nuclear power, which requires moving large amounts of liquid and gas around and is a major source of lag on large basis, the entire solar power array, no matter the size, takes less CPU power than a single inserter.

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** Electric Furnaces consume a lot of power (especially if you put modules in them, which is the primary reason to use them in the first place) and place), cover a 3x3 area, and require a lot of Steel and Advanced Circuits to make, so you need a steady supply of both. On the other hand, Steel Furnaces are smaller, don't use electricity (they just need fuel; see the next bullet for that), and can be made with a smaller number of Stone Bricks and near-half the Steel and Stone Bricks.of Electric Furnaces. They're some of the earliest tech you can research and you'll likely rely on them up until you're ready to expand into a megabase and have the infrastructure to support the manufacturing and powering of Electric Furnaces.
** Coal Coal. It's one of the game's basic resources and Solid Fuel. Coal isn't anything glamourous, being early-game material, but will be mined throughout the game as it's also a perfectly good fuel for much of the game your burner devices, and is fodder for making plastics. coal patches tend to be more numerous and bountiful than other resources so you're unlikely to run low. Later in the game when you're ready to you move away from burning Steel Furnaces and don't need so much coal for fuel, it anymore, you can also be converted then divert it into oil - handy for maps where coal is easier Coal Liquefaction to come by than crude oil. Solid Fuel is a practical use for excess petrochemicals (and a great substitute for coal once you start needing to use coal for petrochemical liquefaction and plastics production), and is thus easy to stockpile in the early stage of boost your petrochemical production, when you need to use up enough heavy/light oil and petroleum gas to match the production ratios of your oil refineries. Furthermore, by lategame, Solid Fuel becomes a precursor to Rocket Fuel, which is even better for fuel density and getting more speed out of your fuel-consuming vehicles.
** Solar power requires nothing but resources spent on producing panels themselves and a sufficient amount of accumulators, no resource shortages
an area that lead to power shortages. In comparison to nuclear power, which requires moving large amounts of liquid is very resource-hungry and gas around and is a major source of lag on large basis, the entire solar power array, no matter the size, takes less CPU power than a single inserter.necessary for most end-game items.


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* SimpleYetAwesome
** Solid Fuel is the first item you can produce once you've researched Oil Processing, but is a practical and useful fuel for the rest of the game, as it provides three times the energy of Coal and gives your vehicles a bit of a speed and acceleration boost. Once you expand your petrochemical production and need to start balancing fluid ratios to crack oil into other forms, Solid Fuel becomes a simple way to use up any excess oil product generated to keep the pipes from backing up.
** Solar power requires nothing but the resources to manufacture the panels and need no additional infrastructure to support them, though you'll want to set up some accumulators to power your factory through the night. It takes massive fields of solar power to rival the output of uranium power plants, but solar panels produce no pollution, are much lower-tier tech, require much fewer resources to set up (heat exchangers and turbines for the uranium plant to power use up absurd amounts of copper), and in terms of CPU strain if you're running a base that large, solar panels use less CPU power than a single inserter, in contrast to the complex fluid and heat mechanics of uranium.

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* MundaneUtility: When acquired, the tank is a terrifically powerful vehicle to use in combat. And it also makes a handy bulldozer for clearing straight paths through clusters of trees so you can run belts or trains through a forest without having to manually cut down each tree in the way. Construction bots are even more advanced technology and excel at the same job.



** Grenades are designed to be used against swarms of biters. Most people instead grab a crapload of them, run towards a forest and start hurling them as fast as possible to quickly clear trees. The same practice was exaggerated when ''nuclear weapons'' were added to the game.
** Poison capsules are supposed to be used to flush out worms from biter and spitter bases. They're just as effective as grenades when it comes to removing forests, being a bit more expensive, but also covering a bit more area.

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** Grenades are designed to be used against swarms of biters. Most people instead grab a crapload of them, run towards a forest and start hurling them as fast as possible to biters, but are also effective at quickly clear trees. The same practice was exaggerated when ''nuclear weapons'' were added clearing out forests once you have an upgrade to the game.
**
explosive damage to let them destroy trees instantly, which they'll do over a fairly large area. Poison capsules are supposed to be used intended to flush out worms from biter and spitter bases. They're just as effective as grenades when it comes to removing enemy nests, but they're also good for clearing forests, being a bit more expensive, resource costly than grenades but also covering a bit more area. larger area.
** The tank is an all-purpose combat vehicle designed for prolonged frontline combat with enemies. It also makes a pretty efficient bulldozer if you want to plow a line of trees through a forest, as it'll crush them quickly and barely slow down for it. This is quite handy for clearing area for train tracks without having to destroy too much of the forest.
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* AbilityRequiredToProceed: Completing the fourth mission of the tutorial demands you build a car, which requires engine units. The reason this is notable over other required technologies or items to build is because the engine unit is the first item the player will encounter that can't be built by hand -- if you haven't already, this means you have no choice but to have assembly machines make engine units for you, and in turn this makes sure the player has at least attempted to build an automated production line before progressing them to the last mission.

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