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* LandmineGoesClick: Mines are a researchable defense that deal a large amount of damage when triggered, but they require a short arming period. During the arming period, they are visible and vunlerable to getting shot at/attacked. Biters and spitters that survive the initial explosion are stunned, leaving them open to fire.
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** ZigZagged by Worms and Spitters targeting the player. They will attempt to predict the player's movements, but can usually be evaded by... zig-zag movement.

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** ZigZagged by Worms and Spitters targeting the player. They will attempt to predict the player's movements, but can usually be evaded by... zig-zag movement. Worms are deadly accurate in their predictions, able to always hit a player if they move in one direction without changing course, while spitters are a bit inaccurate, acting more like suppressive fire support and area denial by aiming in the player's general direction.

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* DeadlyGas: Poison Capsules disperse a toxic blue gas that quickly saps away the health of biters, spitters, worms and players inside the area of effect. They are EXTREMELY effective at killing worms, on the account of their immobility, but cannot damage spawners themselves. Biters and Spitters can quickly exit the area of effect, but a synergistic slowdown capsule can keep them inside the area to slowly suffocate to death.



** 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.



* StickySituation: Slowdown capsules disperse a yellow-orange adhesive that slows down biters and spitters by 75%, making them less threatning.



* YouAreAlreadyDead: The flamethrower's stream deals an additional 100 damage per second for ''30'' seconds to biters and spitters upon direct contact, meaning anything shot of a behemoth biter WILL die after a short bit.

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* YouAreAlreadyDead: The flamethrower's stream deals an additional 100 damage per second for ''30'' seconds to biters and spitters upon direct contact, meaning anything shot of a behemoth biter WILL die after a short bit. A couple of research levels into refined flammables will cause even behemoth biters to melt in seconds.
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** 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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** The handheld flamethrower, the flamethrower turret and both artillery pieces can't shoot at targets too close to them, which can make the former two a surprisingly useless weapon against biters. Strangely, the tank-mounted flamer works differently (seems to shoot burning gas instead of a liquid) and thus averts this.

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** The handheld flamethrower, the flamethrower turret and both artillery pieces can't shoot at targets too close to them, which can make the former two a surprisingly useless weapon against biters.them. Strangely, the tank-mounted flamer works differently (seems to shoot burning gas instead of a liquid) and thus averts this.
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Moved to Trivia per TRS.


* AscendedFanfic: Quite a few popular mods ended up being eventually included in the game proper.
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* GlassCannon: The PlayerCharacter becomes this in the lategame. With the higher-tier weapons like uranium rounds and rocket launchers, not to mention nuclear missiles, you can mow down biter hordes and wipe out their nests, and can move fairly quick even without a vehicle. However, even with the best armor in the game, the highest-tier biters will still kill you in two or three hits without shield mods to defend yourself, but even with several of them they're more of a safety net, you still aren't durable enough for prolonged combat.
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* UncommonTime: The music tracks "Pollution" and "Are We Alone" are in nonstandard time signature with Pollution being in 7/8 and Are We Alone having even more complex time signature.
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** Pipes are one of the first things a player can craft unless using certain overhaul mods, and are mainly meant for transporting fluid. However, because of how cheap they are, an alternative use that's just as popular is using them as makeshift walls until you get production of actual walls up and running, simply because pipes are surprisingly effective at blocking biters, and they only require iron, which most players are already going to be smelting a lot of early on anyways, compared to walls, which not only require stone bricks (which aren't required until a little bit into the game), but take more resources for a single unit (1 iron plate - 1 iron ore - for a unit of pipe vs 5 stone bricks - 10 stone - for a unit of walls). To a lesser extent, Stone Furnaces also serve as this, largely because they don't require you to smelt the stone to craft.
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* ArtificialStupidity: Logistics robots streamline construction and transportation of materials ''a lot'', but are not very efficient at it.
** Logistic robots will pick cargo even if there isn't room in the logistics network to store it, and then will hover in place since they have nowhere to go. This isn't limited to types of items, but quantities as well - if a requester chest is meant to stockpile 100 iron plates and is down to 99, a logistics robot will fly to a storage chest, pick up ''more'' than one plate, deliver one of them, and then if they're not able to take the leftovers to storage, they'll remain in place holding onto their cargo until you make room for them to unload it.
** Construction bots will deconstruct and construct objects in an arbitrary fashion, instead of some sort of logical pattern like in a radius outward or top-to-bottom. This means that moving while letting bots construct things around you is hit-or-miss, because you'll move out of radius of stuff they haven't built yet. If you order them to build a blueprint over top of pre-existing objects, necessitating the deconstruction of the latter, the issue compounds as the two sets of orders overlap: you'll end up with robots trying to place objects before the object in their way is cleared, and they'll hover in place waiting for the obstruction to be removed; and if there isn't storage space for what's being removed, robots will remove it and then hover in place. Bots will also ''always'' bring an object back to storage before using it for construction, so even if you're just moving something left one tile, every single object has to be picked up, stored, and then placed down again.
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Edited price as it just changed.


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 €30/$30. Don't wait for a sale, the developers have a policy of never discounting the game.

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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 €30/$30. €35/$35. Don't wait for a sale, the developers have a policy of never discounting the game.
game. Only ever raising the price once by 5$ on Jan 26th 2023.
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** While some mods aim to alleviate that somewhat, others — in particular large-scale overhauls — actually deliberately worsen it. Space Exploration extends the time spent on the pre-electric phase of the game noticeably and significantly delays access to some technologies, in particular locking logistic network demand chests behind technology only produced in space, forcing players to build a conveyor belt-based mall first. Industrial Revolution extends the pre-electric phase to such an extent that it takes players as long to get to electricity as it would to beat the vanilla game. Some mods actually manage to do both: Nullius starts the player with modular armor and construction bots, solar panels and accumulators, and there are no biter attacks to worry about, but the initial set of buildings is barely enough to get the starting base running (necessitating you to periodically repurpose them like with the Lazy Bastard achievement) and it will take a while before you can make more, and many of the early game recipes (particularly metallurgy, glass and PVC) are deliberately horrible, slow and making vast amounts of byproducts you have to stockpile before you research a way to dispose of them.
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* ArbitraryMaximumRange:

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* ArbitraryMaximumRange: ArbitraryWeaponRange:



* ArbitraryMinimumRange: The handheld flamethrower, the flamethrower turret and both artillery pieces can't shoot at targets too close to them, which can make the former two a surprisingly useless weapon against biters. Strangely, the tank-mounted flamer works differently (seems to shoot burning gas instead of a liquid) and thus averts this.

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* ArbitraryMinimumRange: ** The handheld flamethrower, the flamethrower turret and both artillery pieces can't shoot at targets too close to them, which can make the former two a surprisingly useless weapon against biters. Strangely, the tank-mounted flamer works differently (seems to shoot burning gas instead of a liquid) and thus averts this.



* YouNukeEm: You can eventually research nuclear munitions for the handheld Rocket Launcher. [[ArbitraryMinimumRange But be wary, because like real life man-portable nukes the explosion range is greater than the firing range.]] You'll have to OutrunTheFireball.

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* YouNukeEm: You can eventually research nuclear munitions for the handheld Rocket Launcher. [[ArbitraryMinimumRange [[ArbitraryWeaponRange But be wary, because like real life man-portable nukes the explosion range is greater than the firing range.]] You'll have to OutrunTheFireball.
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* InUniverseGameClock: The game features a day/night cycle. Gameplay-wise, it only affects solar panel output and the distance the player can see.
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** The name used for enemies is "biters", when earlier in development they were the only kind of enemy to attack your base, plus stationary worms. Later the spitter was added as a ranged enemy, but biter is still used as a catch-all term because no other proper terminology aside from "enemies" or "aliens" has been established for the species.
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* UnexpectedlyRealisticGameplay: The mechanics for nuclear power and how they generate heat. Assuming they are consistently fueled, nuclear reactors will slowly heat up and the heat flows down pipes connected to them and to heat exchangers. The heat pipes take longer to heat up the further down the line they are from the reactor, as it takes longer for the heat to build up, and this means in practice that there's a limit to how long your network of exchangers can be before they don't get hot enough to produce steam. Attaching new pipes to the network will cause a drop in temperature across the board as the heat is filtered into the new connections to heat them up as well. Assuming your exchangers aren't currently producing steam, the reactor and pipes will continue to grow hotter until they cap at 999.99 degrees; if the exchangers ''are'' in use, the temperature will stabilize at a baseline across the network.
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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.

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* LoopholeAbuse: Underground belts don't ''need'' to be placed in pairs, a single one will do. This can be exploited for splitting and organizing belts; if you place an underground belt perpendicular to a belt and orient it to carry items "above ground", then only the side of the belt that connects to the open half of the underground belt will feed onto it, while the other side of the belt stays put.

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* LoopholeAbuse: LoopholeAbuse:
**
Underground belts don't ''need'' to be placed in pairs, a single one will do. This can be exploited for splitting and organizing belts; if you place an underground belt perpendicular to a belt and orient it to carry items "above ground", then only the side of the belt that connects to the open half of the underground belt will feed onto it, while the other side of the belt stays put.put.
** Various parts of different pieces of cliffs include unpathable areas, and when destroying cliffs their layout may change among these different types of cliff pieces. However, if there is something placed in the way of where the "new" cliff piece would be unpathable, that part of the cliff will be destroyed as well. The player can exploit this by placing belts along a cliff and then throwing a single cliff explosive at it, and the explosive will remove a much larger section of cliff than it normally would.

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* EarlyGameHell: While in mid- to late-game, you (hopefully) have a good sized factory and most of the boring tasks are automated, you start out with nothing but a burner mining drill, stone furnace, and a [[LittleUselessGun peashooter of a pistol]] with 10 magazines. There's no small wonder that an ''entire mod'' has been created for the express purpose of skipping ''Factorio's'' early game outright. When not lightening the load between several players in a multiplayer run, the grind can feel unnecessarily intense for veteran players who just want to jump into their favorite part of the game, and are bored to tears with the first couple of hours of gameplay:
** The first few objectives of starting up power production, research, mining, and smelting can be a real slog. Often, you will be waiting to get a sufficient amount of resources to build sections of your mines and factory. Once you have those resources, manually crafting what you need will tie up your crafting queue, which occasionally forces you to wait to craft more items or cancel what you're crafting (and God forbid you're doing a [[ThatOneAchievement "Lazy Bastard" run]], in which case you ''can't even'' craft more than a certain amount of items before reaching your first assembling machine, which itself requires power). Combine all that with needing to grind through all the early game research to get to automobilism, which lets you explore more efficiently, and trains, which make transporting large amounts of resources across long distances viable (doubly so if you're playing on "Railworld" map gen settings).
** Once your factory gets to a decent stage of the game where most of the early tasks are automated, you suddenly have to watch for [[BigCreepyCrawlies biter attacks]], which are triggered by the pollution your factory constantly produces. All of your early game gun turrets will frequently run out of ammo and need to be replenished, and hand-fed ammo if you don't have a dedicated transport belt bringing in magazines and a factory supplying the belt. Neglecting to clear out biter nests early on will leave your base open to more attacks. Biter nests themselves are full of danger and can't be easily cleared out until flamethrower research is finished; flamethrowers are also a mid-game tech locked behind oil research, which itself takes a lot of setup, and often requires scouting of the map to find a sustainable oil field.

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* EarlyGameHell: While in mid- to late-game, you (hopefully) have a good sized factory and most of the boring tasks are automated, you You start out the game with nothing but a burner mining drill, a single stone furnace, and a [[LittleUselessGun peashooter of a pistol]] pea-shooter pistol with 10 magazines. There's no small wonder that an ''entire mod'' has been created for magazines, and a handful of iron plates salvaged from the express purpose of skipping ''Factorio's'' early game outright. When not lightening the load between several players in a multiplayer run, the grind can feel unnecessarily intense for veteran players who just want to jump into their favorite part wreck of the game, and are bored to tears with the first couple of hours of gameplay:
** The first few objectives of starting up power production, research, mining, and smelting can be
ship. It takes a real slog. Often, you will be waiting to get a sufficient amount of resources long time to build sections of your mines up to electricity production and get research labs running, at which point you can research automation and other important technologies that will let you start building a proper factory. Once you have those resources, manually crafting what you need will tie up your crafting queue, which occasionally forces you to wait to craft more items or cancel what But by that time you're crafting (and God forbid you're doing a [[ThatOneAchievement "Lazy Bastard" run]], in which case you ''can't even'' craft more than a certain amount of items before reaching your first assembling machine, which itself requires power). Combine all probably putting out enough pollution and/or taking up enough space that you have to deal with needing biter nests, who are liable to grind attack you from any angle (unless you had the foresight to scout out the nearest nests early) and will chew through all the early game research your base very quickly. While it's certainly possible to get have walls and turrets ready to automobilism, which lets you explore fend them off, doing so takes up even more efficiently, and trains, which make transporting large amounts of resources across long distances viable (doubly so if you're playing on "Railworld" map gen settings).
** Once
that could have been put towards building up your factory gets to a decent stage of the game where most of the early tasks are automated, you suddenly infrastructure, you'll have to watch for [[BigCreepyCrawlies biter attacks]], which are triggered by reload the pollution your factory constantly produces. All of your early game gun turrets will frequently run out of ammo manually, and need to be replenished, and hand-fed ammo if you don't have a dedicated transport belt bringing in magazines and a factory supplying the belt. Neglecting means to efficiently clear out the biter nests early on will leave your base open to more stop the attacks. Biter nests themselves The short of it is that the opening hours of the game are full of danger slow and can't be easily cleared out until will have you struggling to defend your growing base. Once you unlock the car and/or the flamethrower research is finished; flamethrowers are also a mid-game tech locked behind oil research, which itself takes a lot of setup, and often requires scouting can build up a stockpile of ammo for either, you can go on the map offensive against the biters and start clearing out their nests to find a sustainable oil field.give you some breathing room, and can rest assured that your factory will still be chugging along when you get back now that you don't need to refuel everything by hand.
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The Nintendo Directs of September 2022 revealed that a UsefulNotes/NintendoSwitch Port of the game was in the works.


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The Nintendo Directs of September 2022 revealed that a UsefulNotes/NintendoSwitch Port of the game was in the works.

works. That port would release on October 28, 2022.

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* UnitsNotToScale: Possibly. The top-down style makes it hard to tell how big things are. For example, defence walls look like they're about [[InsurmountableWaistHeightFence half the height of the player]] which [[FridgeLogic doesn't make sense if you think about it]].

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* UnitsNotToScale: Possibly. The top-down style makes it hard to tell how big things are. For example, defence walls look like they're about [[InsurmountableWaistHeightFence half the height of the player]] which [[FridgeLogic doesn't make sense if you think about it]]. It's nonetheless accurate to how they function in gameplay, with Spitters and Worms able to launch their projectiles right over the walls at targets behind them, so they're really just for obstructing enemy movement.
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** 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 Nintendo Directs of September 2022 revealed that a UsefulNotes/NintendoSwitch Port of the game was in the works.




* 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.

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* 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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''Factorio'' is a crowdfunded top-down two-dimensional FactoryBuildingGame (the TropeMaker, in fact), with RTS elements planned for later updates. Developed and published by Czech studio Wube Software, the game officially left Early Access with version 1.0 on August 14, 2020.

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''Factorio'' is a crowdfunded top-down two-dimensional FactoryBuildingGame (the TropeMaker, in fact), with RTS elements planned for later updates. Developed and published by Czech studio Wube Software, the game officially left Early Access with version 1.0 on August 14, 2020.
2020. A Switch port of the game was revealed during the September 2022 WebVideo/NintendoDirect, releasing on October 28th of the same year, thus marking the game's debut on a console.


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* DiskOneNuke: Grenades are unlocked relatively early on, are rather cheap (only costing 1 iron plate and 1 coal) and a single one of them can take out an entire wave of biters early on. By the time the player does reach the point that they need multiple grenades to take out a biter, they'll usually have gotten more powerful weapons unlocked.


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*** Another example involving cargo wagons is for crafting a mall - unlike with chests, the player can have each slot in a wagon filtered to only accept a certain item, meaning that, if one places their assemblers correctly, they can have assemblers making inserters and other assemblers from the same chest that's being used to provide the equipment for the intermediate parts - this is particularly useful for mods that either add additional intermediate parts or require the previous version of an item, as demonstrated [[https://youtu.be/_S87vHUobvQ?t=472 here]].
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Up To Eleven is a defunct trope


** 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 taken UpToEleven when ''nuclear weapons'' were added to the game.

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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 quickly clear trees. The same practice was taken UpToEleven exaggerated when ''nuclear weapons'' were added to the game.



** Taken UpToEleven with the mod-exclusive Thermonuclear Bombs, which are essentially nuclear ''fusion'' warheads several times more powerful than the standard nukes. Their blast radius is so huge that outrunning the explosion without speed-enhancing gear is next to impossible.

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** Taken UpToEleven Exaggerated with the mod-exclusive Thermonuclear Bombs, which are essentially nuclear ''fusion'' warheads several times more powerful than the standard nukes. Their blast radius is so huge that outrunning the explosion without speed-enhancing gear is next to impossible.
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** Downplayed with the Kovarex Enrichment process: after automatically researching and effortlessly constructing one (or more likely dozens) of state of the art nuclear centrifuges, the true challenge becomes how to automate taking the one newly enriched piece of Uranium off of the stack while loading the rest back into the machine. There are many solutions to this, but they're left entirely to the player's own ingenuity to figure out.
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** With the introduction of the [[SpiderTank Spidertron]] you get a robot with four quick firing missile launchers you can arm with nothing but nukes, you can also equip it with shields and exoskeletons which will ensure that you'll be able to either outrun and survive the nukes.

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** With the introduction of the [[SpiderTank Spidertron]] you get a robot with four quick firing missile launchers you can arm with nothing but nukes, you can also equip it with shields and exoskeletons which will ensure that you'll be able to either outrun and survive the nukes.
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** With the introduction of the [[SpiderTank Spidertron]]you get a robot with four quick firing missile launchers you can arm with nothing but nukes, you can also equip it with shields and exoskeletons which will ensure that you'll be able to either outrun and survive the nukes.

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** With the introduction of the [[SpiderTank Spidertron]]you Spidertron]] you get a robot with four quick firing missile launchers you can arm with nothing but nukes, you can also equip it with shields and exoskeletons which will ensure that you'll be able to either outrun and survive the nukes.
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** With the introduction of the [[SpiderTank Spidertron]]you get a robot with four quick firing missile launchers you can arm with nothing but nukes, you can also equip it with shields and exoskeletons which will ensure that you'll be able to either outrun and survive the nukes.
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** Despite visual appearances, the Atomic Bomb is basically a giant cluster bomb. Upon detonation, it doesn't do all it's damage in one big explosion, but rather across two waves of ''1000'' explosions.


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* YouAreAlreadyDead: The flamethrower's stream deals an additional 100 damage per second for ''30'' seconds to biters and spitters upon direct contact, meaning anything shot of a behemoth biter WILL die after a short bit.

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