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*** In particular, 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 Procession and Coal Liquefaction.

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*** In particular, 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 Procession Processing and Coal Liquefaction.


** The developers have confirmed in their blog that further tweaking to the Petrochemical tech tree is being 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.



** The developers have confirmed in their blog that further tweaking to the Petrochemical tech tree is being 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.

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*** In particular, 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 Procession and Coal Liquefaction.

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* DevelopersForesight:
** Several achievements, like the ones requiring the player not to build any solar panels or laser turrets, cannot be gotten on a particular save if the bugs are set to "Peaceful".
** If big rocks and trees are "mined" by hand, the game will not count the resources attained towards hand-produced items, as otherwise the "Lazy Bastard" achievement would be impossible to get.

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** Peace Poles: The bugs are programmed to to rebuild their nests where the player has buildings to prevent bugs from making a feedback loop of trying to re-establish a base in the middle of a megafactory. This has lead players to leaving a simple power pole in the middle of an exterminated biter base to keep them from respawning.


** Flamethrower turrets require liquid fuel instead of ammunition, but what this means in practice is that you will either need a pipeline to run in the fuel, or a delivery and collection system to bring in fuel barrels and return the empty barrels to a refilling station.



** Solar Panels allow you to generate power without burning fuel, but requires a lot more room for all those panels needed to match the power output of a 480-megawatt 2x2 uranium reactor. Furthermore they only work in the daytime, so you'll either need a large accumulator farm to store surplus solar power for night use or an auxiliary power generator to pick up the slack at night.



* FragileSpeedster: The car. It's the fastest non-railway vehicle in the game, and since patch 0.11 the car has included a roof-mounted machine gun. However, speed comes at the cost of armor, and bumping into something and being surrounded by biters is almost certainly a death sentence.

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* FragileSpeedster: The car. It's the fastest non-railway vehicle in the game, and since patch 0.11 the car has included a roof-mounted machine gun. However, speed comes at the cost of armor, and bumping into something and being surrounded by biters is almost certainly a death sentence. It also lacks damage resistance against collisions, so ramming a boulder at full speed will do a number to it.



* HomingBoulders: Any projectiles that target an object will hit it once they are launched, there is no escape. This looks especially weird when slow spitter projectiles target fast moving car.

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* HomingBoulders: Any projectiles that target an object will hit it once they are launched, there is no escape. This looks especially weird when slow spitter projectiles target fast moving car.car, and gives the impression of "bendy" lasers when they fire at a Biter moving at full tilt.

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** The developers have confirmed in their blog that further tweaking to the Petrochemical tech tree is being 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.


** Prior to version 0.15, the diesel locomotive could be powered by everything from freshly cut logs to coal to rocket fuel. It was renamed to simply "Locomotive" in 0.15

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** Prior Named "Diesel Locomotive" prior to version 0.15, the diesel locomotive could can be powered by everything from freshly cut logs to coal to rocket fuel.fuel (as well as wooden boxes and small power poles prior to 0.17). It was renamed to simply "Locomotive" in 0.15

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* AscendedGlitch: Paving over an offshore pump's water source with landfill does not stop it from generating water. This was not only not fixed, but such a pump is renamed by the game into a "water well" to underscore that this intended behavior.
* AscendedFanfic: Quite a few popular mods ended up being eventually included in the game proper.


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** 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.


** 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.



** Nuclear energy is a fun lategame challenge that's difficult to get going, yet provides you with tremendous amounts of power, making it a good fit for large bases... until the hundreds of nuclear reactors become a significant source of lag, making you replace them with solar power.

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** Nuclear energy is a fun lategame challenge that's difficult to get going, yet provides you with tremendous amounts of power, making it a good fit for large bases... until the hundreds tremendous amount of fluid physics being calculated for all the water and steam consumed by your nuclear reactors become plant becomes a significant source of lag, making you replace them with solar power.



** 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. 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.

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** 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. 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.



** Uranium ore requires acid being pumped into the drill to mine it, then sifting to separate U-238 from U-235, acquiring a sufficient amount of U-235 (which has a very low chance, so it can take a long time) to start the enrichment process, balancing its usage, and so on. However, in return you get the best train fuel in the game, the best ammo for your guns, and incredibly dense (gigajoules per tile occupied by your power plant) energy generation (and setting nuclear reactors up can qualify as this trope on its own)

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** Uranium ore requires acid being pumped into the drill to mine it, then sifting to separate U-238 from U-235, acquiring a sufficient amount of U-235 (which has a very low chance, so it can take a long time) to start the enrichment process, balancing its usage, and so on. However, in return you get the best train most energy-dense fuel in the game, the best ammo for your guns, and incredibly dense (gigajoules per tile occupied by your power plant) energy generation (and setting nuclear reactors up can qualify as this trope on its own)



* FrickinLaserBeams: Lasers are slower than regular bullets. Somehow.

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* FrickinLaserBeams: Lasers are slower than regular bullets. Somehow. The player can research a laser turret, but it is relatively inefficient in power-to-damage ratio until you start stacking research to optimize the damage output.



** Players are not immune to the secondary flames generated after they spray burning fuel over a biter nest. Don't try to run through until the flames die down, unless you like being well-done and crispy.



* PurposelyOverpowered: The lategame/postgame research that uses Space Science packs that can only be acquired via launching rockets, introduced in 0.16, allows a player to slowly-but-surely upgrade their weapon damage and mining productivity to the point that biters become trivial and the only subsequent goal that remains is to see how many rockets you can launch/how much science you can consume in research.

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* PurposelyOverpowered: PurposelyOverpowered:
**
The lategame/postgame research that uses Space Science packs that can only be acquired via launching rockets, introduced in 0.16, allows a player to slowly-but-surely upgrade their weapon damage and mining productivity to the point that biters become trivial and the only subsequent goal that remains is to see how many rockets you can launch/how much science you can consume in research.


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** One of the more amusing and silly self-imposed challenges invented by players is the Wheelchair Challenge, where they are not allowed to walk their player character around and must move by vehicles or by having conveyor belts push him around.


* InconvenientlyPlacedConveyorBelt: Mostly averted. Conveyor belts are one the most useful things in the game, for moving both resources and the player quickly across the map. That said, as a factory grows larger and more labyrinthine, it's inevitable that the player will end up trying to run against one at some point. A Modular Armor component that prevents belts from moving the player exists in the game's code and can be placed into custom scenario maps, although as of 0.15 it does not have a recipe for production. However, they can also be deliberately played straight by placing out-facing conveyor belts outside a base's walls, to push biters away from the walls and buy turrets more time.

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* InconvenientlyPlacedConveyorBelt: Mostly averted. Conveyor belts are one the most useful things in the game, for moving both resources and the player quickly across the map. That said, as a factory grows larger and more labyrinthine, it's inevitable that the player will end up trying to run against one at some point. A Modular Armor component that prevents belts from moving the player exists in the game's code and can be placed put into custom scenario maps, although as of 0.15 it does not have a recipe for production. However, they can also be deliberately played straight by placing out-facing conveyor belts outside a base's walls, to push biters away from the walls and buy turrets more time.modular armor.



* NecessaryDrawback: Most modules confer a certain bonus at the expense of decreased performance in at least one other stat. For instance, productivity modules [[ExactlyWhatItSaysOnTheTin improve a machine's productivity]] but worsen its pollution output, increase its power consumption and decrease its speed. The better the module, the stronger all of its effects become. The only exception is the efficiency module, which, for some reason, really just decreases the machine's power consumption without any drawbacks, although something like a decrease in productivity would've been a reasonable tradeoff. Needless to say the modding community quickly introduced overpowered god modules that improve all stats simultaneously.

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* NecessaryDrawback: Most modules confer a certain bonus at the expense of decreased performance in at least one other stat. For instance, productivity modules [[ExactlyWhatItSaysOnTheTin improve a machine's productivity]] but worsen its pollution output, increase its power consumption and decrease its speed. The better the module, the stronger all of its effects become. The only exception is the efficiency module, which, for some reason, really just which simply decreases the machine's power consumption without any drawbacks, although something like consumption, with the drawback being the opportunity cost of not installing a decrease in productivity would've been a reasonable tradeoff. Needless to say the modding community quickly introduced overpowered god modules that improve all stats simultaneously.or speed module instead.


** Uranium is difficult.

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** Uranium is difficult. ore requires acid being pumped into the drill to mine it, then sifting to separate U-238 from U-235, acquiring a sufficient amount of U-235 (which has a very low chance, so it can take a long time) to start the enrichment process, balancing its usage, and so on. However, in return you get the best train fuel in the game, the best ammo for your guns, and incredibly dense (gigajoules per tile occupied by your power plant) energy generation (and setting nuclear reactors up can qualify as this trope on its own)


** For a variety of reasons, the biggest one being to allow players a way to dispose of these, all wooden items (logs, planks, small power poles, and boxes) can be fed into anything that burns fuel to operate. This also means that in a pinch you can kickstart your boilers by shoving a few obsolete wooden boxes into their fuel intake.



** Uranium-enriched Rocket Fuel has tremendously densely-packed energy, 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.

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** Uranium-enriched Rocket Fuel has tremendously densely-packed energy, 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. It also has a stack of only 1, making it unusable for trains that take trips long enough to burn through all 3 between refueling.
** Nuclear energy is a fun lategame challenge that's difficult to get going, yet provides you with tremendous amounts of power, making it a good fit for large bases... until the hundreds of nuclear reactors become a significant source of lag, making you replace them with solar power.



*** Stone smelters can be used in the same way. This is particularly vital for the Lazy Bastard achievement.



*** 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 as fast as 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.

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*** 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 as fast as 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.



** Figuring out the train system, in particular rail signals and advanced train automation, can be very tricky but makes the difference between a few tracks going from A to B and a well oiled megabase.
** Uranium is difficult.



** Transitioning from ore-only production in order to set up petrochemical (and acid) liquid-based processes can be challenging in the early midgame, as the rules for pipes and belts are rather different, and the ratio of oil production is different enough to make it challenging to balance your processes to ensure you have enough sulphuric acid, lubricant, solid fuel, and plastic being produced that your refineries don't back up with either one of heavy oil/light oil/petroleum gas.

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** Transitioning from ore-only production in order to set up petrochemical (and acid) liquid-based processes can be challenging in the early midgame, as the rules for pipes and belts are rather different, and the ratio of oil production is different enough to make it challenging to balance your processes to ensure you have enough sulphuric acid, lubricant, solid fuel, and plastic being produced that your refineries don't back up with either one of heavy oil/light oil/petroleum gas. Especially so given that advanced oil processing requires a functioning basic oil processing refinery that will be torn down and rebuilt due to completely different ratios required.



** The Lazy Bastard achievement is awarded for winning the game without manually crafting anything other than the bare minimum required for setting up automation. Succeeding at it requires running around and manually feeding resources to machines ''a lot'' more than the normal game session.



* NoOSHACompliance: Averted. Factory machinery can't harm the player...except for the train, which will 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 will 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.



** Similarly, liquid reservoirs filled with steam boiled by nuclear power plants are essentially cheaper accumulators with higher capacity.



** It's probably not a coincidence that you can construct a rocket that looks like three smaller rockets bolted together, [[UsefulNotes/SpaceX put a car in the cargo compartment and shoot it into space]]. You can even board the rocket yourself if you do so to try and emulate the astronaut dummy [=SpaceX=] shot up along with the car[[note]]you'll be teleported back down to the rocket silo once the game despawns the rocket, though[[/note]].
* SimpleYetAwesome: Clear cutting a forest with the aforementioned combat shotgun used to be the best way to go about it. Doing the same with grenades counts just as well.

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** It's probably not *** [[Series/RedDwarf Smoke me a coincidence that you can construct a rocket that looks like three smaller rockets bolted together, [[UsefulNotes/SpaceX put a car in the cargo compartment and shoot it into space]]. You can even board the rocket yourself if you do so to try and emulate the astronaut dummy [=SpaceX=] shot up along with the car[[note]]you'll kipper, I'll be teleported back down to the rocket silo once the game despawns the rocket, though[[/note]].
* SimpleYetAwesome: Clear cutting
for breakfast]] - Launch a forest with the aforementioned combat shotgun used to be the best way to go about it. Doing the same with grenades counts just as well.rocket.

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** Steam counts as a liquid, but for various reasons its temperature remains constant no matter the pressure level inside the pipes channeling it. It can also be 'bottled' inside train fluid wagons for transport to outpost generators.


* AllThereInTheScript: The planet ''Factorio'' takes place on is called Nauvis. The only place you'll find that word is inside the game's code.

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* AllThereInTheScript: The planet ''Factorio'' takes place on is called Nauvis. The only place you'll find that word is inside the game's code. And the map editor.

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