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For Want Of A Nail is no longer a trope


* ForWantOfANail: It's ''very easy'' for a ''single'' mistake in your setup to cause the entire system to perform under full efficiency and eventually jam up entirely.
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''Factory idle'' is an IdleGame about running a fully automated factory. You set up machines to buy resources, process them, and sell them, and hook them all together with conveyor belts. After that, it gets complicated.

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''Factory idle'' is an IdleGame about [[FactoryBuildingGame building and running a fully automated factory.factory]]. You set up machines to buy resources, process them, and sell them, and hook them all together with conveyor belts. After that, it gets complicated.
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''->Welcome to the crazy world of '''factory idle'''!''

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''->Welcome ->''Welcome to the crazy world of '''factory idle'''!''
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->Welcome to the crazy world of '''factory idle'''!

''Factory idle'' is an IdleGame about running a fully-automated factory. You set up machines to buy resources, process them, and sell them, and hook them all together with conveyor belts. After that, it gets complicated.

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->Welcome
''->Welcome
to the crazy world of '''factory idle'''!

idle'''!''

''Factory idle'' is an IdleGame about running a fully-automated fully automated factory. You set up machines to buy resources, process them, and sell them, and hook them all together with conveyor belts. After that, it gets complicated.
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Not to be confused with ''Reactor Idle'', an IdleGame by the same developer about managing power reactors.

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Not to be confused with ''Reactor Idle'', ''VideoGame/ReactorIdle'', an IdleGame by the same developer about managing power reactors.
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Not to be confused with ''Reactor Idle'', an IdleGame by the same developer about managing power reactors.
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** When hovering over an existing machine, it will tell you the efficiency it's running at. This is ''extremely'' helpful when it comes to checking where a potential mistake has been made in your setup.

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!This game provides examples of:

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\n!This ----
!!This
game provides examples of:

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* AntiFrustrationFeatures: When hovering over a new machine, the description pane will have a little diagram of just what other machines you need to feed into it to make it run at 100% efficiency, even in weird cases like needing to feed 3 of one machine into 2 of another, or if one input machine can feed multiples of the machine you're looking at.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
When hovering over a new machine, the description pane will have a little diagram of just what other machines you need to feed into it to make it run at 100% efficiency, even in weird cases like needing to feed 3 of one machine into 2 of another, or if one input machine can feed multiples of the machine you're looking at.at.
** Upgrades that require you to reorganize your factory can be refunded for 80% of the purchase price. Components are refunded for 100%. So if you make a mistake, you're never stuck with it.


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* DisasterDominoes: If you accidentally feed too much input to something, the conveyors will eventually jam and back up all the way to the component itself, preventing it from outputting on that belt. If you're taking advantage of output sorting, this is... not good. Worst-case scenario, the jam can cascade all the way to your basic components and stop production entirely.
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* MinimalistRun: Certain achievements in ''Missions'' require that you use the lowest possible amount of conveyor belts to beat the level.
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* SpinOff: ''[[http://missions.factoryidle.com/ Factory Idle Missions]]'', a PuzzleGame mode of ''Factory Idle'' that requires you to build conveyor belts to put different coloured boxes into different outputs. Like ''Factory Idle'', [[NintendoHard it is far harder than it sounds]].

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* SpinOff: ''[[http://missions.factoryidle.com/ Factory Idle Missions]]'', a PuzzleGame mode of ''Factory Idle'' that requires you to build conveyor belts to put different numbers of differently coloured boxes into different outputs. Like ''Factory Idle'', [[NintendoHard it is far harder than it sounds]].

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A SpinOff, ''Factory Idle Missions'', is a PuzzleGame using similar conveyor belt mechanics to sort different quantities of differently coloured boxes into corresponding outputs.

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A SpinOff, ''Factory Idle Missions'', is a PuzzleGame using similar conveyor belt mechanics to sort different quantities of differently coloured boxes into corresponding outputs.
outputs. It starts simple but quickly gets complicated fast.


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* DoWellButNotPerfect: Certain level achievements for ''Missions'' require that you ''fail the level'' to get them.

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You can play it [[http://factoryidle.com/ here]].

to:

A SpinOff, ''Factory Idle Missions'', is a PuzzleGame using similar conveyor belt mechanics to sort different quantities of differently coloured boxes into corresponding outputs.

You can play it ''Factory Idle'' [[http://factoryidle.com/ here]] and ''Factory Idle Missions'' over [[http://missions.factoryidle.com/ here]].



* NintendoHard: It outright says in the intro that it's hard for an IdleGame.

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* NintendoHard: It NintendoHard:
** ''Factory Idle''
outright says in the intro that it's hard for an IdleGame.IdleGame.
** ''Factory Idle Missions'' also outright states in its intro that the missions are '''really hard'''.
* SpinOff: ''[[http://missions.factoryidle.com/ Factory Idle Missions]]'', a PuzzleGame mode of ''Factory Idle'' that requires you to build conveyor belts to put different coloured boxes into different outputs. Like ''Factory Idle'', [[NintendoHard it is far harder than it sounds]].
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* AttackDrone: You start building these one step after building tanks.

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* AttackDrone: You start building these one step after building tanks. These require you to build the drones, as well as the drone control room.
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* ForWantOfANail: It's ''very easy'' for a ''single'' mistake in your setup to cause the entire system to perform under full efficiency and eventually jam up entirely.
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* AllTheWorldsAreAStage: At first, you start out selling Iron and Steel. You upgrade to selling Plastics and Electronics which require almost entirely different resources. After that, you're back to metals again, this time producing Guns. After that, you're using a mix of metals and electronics to produce Engines. This all sounds quite random initially, until the final stages, where you produce Tanks that require Guns and Engines to produce, bringing all the production line resources together in one "finale". Ditto for Drones, which require Guns, Steel, Plastic, Aluminium, and Electronics to produce.

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* AllTheWorldsAreAStage: At first, you start out selling Iron and Steel. You upgrade to selling Plastics and Electronics which require almost entirely different resources. After that, you're back to metals again, this time producing Guns. After that, you're using a mix of metals and electronics to produce Engines. This all sounds quite random initially, until the final stages, where you produce Tanks that require Guns and Engines to produce, bringing all the production line resources together in one "finale". Ditto for Drones, which require Guns, Steel, Plastic, Electronics, Guns, Aluminium, and Electronics Engines to produce.
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* AllTheWorldsAreAStage: At first, you start out selling Iron and Steel. You upgrade to selling Plastics and Electronics which require almost entirely different resources. After that, you're back to metals again, this time producing Guns. After that, you're using a mix of metals and electronics to produce Engines. This all sounds quite random initially, until the final stages, where you produce Tanks that require Guns and Engines to produce, bringing all the production line resources together in one "finale".

to:

* AllTheWorldsAreAStage: At first, you start out selling Iron and Steel. You upgrade to selling Plastics and Electronics which require almost entirely different resources. After that, you're back to metals again, this time producing Guns. After that, you're using a mix of metals and electronics to produce Engines. This all sounds quite random initially, until the final stages, where you produce Tanks that require Guns and Engines to produce, bringing all the production line resources together in one "finale". Ditto for Drones, which require Guns, Steel, Plastic, Aluminium, and Electronics to produce.
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None

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* AttackDrone: You start building these one step after building tanks.
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* BribingYourWayToVictory: In the "extras" menu. You can buy time-travel tickets (that just give you 3 hours of profits outright) or more bonus ticks. There's also a pair of one-time upgrades.

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* BribingYourWayToVictory: In the "extras" menu. You can buy time-travel tickets (that just give you 3 hours of profits outright) or more bonus ticks. There's also a pair of one-time upgrades.upgrades, each of which unlock another one-time upgrade.
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None

Added DiffLines:

* AllTheWorldsAreAStage: At first, you start out selling Iron and Steel. You upgrade to selling Plastics and Electronics which require almost entirely different resources. After that, you're back to metals again, this time producing Guns. After that, you're using a mix of metals and electronics to produce Engines. This all sounds quite random initially, until the final stages, where you produce Tanks that require Guns and Engines to produce, bringing all the production line resources together in one "finale".
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None


* TankGoodness: What your factories will eventually be producing in the late-game.

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* TankGoodness: What your factories will eventually be producing in the late-game. These need to be assembled hull and turret separately, then assembled together with an engine. Later on, they can also have diesel and rocket launcher add-ons to increase their value.
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* ArtificialStupidity: Machines that produce more than one output will ''not'' selectively sort the outputs onto the conveyors you want them to. One has to either build a sorter or find a way around their... weird nature of sorting.

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* ArtificialStupidity: Machines that produce more than one output will ''not'' selectively sort the outputs onto the conveyors you want them to.with the intended outputs. One has to either build a sorter or find a way around their... weird nature of sorting.
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* ArtificialStupidity: In-universe: Machines that produce more than one output will ''not'' selectively sort the outputs onto the conveyors you want them to. One has to either build a sorter or find a way around their... weird nature of sorting.

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* ArtificialStupidity: In-universe: Machines that produce more than one output will ''not'' selectively sort the outputs onto the conveyors you want them to. One has to either build a sorter or find a way around their... weird nature of sorting.
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None


* NintendoHard: It outright says in the intro that it's hard for an IdleGame.

to:

* NintendoHard: It outright says in the intro that it's hard for an IdleGame.IdleGame.
* TankGoodness: What your factories will eventually be producing in the late-game.
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None

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* ArtificialStupidity: In-universe: Machines that produce more than one output will ''not'' selectively sort the outputs onto the conveyors you want them to. One has to either build a sorter or find a way around their... weird nature of sorting.

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* AntiFrustrationFeatures: When hovering over a new machine, the description pane will have a little diagram of just what other machines you need to feed into it to make it run at 100% efficiency, even in weird cases like needing to feed 3 of one machine into 2 of another, or if one input machine can feed multiples of the machine you're looking at.



* InventoryManagementPuzzle: Can you squeeze just ''one'' more steel foundry setup into your building?

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* InventoryManagementPuzzle: Can you squeeze just ''one'' more steel foundry setup into your building?building? And buying upgrades will make you reshuffle ''everything'' as all your machines now have different requirements and outputs.
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this video game article is a stub. you can help tv tropes by expanding it

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[[quoteright:250:http://static.tvtropes.org/pmwiki/pub/images/factoryidle.png]]
[[caption-width-right:250:The initial layout.]]
->Welcome to the crazy world of '''factory idle'''!

''Factory idle'' is an IdleGame about running a fully-automated factory. You set up machines to buy resources, process them, and sell them, and hook them all together with conveyor belts. After that, it gets complicated.

You can play it [[http://factoryidle.com/ here]].

!This game provides examples of:
* AdamSmithHatesYourGuts: Your first factory building costs $100. Two much-smaller buildings next to it cost $700 and $1200, and another nearby building of about the same size costs ''$140 million''. There's really no rhyme or reason to land pricing, except to make sure that buying the next building is always a milestone.
* AntiPoopSocking: Oddly for an idle game, quitting the game ''entirely'' rewards you with "bonus ticks" to use in fast-forward mode when you return.
* BribingYourWayToVictory: In the "extras" menu. You can buy time-travel tickets (that just give you 3 hours of profits outright) or more bonus ticks. There's also a pair of one-time upgrades.
* InventoryManagementPuzzle: Can you squeeze just ''one'' more steel foundry setup into your building?
* NintendoHard: It outright says in the intro that it's hard for an IdleGame.

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