To give just one point of evidence in support of the idea that Factorio is a well-balanced game, there is a guy who goes by "The Spiffing Brit", whose Youtube channel is all about breaking games by finding an exploit, or a bit of unbalanced interaction between two different game mechanics, and abusing that exploit or unbalanced interaction to the maximum extent possible. Armies with a million archers in Heroes of Might and Magic, that sort of thing.
When he did a video on Factorio, I wondered what exploit he had found in the game. Then I watched it. It was about how quickly you could win the game if you got 50 people to play multiplayer with you. That's it. No exploit, no broken game mechanics, just a game mechanic working as intended (yes, any job can get done faster if you can divide it between 50 people who can work on it more or less in parallel). I'm pretty sure that if there had been an exploit to be found, he would have shown it off in his video.
That doesn't prove there are NO software bugs in Factorio. But it's pretty good evidence that any remaining bugs are quite hard to run across.
You can mega Nauvis with molten foundries, but that requires importing Calcite.
You can mega Gleba for just-in-time and resource generating blades, but how do you handle stone?
Vulcanus offers limitless resources- yet other planets may actually offer more.
Fulgora offers much if you learn modular design.
How do you handle quality? Dedicated factories, or integrated with production? How much footprint reduction do you want, and how much input efficiency via production modules. But that requires circling back to Nauvis…
Now that they have faster conveyors and stacking, they've become quite viable for moving large quantities long distances. Which is fine, but it feels like the right way to do that should be trains. My thought is that quality wagons should be able to hold a lot more and quality trains should move a lot faster, and/or fast fusion trains.
I did a 1m eSPM base though, and I don’t think the totality of all of that would bring me back to trains. Belts are extremely reliable, and I have never managed to make trains so.
And then I discovered Mindustry. Which is crack-squared, for me at least.
Avadii made a great guide about good ways to farm legendaries in 2.1: https://www.youtube.com/watch?v=ZuwBnOsULkc
It’s inefficient but has a very low cognitive load.
You can improve the efficiency a little by increasing the quality floor each level, eg rare iron ore, epic iron plate, legendary steel. But in my post endgame playthrough I was drowning in so much legendary ore with this method I didn’t bother.
With that said, you can play without quality just fun and playing SE without quality is great too.
I feel like the game could be taken in many directions. True multiprocess support, parallel execution, multi-level buildings and so much more.
Seeya sometime next decade.
Be still, my heart.
ruh roh.
Gleba is different, but I think that is good in a game that is as long as Factorio. There's a bit of a bumpy difficulty curve here if you approach Gleba in certain ways. But it is very different mechanically than the base game or the other planets in a way that is interesting, at least to me.
It took me two or three iterations when I first landed on Gleba. But afterwards my factories there were more robust than on the other planets and almost never stalled or broke down. And solving that was quite satisfying.
I hated Gleba at first. I have come to love it, and it might be my favorite part of space age. Embrace its organic nature, stop trying to centralize an focus on "flow"...
Nauvis is a monolith, then gleba is micro services...
Well, that'll make Rocket Rush a bit more fun to play. It was taking forever to get up to 40 U235s.
[Edit] Nope.... it doesn't change the requirements from 40 U235, just makes it so a centrifuge will fit on a rocket. 8(
Am I the only one who likes rocket rush?