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by Mond_ 19 days ago
May I ask how far you got? It's not a good representation of industrial engineering, for sure, but I do like the actual logistics management and "how do I deal with my technical debt" later in the game. I think most of this only really gets interesting once you use trains everywhere and build everything with bots.
2 comments

I only got into circuitry myself, but I've watched skilled players go all the way through which is entertaining in of itself but not enough to overcome my initial misgivings. I can see how it would be fun from a Sim City for engineers perspective with tech debt to add a feedback to the gameplay loop.

The game feels very lonely and honestly imo quite selfish in its objectives, deplete the planet to escape using your brilliant intellect, science cost is just time*resources. This is the opposite of my experience in life where no-one can do it all alone from scratch, everything is the accumulation of shared motivation, experience and unique perspectives.

It's best played with friends, imo. Setup a server, gather some like-minded friends, and build something together.
you can implement D-Gate in Factorio (needed for inventory snapshots) and make your assembly machines completely dynamic - picking up whatever recipes and resources you require (including fluids). I've reduced game through automation so far that all I do is copy paste and hook up to railway network whatever resource mining outposts
I like it well enough. Played it a bunch and actually managed to finally build that rocket. But I was not really skilled enough I guess.

Because the last couple of hours I basically just waited until enough resources for the last part of the rocket were built. I simply couldn't be arsed to rip apart the awful spaghetti code like things I have build to make it faster. It was really exhausting just sitting there ingame, knowing what i build works and will eventually produce enough but may god did it take its time for that.

From a game mechanic perspective, what I was missing in that game was a plateau at least of some kind. Since natural resources always run out the game was basically always forcing you to be on the go and keep on doing stuff, thus risking breaking something somewhere and then rushing to fix what broke all the while you originally were supposed to be doing something else etc. There was simply never a time were you could actually take a step back and take stock of what you build and take your time to try and work out on how to alter things to make them more efficient. Every change I made was basically never for the sake of streamlining anything. It was always a forced change by some external factor. Always. And this feeling of constantly being "chased" kind of reduced the replayability of this game for me.

> I simply couldn't be arsed to rip apart the awful spaghetti code like things I have build to make it faster.

Yeah but the feeling you get after having done that is so sublime that it's worth it, which is why some of us get so addicted to the game.