#factorio se
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Been working on building out the blocks to feed my rocket science build. It has been very interesting to try and fit each production line in the smallest block I can, and then seeing how all these various sizes fit together like a big wonky puzzle!

At this point I have nearly everything ready for rocket science, I'm just waiting on my sulfuric acid block to be constructed.
While building, I was chasing down an oil shortage for a long time. I eventually ended up adding some offshore oil, which has worked out very well!
And funnily, I noticed while planning where my science will be consumed, I built up the rocket science block before the chemical science block xD
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so since pY is incredibly difficult
we decided a while back to go back and retry the other overhaul mods we either got bored of or skipped(so Krastorio 2(doing this one now), Angels and Bobs(gonna do a seablock run once I finish SE), and Space Exploration)
Well we looked in the announcements channel of the pY discord server and

Man, we are dreading eventually doing a pY playthrough
#factorio#factorio pYanadon#the fact it’s even called pY SE#like “yeah we see Space Exploration(SE). time to do it pY style(incredibly complex)#like “yeah we see Space Exploration(SE). time to do it pY style(incredibly complex)“
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My early impression of Factorio: Space Age are extremely positive, though it's much more geared toward veterans than I would have expected. I guess sushi belts aren't entirely mandatory, but I don't know how you would get by without them. They are easier now, but there are other mechanics that take things up a notch.
Mild spoilers follow, but it's not really a spoiler kind of game, and the UI seems very ready to give you all kinds of information about places you haven't been and things you haven't seen.
It's got a ton of content, the game design is overall fantastic on several levels, the music has been great, and in general I'm just a huge fan of it.
I am curious how well it holds up on repeat play, since a lot of doing a blind playthrough is figuring things out, and after you've figured them out, a lot of the gameplay is gone.
One slightly negative note, at least for me, is that the early game felt much too longer when I just wanted to get to space, and I kind of wanted … I don't know, an accelerated start option, not necessarily something like Faster Start, but a few technologies researched and maybe a tiny starter base or something. Setting up a furnace stack by hand is not something that I feel like I really need to do again, but I did it for the first SA playthrough, because I wanted the default expansion experience. I did kind of regret it in the end though.
I made it to deep space science in SE, so that's the point of comparison for me, and this is far far less of a grind, along with far more interesting challenges. The cheap rockets that can't carry a lot really incentivize building up a proper base on each planet, one that can make its own buildings and infrastructure, which is neat, and thankfully on all but Gleba (and Nauvis) you don't really have to set up permanent defenses against enemies, which can be a bit of a pain if you want to get on to the next thing. I set up defenses on Nauvis, and that was a time sink, but with the enemy expansion mechanics it was very very necessary. I think next time, rail world setting might be better, but I don't know how that would change the other worlds.
I think the thing that I admire most about it is that they really worked hard on making sure that each planet was very very distinctly different from the others, that each planet had some kind of new threat that was very different from the others, that each planet had gameplay mechanics that were very different from the others ... and it all works wonderfully, at least so far.
There are a few things that I wish were in the expansion, which aren't (at least as far as I know), and some of those are a matter of creative vision, some are a matter of development time taking forever, and others are just engine limitations. The spaceships are ... I mean, they're fine, but it's very clear that they're using the "surface" class, which is what I would have expected, but still means that there's none of the cool space stuff like docking procedures and ships that split apart and spinning up for artificial gravity. It's another interesting challenge in terms of game mechanics, but it's definitely aesthetically the worst of the new things.
The spaceships do not particularly look like spaceships, an issue which I think could have been partially solved by having new spaceship wall sprites and requiring the spaceship to be enclosed. The rocket engines look incredibly cool when they fire up, but then you look up at the gun turrets just sort of clinging onto this platform, and it seems a bit jank. But it's also the thing you probably spend the least amount of time on overall, since the ships get built a few times and then never looked at again, moving between planets without much intervention once the design works well.
(The space map is also a bit of a disappointment. I wasn't expecting orbital mechanics, but ... actually, I think I would have liked some kind of simulation of it. Launch windows for shortest time between planets would have been cool. Some circuit-readable calculation of how much thrust/time it will take, which rises and falls with the motion of the planets?)
But yes, overall, very positive on the expansion. I think there are a few kinks that aren't quite worked out, but in my opinion they're nothing major, just some features and mechanics that aren't signposted or a few wonky UI elements.
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Sam Reviews: Factorio Space Exploration
That's Space Exploration the factorio mod (played v0.6), not Space Age the factorio expansion coming soon. I have finally completed SE with the cooperation of two friends across 300+ hours, I don't think I would have bothered to finish on my own, but it was a fine reason to hang out and chat. I had fun, but it was very irregular fun between good bits (spaceships!!) and facepalm bits.
It's A Scale Challenge
Space Exploration is a scale challenge, and I lead with this because I find the documentation misleading. On the Getting Started SE wiki page, which is also linked from the SE mod page, it says:
Space Exploration is mostly a complexity challenge and not a scale challenge. It's completely possible to beat the game with only 20SPM, unless you play with a science multiplier. But it'll still be hard!
Similar descriptions abound. However, Space Exploration has individual technologies mandatory for victory that cost more to research than the entire tech tree of the base game up to and including the Rocket victory research.
It's even worse than that sounds.
"Cost more" can be calculated in a quick and dirty way that vanilla Factorio's Rocket Silo victory tech costs 1000 sets of science packs to research.
Its prerequisite Rocket Control Unit costs 300, and so on back down to basic Automation technology costing merely 10, all of which add up to 5750 in total.
Space Exploration has a mandatory 6400-cost tech, some 5000s, a 4000 and a 3200, several 2000-cost techs used as filler in an already overpriced and bloated tech tree, and a 8000-cost (max spaceship size) that's theoretically optional but avoiding it requires you to play Tetris with your size-constrained spaceship layout.
But the numbers are not directly comparable, and the more detailed count makes Space Exploration look even worse. "5750 sets" vanilla includes several early technologies where the set is a subset, even one single science pack, it costs 50 of [Automation Science] for basic technology and gradually fills out to the Rocket Silo costing 1000 of [Automation, Logistics, Chemical, Utility, Production Science] which is a set of 5.
Space Exploration, meanwhile:
Which is 5000 of a set that's twice as large as the largest in basegame, so more like a 10K victory tech compared to the 1K victory tech in basegame.
But that number still isn't a direct comparison, because the multi-striped science packs in there are high tier packs whose ingredients include lower tier science packs that also need to be produced. Deep Space Science 4 (the black stripes) is made with various input resources + a DSS3 pack, which is made with more input resources + a DSS2 pack, and so on. If you count the fifteen intermediate science packs, it's something like a 25K victory tech compared to the 1K in basegame.
There's numerous techs like this. If you ever play Space Exploration, I advise you to slice a zero off everything. Set the tech cost multiplier to one-tenth. It is severely padded.
Pretty Cool Spaceships
Spaceships are of course the big draw of Space Exploration, though they come pretty late in the game, and before them there's two other methods of moving stuff between planets: Cargo rockets and railguns.
The rockets are very fuel-hungry to launch and also "consume" most of their ingredient parts as stages. The delivery railguns can't move fragile objects or players, and are same-solar-system only. (They double as expensive interplanetary weapons!) Spaceships are reusable as long as you keep them refueled, and much more fuel-efficient, as well as being able to mount laser/gun turrets for defense if landing on a hostile planet. You can even put artillery in a spaceship, which my team used to create a very short-distance-hop spaceship that was more like a suborbital bomber/mobile artillery platform for clearing the hostile fauna off our home planet.
Eventually you get spaceships to transport stuff at custom speed and scale between planets, with the ability to build and design your own. Then, the ability to set spaceship automation with docking clamps and the circuit network, and can give a spaceship instructions amounting to "go to planet X and wait until your onboard storage has 40K Cryonite, go to planet Y and wait until your onboard storage has 0 Cryonite and your fuel tank is refilled". It's the Factorio experience of automating stuff you were manually handling before, but at the much larger scale of interplanetary transport.
Here is my mini-spaceship for personal transport between planets, used to go over and tinker with things, has a few chests but doesn't take bulk cargo:
The side notch is to help me align the refueling underground pipes.
The Mod Maker Is A Control Freak
In the base game you have the opportunity to research Logistics Robots, small flying drones that carry items around for you, making automated transport more convenient so you no longer have to weave together transport belts, underground belts, railroad tracks and other physically connected means of item movement in the infamous "belt spaghetti".
Space Exploration comes with a mandatory dependency on the Robot Attrition mod, which makes logistics robots randomly collide and explode destructively if you're using more than 50 of them. (There's more than 50 item types in SE, so you will want far more than 50 logistics robots.) You can't not include this other mod when playing Space Exploration. There is a game setting which looks like it disables robot attrition, but it actually only disables robot attrition in the starting zone.
"Surely there's another mod which restores robot functionality?" you might ask, since Factorio has a lot of mods. Not that I could find, possibly because Space Exploration is distributed under a "no modding my mod any further" licence, formally the Factorio Mod Limited Distribution Only Licence.
You may make alterations for your own private personal use only. You are not allowed to distribute any content from the mod, or anything altered or derived from this mod with the following exception: You may post partial modified sections of this mod in Earendel's discord https://discord.gg/ymjUVMv for the purpose of providing bug fixes or enhancements.
Binding or not, I think that's an amazingly dick move for your Cool Spaceships mod to degrade some unrelated basegame functionality and tell people they aren't allowed to post a modmod which restores that functionality.
In other control freakery, Space Exploration is flagged as incompatible with infinite resource supply/non-depleting ore patch mods for Factorio, because the SE modder feels it would ruin the intended balance of his mod. It's flagged as incompatible with teleportation mods, to force you to use rocket/spaceship transport. It's flagged as incompatible with waterfill mods to prevent you digging wells where the modder wants to enforce a logistic challenge of delivering water in barrels. It's even flagged as incompatible with some mods that change the stack size of some items, because the modder wants to ensure you are inventory-constrained and pay for logistics.
Bizarrely contrary to the spirit of modding, if you ask me, trying to enforce that the mod is played the specific way one person wants you to play it.
Padding, Filler, and Bloat
It's not just the tech tree that suffers this, it's many aspects of the mod, and I'm going to list enough of them to make this post feel ironically padded.
In regular Factorio, when you put a drill on an iron ore patch, it produces iron ore, which you put in a Furnace to smelt into iron plates.
In Space Exploration, when you put a drill on an iridite ore patch, it produces iridite ore, which you put in a Pulverizer to crush into... a random mix of crushed iridium, stone (waste byproduct), and iridite ore that you have to feed back into the pulverizer and try to crush again.
To me this is something I shouldn't have to interact with in Factorio, it should be pre-automated below my notice. If an input ore is not properly crushed in the crushing machine, the crushing machine should keep crushing it until it's crushed, rather than demanding extra player attention to its one job. Reeeee. I have no interest in my factory's machines having what is effectively a random failure chance at doing their job. There is no upgrade tech or better machine which gets rid of that random failure chance.
It might have been interesting with one processing step whose unique gimmick is a failure chance and a need to filter-loop the output back onto the input, but Space Exploration recycles this recycle gimmick over and over again to pad out different processing steps with "do it again".
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Speaking of random failure chances...
In regular Factorio, the "science packs" are kinda high-level abstractions. You put together a pair of engines, several electronic circuits, and a handful of sulphur to create "Chemical science", which could be taken to vaguely represent a process of destructively testing or consuming something and measuring it.
In Space Exploration, the advanced sciences are data-driven, which is a cool idea. For example you put together plates of iron, copper, stone, plastic, concrete and iridite with a blank data card to create "Tensile strength data" and recycleable scrap, then you use the data card in another recipe to create "Material science" and also outputs "Junk data card" representing data you've already analyzed and can't learn more from, and then you put the junk data card into a spacecomputer to erase the contents and get back a blank data card again.
It's a neat abstract representation of science involving data collection and material testing, with a reusable computer component and am expended material component, and it's undermined by the fact that erasing junk data has a 30% failure rate. That's the chance that the Super-Engineer Protagonist, with nuclear reactors and supercooled computers, will somehow fail to turn a Junk Data Card into a Blank Data Card and will instead break the card. So the data cards are in practice still expended consumables; you'll need to produce millions of them.
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In regular Factorio, the various grades and kinds of steel (high carbon, low carbon, stainless, etc) are abstracted into a single "Steel plate" item which has many different uses. Storage chests, trains, power poles, handgrenades, armorplating, automation robots all use the same Steel Plate as ingredient.
This design holds true across the game: items represent broad classes of a material, also machines are multipurpose and an "Assembler" machine can be set to make gears, wire, pipes, or other stuff by configuration. One Assembler turns iron plates into gears. The next Assembler combines gears and more plates into engines. The next Assembler combines engines and more gears into transport belts.
In Space Exploration, there's several machines which only have one use, and there's even items which have less than one use.
The only thing the Xray Observation Telescope does is produce Xray Observation Frame items, the only use for Xray Observation Frame is processing into Xray Observation Data, and the only use for Xray Observation Data is combining it with Microwave Observation Data, Infrared Observation Data etc. to produce Astrometric Science. That's also the sole use for those other Observation Datas. All the different wavelength telescopes, the different observation data items, and the different observation data frame items collectively serve one purpose when put together, so I count them as having a fractional use each. Someone call an editor, fucking cut these.
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In regular Factorio, drills on a copper patch produce 1 Copper Ore per production cycle, which smelts into 1 Copper Plate.
In Space Exploration, drills on a beryl patch produce 1 Beryl Ore per production cycle, and 20 Beryl Ore smelts into 1 Beryllium plate.
(both ratios can be improved somewhat with Productivity Modules in your furnaces)
Which brings me back to the extremely overcosted science packs, because that blue-striped Astronomic Science Pack that you need 5000 of for the rocket victory? Its cost in raw materials for a set of 8 looks like this:
displaying 580 beryl plates instead of the 5800 ore needed, 725 per pack, plus some more for the data cards that don't calculate raw material correctly, adding yet another multiplier layer of bloated tech cost. I am infuriated by whoever wrote "not a scale challenge" on the Scale Challenge Mod which asks you to mine millions of ore to research a single technology.
Arcospheres
I have another post on these, so I'll keep it short: There is a type of special item necessary to win the game, which are only available in limited supply, which you can permanently lose by accident or bad luck.
The available supply is several times larger than what's needed to win, so I wasn't actually threatened by this, but I dislike it on principle.
Also, they're spoiler-enforced by the control freak modder who keeps the helpful information off the official discord, wiki, and mod page.
Verdict: Thumbs Down
I was suckered into this partly because I believed the "not a scale challenge" advertisement when my friend group was considering what to play next, and I regret it. Halfway through we felt it starting to drag, but we were having fun and community and spite so we powered through. This is a reason I have emphasised the bloat so much in my review. This mod really, really needs an editor to cut down numbers and cut out items and simplify processes so you can get to the Fun Spaceships part without so many Mine Literally Million Ore part.
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On the sense of scale, in 40k not least of all
The one fictional trope I strongly dislike is "one planet - one location". It is as lazy as it is omnipresent: consider all the "ice planets", "desert planets", "jungle planets" and samesuch that you know. The recent new major update for Factorio suffers from it just as well, but really, it's so internalised I've seen passages like "they moved from the desert to the jungle, and couldn't quite believe they're on the same planet any more" in sci-fi. But just by opening a climate zone map of the Earth, it is trivial to see that a single planet can fit everything from icecaps to deserts and jungles quite comfortably. But this is simply a sign of our sense of scale failing for objects large enough, and this works to suspend disbelief in a surprising number of settings.
Let's turn to Warhammer 40k, then.
To be fair, it doesn't aim to be realistic, per se, but it is a setting about perpetual war, so at least war logistics have to make the very minimum of sense, I feel.
And then there are Imperial hive worlds, with population in billions if not dozens of billions, time and time again shown as conquered by laughably small contingents of warriors - even singular Space Marine chapters! A chapter is notionally a thousand warriors strong. Even if we suppose vehicle and space craft crews are exempt from the number, same as the marines in the Armoury; even if we pad the number with ten times as many chapter serfs as there are marines, it is still many orders of magnitude from making sense.
Industrial societies (which hive worlds are) can easily mobilise some 15% of their population. You'd expect it'd be more for the Imperium, where "there are no civilians in the battle for survival", but let's leave it at that. Actually, let's suppose the number is lower, due to the unbalanced nature of hive world economies - even with 10% recruitable population, a hive world can muster armies numbering in hundreds of millions, if not billions.
These guys are supposed to take on armies numbering in many millions. Literally, that's the entirety of them.
The thought of a man fighting and winning alone against a million opponents is immediately laughable, but once instead of a single man we have "many" - say, a thousand space marines, - this disbelief mechanism turns off - and a chapter, or even a few companies, operating successfully in planetary-grade battles, appears believable.
Now, for the Imperial Guard regiments, the numbers of soldiers in each vary wildly. However, they're regiments, not divisions or army corps, and they've been said to possess up to "tens of thousands" of people. For simplicity's sake, let's suppose a regiment is a hundred thousand soldiers, as an upper estimate. Then to fight an entire hive world head on, the Imperial Guard would need tens of thousands of such regiments deployed. Alright, we can generously suggest that once hive cities start falling under their assault, the invasion force can start recruiting from the locals - but there still needs to be a reasonably strong initial strike force to capture the initial hives, particularly minding that in a lot of cases, hive worlds are said to only have but a handful of these.
A Universe Class - this ship is 12 kilometers long and transports half a million men!
A Universe Class Mass Conveyor is said to be able to transport half a million troops in its holds (and I believe it's the largest transport that exists in any numbers - the runner-up, Cetaceus Class, is at least five times smaller). Even if we suppose these troops come with their whole vehicle and weaponry loadout, there still need to be hundreds of Universe Class ships in orbit to ensure the initial invasion. More will be needed to supply the ground effort, until hives can be conquered to handle some of that burden with the local resources. Meanwhile, in any Warhammer writing, transporting armies across planetary systems and supplying them is usually done in fleets of single digit, perhaps dozens of vessels at most, and these not of the titanic Universe Class, either.
The Devourer Dropship carries five thousand men from orbit to the ground.
What is even worse, there's no canon info on how all of these people and resources are getting into gravity wells. The normal large landing vessels mentioned a few times are the Tetrarch Heavy Lander and the Agantyr-Class Dropship, these carry about three hundred men each from orbit to the ground. That means that deploying the contents of even a single Universe Class would take literally thousands of runs (that is, hundreds of thousands of landings to deploy the first invasion wave alone). If Devourer Dropships, the largest vessels available, are considered, their capacity is about five thousand soldiers (plus vehicles), so it's hundreds of runs per each Universe Class, and tens of thousands for the first wave altogether.
So it's plain to see, I think, that 40k breaks very easily as soon as the scale of what's happening is considered, even with its signature gigantism taken into account. If even the cursory, orders-of-magnitude issues of logistics are handled believably, it becomes a rather different setting, with hundreds or thousands of spaceships needed to constantly run operations to supply a single Imperial Guard planetary campaign. And then the whole issue of unreliable faster-than-light travel (riding cathedrals through hell) very much comes to the fore: it's one thing if a handful vessels has to do it once in a while, but quite another when hundreds of capital ships have to shuttle into and out of a system all the time to support a single planetary invasion.
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holy shit factorio expansion announced.
it's space-based, which is a) obviously the next step after vanilla factorio and b) inviting a lot of comparisons to SE, it's addressed in the post itself, go read it.
release estimated for "about a year from now". I think they plan to release directly to stable, no open beta, but idk. i will somehow have to survive an entire year of waiting for it.
also, regular Factorio Friday Facts are back!
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booted up the ole factorio SE save and i remember there was some devastating flaw in how i set up the furnace stacks but for the life of me i cant remember what it is
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Hey everyone! Gonna stream part 2 of an SE+K2 Factorio run! Today we're moving from the burner phase to the electric phase, and hopefully get green science up and running.
Check out the stream here
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ok so last week i wrote factorio dlc predictions and then the FFF wasn't about the dlc so here they are now.
some of these predictions are maybe too spicy or maybe too specific. this is on purpose.
these are based on some level of cynicism because the new sciences are the colors of the SE sciences and there is some thematic overlap between SA orange metallurgy and SE orange materials science.
i think the other two non-finale planet themes are going to be electronics/crafting and (bio?)chemistry based on both this and the fact that low density structure is made in the foundry "to make there be easier ways of getting rocket parts." and the RCU/blue chip and rocket fuel fit those themes. (it's not clear whether blue chips are replacing RCUs in the base game or just the dlc.)
also in the bz server i said that this promo image displayed one machine from each of the non-finale planets and the blue electric thingy will come from the dusty planet. the green thing looks like some kind of growth vat or chemical reactor so that fits as well.
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"Mengapa Game dengan Konsep Open-Ended Selalu Menarik untuk Dijelajahi?"
Dalam dunia gaming, ada berbagai macam genre dan konsep permainan yang ditawarkan kepada para pemain. Salah satu konsep yang paling menarik dan terus diminati adalah open-ended gameplay—sebuah sistem permainan yang memungkinkan pemain untuk menjelajahi, bereksperimen, dan membuat keputusan sendiri tanpa batasan yang kaku.
Game dengan konsep open-ended tidak hanya menawarkan kebebasan dalam bermain, tetapi juga memberikan kesempatan bagi pemain untuk menciptakan pengalaman unik mereka sendiri. Lantas, mengapa game dengan konsep ini selalu menarik untuk dijelajahi?
1. Kebebasan Bermain Sesuai Gaya Masing-Masing
Salah satu alasan utama mengapa game open-ended begitu menarik adalah kebebasan yang diberikan kepada pemain. Tidak seperti game linear yang memiliki jalur dan misi yang sudah ditentukan, game open-ended memungkinkan pemain untuk: ✅ Memilih cara bermain sendiri – apakah ingin fokus pada eksplorasi, membangun, atau menyelesaikan misi utama. ✅ Membentuk narasi unik – setiap pemain bisa mengalami cerita yang berbeda berdasarkan keputusan yang diambil. ✅ Menyesuaikan karakter dan dunia – banyak game open-ended yang memiliki sistem kustomisasi karakter dan dunia yang luas.
Contohnya, dalam The Elder Scrolls V: Skyrim, pemain dapat memilih untuk menjadi seorang penyihir kuat, ksatria tangguh, atau bahkan hanya seorang pedagang keliling. Semua keputusan ini benar-benar ada di tangan pemain.
2. Dunia yang Hidup dan Selalu Bisa Dieksplorasi
Game open-ended sering kali memiliki dunia yang luas dan dinamis, di mana pemain dapat menemukan sesuatu yang baru setiap kali mereka bermain. Dunia dalam game seperti ini biasanya memiliki: 🌍 Lingkungan yang interaktif – pemain bisa berinteraksi dengan NPC, objek, dan berbagai elemen di dunia. 🌿 Ekosistem yang terus berjalan – ada perubahan cuaca, siklus siang-malam, dan event acak yang membuat dunia terasa hidup. 🔍 Banyak rahasia tersembunyi – eksplorasi sering kali dihargai dengan item langka, lore mendalam, atau easter egg menarik.
Game seperti Minecraft atau No Man’s Sky memberikan pengalaman eksplorasi yang tidak terbatas, di mana pemain bisa menemukan tempat-tempat baru dan membangun dunia mereka sendiri.
3. Elemen Replayability yang Tinggi
Karena tidak ada satu cara bermain yang benar, game open-ended memiliki nilai replayability yang sangat tinggi. Pemain bisa kembali bermain dan mencoba pendekatan yang berbeda, seperti: 🔄 Mengambil jalur cerita yang berbeda dalam game RPG seperti The Witcher 3. 🏗️ Membangun dunia yang benar-benar baru dalam game seperti Cities: Skylines atau Factorio. ⚔️ Menantang diri dengan mekanisme berbeda seperti bermain dengan aturan ketat dalam Dark Souls atau Zelda: Breath of the Wild.
Setiap kali bermain ulang, pengalaman yang didapatkan akan terasa berbeda dan segar, membuat game open-ended terus menarik bahkan setelah dimainkan berkali-kali.
4. Kreativitas Tanpa Batas
Banyak game open-ended memberikan kebebasan bagi pemain untuk berkreasi sesuka hati. Ini sering ditemukan dalam game dengan unsur sandbox, di mana pemain bisa membangun, merancang strategi, atau bahkan membuat cerita sendiri.
🛠️ Minecraft – Pemain bisa membangun kota, kastil, atau bahkan dunia fantasi dengan kreativitas tanpa batas. 🎭 The Sims 4 – Pemain bisa menciptakan kehidupan virtual mereka sendiri, dengan karakter yang bisa menjalani berbagai skenario unik. 🔬 Kerbal Space Program – Pemain bisa merancang dan menerbangkan roket ke luar angkasa, belajar fisika dengan cara yang menyenangkan.
Game-game seperti ini memberikan ruang bagi kreativitas, di mana batasan satu-satunya adalah imajinasi pemain sendiri.
5. Interaksi Sosial yang Lebih Dinamis
Beberapa game open-ended juga menghadirkan interaksi sosial yang kaya, baik dengan NPC maupun dengan pemain lain. Dalam game seperti Red Dead Redemption 2, interaksi dengan NPC dapat memengaruhi bagaimana dunia bereaksi terhadap pemain.
Di sisi lain, game multiplayer seperti Rust atau ARK: Survival Evolved memungkinkan pemain untuk bekerja sama atau saling bersaing dalam dunia yang terus berkembang. Dengan adanya komunitas dan interaksi real-time, pengalaman bermain menjadi semakin dinamis dan tidak terduga.
Kesimpulan: Kebebasan yang Selalu Menarik untuk Dijelajahi
Game dengan konsep open-ended selalu menawarkan sesuatu yang baru setiap kali dimainkan. Kebebasan dalam menjelajahi dunia, memilih jalur sendiri, serta menciptakan pengalaman unik membuat game seperti ini tetap relevan dan menarik bagi banyak pemain.
🔥 Baik itu menjelajahi dunia fantasi, membangun kota impian, atau bertahan hidup di alam liar, game open-ended memungkinkan kita untuk menjadi siapa saja dan melakukan apa saja sesuai keinginan kita. 🔥
Jadi, game open-ended favoritmu yang mana? 🎮🌍
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I'm going to space!!

I've checked, double checked, and I'm ready to send my first rocket into space!!
I'm headed for the asteroid belt, to grab The Canary first. Then I'm flying to NOrbit to get started with the Space part of Space Exploration!
Here's what I'm taking with me:
Enough to make a good few space science packs, plus enough materials and buildings to setup a good bit of infrastructure while I'm at it!
Some space intentionally left empty as The Canary can only hold so much cargo.
Excited to see how this plays out!!
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factorio mods rso
⭐ ⏩⏩⏩️ DOWNLOAD MOD - LINK 🔥🔥🔥🔥🔥 Ahora, el RSO mod sólo debe afectar a la generación de mapa, pero no estoy seguro de cómo funciona esto de las baldosas que no descubierto todavía. Factorio. Listed down my favorite mods and mod settings: Factorio Mods[]; Factorissimo2[]; Miniloader[]. Ordenar por: Relevancia, Fecha. Resultados para "Quality of Life mods"En el subforo "Discusiones generales"Incluyendo mensajes borrados. Está claro que lo de los mods de Factorio es un mundo en si. Factorio 0. 16 cheat sheet. The tower of hell script. Best mods for factorio. Best hack for 2b2t. Best mods for factorio Esto también se puede hacer con el RSO (Revisión del generador de recursos) mod automáticamente». Entre la lista de mods que usa Zytukin están Controlador. Bob Mods por ejemplo le da mucho más complejidad y nuevas recetas y recursos . Si a eso le añadimos RSO que te aleja y compacta los yields de los recursos y. [HO] Factorio en PC › Juegos (14/15) Y es que el mod RSO dichoso y sus probabilidades hicieron que en el otro mapa solo me apareciera un. cono ce en el ;L.1r1tO d.. se inten- factorio, aceptable exactitud y rapidez en la o'otenc16n VUG 1 1/2 Ton Uniog Mod 69/
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Fuera del post, para darle uso a esta cuenta, empezare a guardar opiniones sobre temas que me surjan (?)
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CREO QUE ES HORA DE OPINAR SOBRE MI GENERO FAVORITO
"Wiki en mano"
Básicamente así me suelo referir a los juegos a los que si o si requieres una guía para poder sacarle el mayor jugo posible.
Son juegos que por lo general son MUY complejos ya sea por su mecánicas o gameplay, o también puede ser pq existan elementos que nunca se le explica al jugador.
Por lo general son juegos EXCESIVAMENTE rejugables y para poder lograr manejar todo a un nivel avanzado, necesitas dedicarle meses (o incluso AÑOS) a cada juego (Y ESTO SE VUELVE PEOR SI ES UN JUEGO QUE RESIVE ACTUALIZACIONES DE FORMA CONSTANTE)
Son juegos que por lo general, si no sabes nada terminarás totalmente aburrido después de haberlo jugado un rato.
Y si sabes de dicho juego ya sea por elementos externos (tipo gameplay) y apenas empiezas a jugarlo, LLEGAN A SER MUY ESTRESANTES, sobre todo porque la mayoría tiene como mecánica la aleatoriedad en cada partida.
Así que si no sabes cómo actuar ante una situación, lo más probable es que termines perdiendo por culpa de malas decisiones, las personas que incursionan en este tipo de juegos estan obligados a aprender sobre 2 cosas:
- No necesitas ser un experto: no necesitas demostrarle nada a nadie, así que juega como te plazca
- CONTROLA TU TIEMPO: Es necesario entender el punto anterior, ya que si no tienes tanto conocimiento, simplemente estarás desaprovechando y siendo poco eficiente en ciertos aspectos, lo único que harás es estresante a la larga y droppear todo (?
E irónicamente, por culpa de ello hace que los jugadores (al menos es algo que me pasa) es querer aprender sobre el juego y lograr sacarle el mayor provecho que se pueda.
Los géneros que podrían caber en esta descripción por lo general suelen ser de nicho ya que no suelen ser definitivamente para todo.
Igual, estos juegos lo recomiendo bastantes, por mí fácilmente superan el 8/10 (?
-Factorio
-Rimworld
-Terraria
-The Binding of Isaac : rebirth




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Dyson Sphere Program es un juego que ha venido haciendo enormes olas en los últimos días. Se trata de un juego muy similar a Factorio, o Satisfactory, pero con una escala mucho más masiva a largo plazo
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Factorio is good, and I specifically like the aspect of the base game where it doesn't have the spreadsheet roleplaying, I suggest ignoring almost all large mods for this reason.
Regular Factorio: insert Iron Ore into a Furnace (any one of stone/steel/electric variety), receive Iron Plate. Iron Plate can be interchangeably used to construct batteries, transport belts, loudspeakers, grenades, steam boilers, trains, et cetera. The game abstracts away the specific kinds of iron and their relative carbon content and so on. One item, the iron plate, has many possible uses.
Space Exploration mod, approximately: insert Visible Observation Frame into Visible Light Telescope, receive Visible Observation Data. insert UV Observation Frame into UV Telescope, receive UV Observation Data. insert IR Observation Frame into IR Telescope, receive IR Observation Data. combine Visible Observation Data, UV Observation Data, IR Observation Data to produce Astronomic data catalogue. Observation data has no use other than making catalogues. Catalogues have no use other than making astronomic science.
that's six items and three buildings which as a set have one single use! it is absolutely infuriating!
The SE mod has very cool spaceship-building and antimatter engines and multiple planetary surfaces and interplanetary delivery cannons and space elevators, and the mod is in dire need of an editor with a chainsaw to remove bloat and padding. I put up with it partly because I'm playing it as a social activity with RL friends in multiplayer and we only play it for one evening a week. When we have finished, there will be a full length tirade of a review.
is factorio good. all the people I know who seem to be really into factorio seem less like they enjoy the game as much as they enjoy installing mods that require you to roleplay as a spreadsheet in order to tie two sticks together.
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