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FG Factory 2

Posted June 15, 2023. Updated June 15, 2023. Played 4 times for a total of 354 hours.
description
An incremental factory game with multiple scenarios. Inspired by Factorio, Satisfactory and Dyson Sphere Program.
all comments
what happened? i loved this game
Game is gone?
(S2) Plastic is listed as a T1 material, but it should be a T2 as it needs petrol, another T1 material.
Very interesting but I see some problems here:
1. Some recipes are very fast (like sulfur acid), and it's difficult to run them at 100% speed. In original Factorio, I can let a machine run part of the time, but it's not possible here. This makes some productions exceptionally difficult, as they draw lots of electricity.
2. The 'max' option can assign fractional machines to a recipe, if you own a fractional amount of that machine. I think this behavior should either be completely disabled, or make it an intended design. Allowing manually assigning partial machines will also solve problem #1.
3. Unlike original Factorio, machines need to take up chest space, and chest space is rather limited in this game. I can only have up to 50 chests, and I'm not seeing any tech that raises this limit.
This certainly makes balancing interesting, however there is a problem: Low tier machines can not be destroyed, therefore they permanently lock up those chest space. This creates a possibility of softlock. This won't completely stop progress but will make it very slow.
I think we need a mechanism to destroy low tier machines, to free up those chests for more important machines.
4. A bug: By design, coal miner can't be auto crafted, and miner 1 can. In the game, the automation for miner 1 crafts coal miner instead. This is not important anyway as these machines are not worth their chest space in late game.
I like the idea of this game but all of the UI elements are way too fat and it makes everything extremely cluttered as a result.