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![]() Link: https://old.reddit.com/r/factorio/comments/1tfs8zp/se_a_factorio_space_exploration_retrospective/ This is an automated archive made by the Lemmit Bot.The original was posted on /r/factorio by /u/foxgradually on 2026-05-17 15:12:35+00:00. Well, I got COVID and thought trying out a new Factorio mod would be a nice way to recover. 355 hours of playtime later, I am well past having recovered from COVID, though now I’ve got to recover from my annual Factorio binge. It was worth it. What an experience. The scale of the mod is vast. You work so hard to get that first rocket up to produce orange science. And then hundreds of hours later basic science production is a tiny corner of the factory, just an afterthought. Similarly, the first cargo rocket you send to an outpost gets carefully filled with everything you might need, and it is such a relief when the first vulcanite block makes it back home. Later, you’re spamming eight rockets at a time to different planets, not even checking what’s in them, which is often just a stack or two of inserters to quiet a missing-construction-materials alert. The secret ending takes scale to an absurd length, requiring you to build a multi-star mega structure to earn the right to attempt the puzzle. I was worried that this would feel like a chore, but it turned out to be one of my favorite parts of the playthrough, stressing my end-game factory in new ways and giving the feeling of having truly conquered the galaxy. I would love more of this, especially if your factory was rewarded with new capabilities, like the way energy beaming allows you to siphon energy from stars. This was my first playthrough of Space Exploration. I played on the latest version (0.7). I suspect the changes to fluids and circuits in the 2.0 engine have made many of the mechanics more pleasant to work with. I didn’t encounter a single bug in the playthrough, which is astonishing to me considering how much work must have been required to migrate to the new 2.0 engine. Many reviews mentioned repetitiveness and resource sinks. There is often the feeling that this mod is a marathon, not a sprint, that’s for sure. Though, in its defense, the feeling of repetitiveness was often a sign that my designs needed improvement and some effort put into standardization / blueprinting was necessary. I found it pretty rewarding when my designs would handle all the variations and edge cases of the recipes in stride. That said, it’s clear there are aspects that are placeholders for something more. I am eager to see what future versions of this mod look like. Definitely recommended. ****Spoiler Warning**** -- some major hints about the second ending are included in the screenshots below; avoid them if you intend to try to solve it from scratch yourself. Mods used: Final bases: Seriously, a massive fluids bus. Victory ship that just barely met the power and speed requirements. The Space Exploration experience: just one more color and then I’ll go to sleep… The route for a big arcosphere / relic run Base design aspects / philosophy of note:
Some of my favorite parts of Space Exploration:
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