Epoch Engineers: Factorio of Ages

by JanJB99

Early Alpha Mod - Still under Development Currently only Stone Age is available. Epoch Engineers: Factorio of Ages takes you on a journey from the Stone Age to the future, challenging you to evolve your technology and factories through human history. Build, innovate, and strategize as you progress through epochs, unlocking new possibilities and facing unique challenges at each turn. An immersive experience where history meets industrial revolution.

Overhaul
10 months ago
1.1
431
Enemies Environment Mining Fluids Manufacturing Power

g Feedback (pre-Bronze)

10 months ago

Hi. Played this end of Stone, and saw you wanted feedback in the other thread.

The power system is pretty awkward to understand at first what's going on, especially the need to manually attack the grindstone to power things.
Additionally, the way you're using the fluid requires that power sources create it with a temperature, but the water wheels don't. e.g. the power the waterwheels generates requires the input of a grindstone to raise the temperature above 0 degrees.

There is a severe lack of usable resources on most starts, with only the desert being reliably populated enough with dead trees and small rocks, to get to the stage where you can take on regular trees and huge rocks.
I'd suggest lowering the requirement to a single or two dead trees worth to get to an axe, and no more than ten small rocks worth to get to breaking huge rocks.

In general, flint is difficult to find enough of to progress. If not for one large patch, I wouldn't have had enough in my entire starting area to get to the point of building at least one of everything. Between the scarcity of finding them, and the likely complete lack of need after stone age, I would re-think using flint.

Thinking forward, perhaps a strong reverse bias in the distance from starting point for generation would help, that way there would be a large concentration at the spawn point, and next to none outside the starting area?

10 months ago

Hey there!
Thanks, I appreciate the feedback.
The waterwheel issue is an unwanted bug. I'll fix that.

And I'll try to come up with solutions for the other topics.

10 months ago

Played it to the end really like the Idea of this mod looking forward to see what it becomes.

finding the first 6 dead trees to research the axe can take a bit if not starting in a desert biome. but does give a good feel of how primitive the start of the game is

felt like most of the playthrough was running around looking for flint. the beginning isn't to bad. but by the time i research the wheel i want to move on from looking for flint. I would recommend at least 2 or 3 time the amount of flint laying around. or have small flint patches like other ores. and make the flint patches have less then 100 in them so you still have to look around for more in the primitive start. if played for longer might have the same problem with grass and rocks as well.

a early storage would be nice like a basket made from grass with 2 to 5 storage space or something

the hand crank is a neat start to the game. but when the waterwheel gets fixed would be nice to try that out

the arrows are missing for the bow. or i didn't know how to make them. just arow heads. also when you die you respawn with a gun and ammo.

10 months ago

@blagool
Thanks! I appreciate the feedback.
Most of the topics are going to be adjusted next update.

10 months ago

perhaps i am stupid but i found no way to produce a stick with the wood crafting facility ; shows me no fluid ; i found no way to use the wooden handle or hand crank mill ; some hint?
i researched all stoneage

10 months ago

@PiCarlo
Check the FAQ.
You have to "attack" the hand crank mill (C) with the handle in your "hand" (ammo slot)

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