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1[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/factoryidle.png]]
2 [[caption-width-right:250:The initial layout.]]
3
4->''Welcome to the crazy world of '''factory idle'''!''
5
6''Factory idle'' is an IdleGame about [[FactoryBuildingGame building and running a fully automated factory]]. You set up machines to buy resources, process them, and sell them, and hook them all together with conveyor belts. After that, it gets complicated.
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8A SpinOff, ''Factory Idle Missions'', is a PuzzleGame using similar conveyor belt mechanics to sort different quantities of differently coloured boxes into corresponding outputs. It starts simple but quickly gets complicated fast.
9
10You can play ''Factory Idle'' [[http://factoryidle.com/ here]] and ''Factory Idle Missions'' over [[http://missions.factoryidle.com/ here]].
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12Not to be confused with ''VideoGame/ReactorIdle'', an IdleGame by the same developer about managing power reactors.
13----
14!!This game provides examples of:
15* AdamSmithHatesYourGuts: Your first factory building costs $100. Two much-smaller buildings next to it cost $700 and $1200, and another nearby building of about the same size costs ''$140 million''. There's really no rhyme or reason to land pricing, except to make sure that buying the next building is always a milestone.
16* AntiFrustrationFeatures:
17** When hovering over a new machine, the description pane will have a little diagram of just what other machines you need to feed into it to make it run at 100% efficiency, even in weird cases like needing to feed 3 of one machine into 2 of another, or if one input machine can feed multiples of the machine you're looking at.
18** When hovering over an existing machine, it will tell you the efficiency it's running at. This is ''extremely'' helpful when it comes to checking where a potential mistake has been made in your setup.
19** Upgrades that require you to reorganize your factory can be refunded for 80% of the purchase price. Components are refunded for 100%. So if you make a mistake, you're never stuck with it.
20* AllTheWorldsAreAStage: At first, you start out selling Iron and Steel. You upgrade to selling Plastics and Electronics which require almost entirely different resources. After that, you're back to metals again, this time producing Guns. After that, you're using a mix of metals and electronics to produce Engines. This all sounds quite random initially, until the final stages, where you produce Tanks that require Guns and Engines to produce, bringing all the production line resources together in one "finale". Ditto for Drones, which require Steel, Plastic, Electronics, Guns, Aluminium, and Engines to produce.
21* AntiPoopSocking: Oddly for an idle game, quitting the game ''entirely'' rewards you with "bonus ticks" to use in fast-forward mode when you return.
22* ArtificialStupidity: Machines that produce more than one output will ''not'' selectively sort the outputs onto the conveyors with the intended outputs. One has to either build a sorter or find a way around their... weird nature of sorting.
23* AttackDrone: You start building these one step after building tanks. These require you to build the drones, as well as the drone control room.
24* BribingYourWayToVictory: In the "extras" menu. You can buy time-travel tickets (that just give you 3 hours of profits outright) or more bonus ticks. There's also a pair of one-time upgrades, each of which unlock another one-time upgrade.
25* DisasterDominoes: If you accidentally feed too much input to something, the conveyors will eventually jam and back up all the way to the component itself, preventing it from outputting on that belt. If you're taking advantage of output sorting, this is... not good. Worst-case scenario, the jam can cascade all the way to your basic components and stop production entirely.
26* DoWellButNotPerfect: Certain level achievements for ''Missions'' require that you ''fail the level'' to get them.
27* InventoryManagementPuzzle: Can you squeeze just ''one'' more steel foundry setup into your building? And buying upgrades will make you reshuffle ''everything'' as all your machines now have different requirements and outputs.
28* MinimalistRun: Certain achievements in ''Missions'' require that you use the lowest possible amount of conveyor belts to beat the level.
29* NintendoHard:
30** ''Factory Idle'' outright says in the intro that it's hard for an IdleGame.
31** ''Factory Idle Missions'' also outright states in its intro that the missions are '''really hard'''.
32* SpinOff: ''[[http://missions.factoryidle.com/ Factory Idle Missions]]'', a PuzzleGame mode of ''Factory Idle'' that requires you to build conveyor belts to put different numbers of differently coloured boxes into different outputs. Like ''Factory Idle'', [[NintendoHard it is far harder than it sounds]].

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