[HN Gopher] Factorio 1.0 ___________________________________________________________________ Factorio 1.0 Author : Akronymus Score : 1508 points Date : 2020-08-14 09:12 UTC (13 hours ago) (HTM) web link (factorio.com) (TXT) w3m dump (factorio.com) | NKosmatos wrote: | It would be good to watch managers, CEOs, CTOs or other higher | management playing Factorio. I would pay for a Twitch/Youtube | stream with Elon, Bezos, Mark, Nadella, Gates and other "famous" | people to see how they play such games. On a second thought, that | would make a good documentary/interview, seeing how high profile | managers and engineers handle similar games, what they enjoy in | their spare time :-) | hypnotist wrote: | At least Shopify CEO Tobias Lutke plays Factorio, Starcraft | etc. | lreeves wrote: | Shopify employees can even expense Factorio :-) | DonHopkins wrote: | I've seriously thought of using Factorio for programmer job | interviews, as a way to really get inside of somebody's | head and see how they solve problems. | AdamGibbins wrote: | I'm not spending 20-30 hours on your interview ;) | NKosmatos wrote: | Wow that would be cool. Playing a similar game or an RTS | to see how the candidate would perform. | simonebrunozzi wrote: | That's super cool. | nabilhat wrote: | It would be a game changer for anyone involved with | manufacturing layout for solid objects at any level of | business. I've personally used my own perspective from playing | Factorio to influence real world factory design. It's a great | way to strengthen intuition that complements knowledge and | theory. | DonHopkins wrote: | Phil Salvador wrote an article about the long lost | SimRefinery by Maxis Business Simulations, and somebody who | read it was able to dig up a floppy disk with the original | game! | | When SimCity got serious: the story of Maxis Business | Simulations and SimRefinery | | https://obscuritory.com/sim/when-simcity-got-serious/ | | SimRefinery recovered | | https://obscuritory.com/sim/simrefinery-recovered/ | | A close look at SimRefinery | | https://obscuritory.com/sim/simrefinery-analysis/ | | The sprawling, must-read history of Maxis' former "serious | games" division | | https://arstechnica.com/gaming/2020/05/the-sprawling-must- | re... | | A lost Maxis "Sim" game has been discovered by an Ars reader | [Updated] | | https://arstechnica.com/gaming/2020/06/a-lost-maxis-sim- | game... | | SimRefinery EXISTS! Let's play it! | | https://www.youtube.com/watch?v=DZ6Cqn5rTfs | nikanj wrote: | Musk would load a factory built by someone else, then sue his | way into owning it (re: https://meaww.com/elon-musk-tesla- | cofounder-lawsuit-settleme... ) | loco5niner wrote: | FYI - Web of Trust marks that site as potentially harmful... | hirundo wrote: | Since Musk and Bezos are actually building rockets I'd think | they'd find a simulation to be less fun in comparison. But | maybe they'd enjoy it the way a chess grandmaster enjoys | playing blitz as relaxation during a break in a tournament | game. | simonebrunozzi wrote: | Musk is already playing a game; it's called "the simulation", | and we're all in it. I'm not joking; according to him, we are | most likely in a simulation. [0] | | [0]: https://www.space.com/41749-elon-musk-living-in- | simulation-r... | slimginz wrote: | Musk has joked in the past in some Reddit AMAs that he models | all his rockets in Kerbal Space Program first so who knows. | halfFact wrote: | This is more likely to be marketing than reality. If he | really works 100 hours a week. | sujinge9 wrote: | Maybe modeling rockets in Kerbal is part of that 100hrs | of work. | drivers99 wrote: | I like to look at my factory in terms of the Theory of | Constraints. Improving anything besides the bottleneck is a | waste. Find the bottleneck and fix that one thing, then figure | out what the new bottleneck is. Avoid creating excess inventory | (buffer chests). | Symmetry wrote: | That's The Goal. | chillacy wrote: | Yup, not unlike how actual factories operate apparently. It's | also a never ending process because once you unblock one | bottleneck, a new one is revealed somewhere else. That the | primary challenge in the game is an emergent phenomenon of | producer/consumer systems is what makes it so beautiful of a | game. | jeremyis wrote: | This is one of the most clever and engaging games I've ever | played. When myself and some friends discovered it, it ate up | hundreds of hours of our time in the matter of a few months .... | per person. It's basically visual programming with monsters. | TedDoesntTalk wrote: | Most of that website works without JavaScript! | anilnayak wrote: | http://ghdsports.club/ | drhodes wrote: | Sounds like Danny Elfman wrote the music to the 2 minute video :) | has strong resemblance to the simpsons / beetlejuice / men in | black, couldn't imagine a better fit. | aljungberg wrote: | Great game. Without being critical of the team's awesome | accomplishment, I do wonder if there's something to be learnt | here about software development productivity. How did the Coffee | Stain guys develop Satisfactory apparently so much faster than | the Factorio guys? | | Factorio started in 2013. Satisfactory started development in | 2016 and released 2019. At the time Satisfactory was released it | seemed already more advanced than Factorio -- and after only | having been developed for half as long. (The visual complexity of | Coffee Stain's game is off the charts compared to Factorio. | Factorio has a board game style whereas Satisfactory is a modern | 3D game. Look at the launch trailers.) | | Coffee Stain has about 25 employees working on 2 games (Goat | Simulator and Satisfactory), Wube Software has 15 employees | working on 1 game (Factorio). | | Having read Factorio's dev blogs I feel like there might have | been a bit of not invented here syndrome. They wrote their own UI | toolkit for instance. Maybe they kept inventing technologies | while Coffee Stain found ways to reuse existing tools? | Deestan wrote: | The comparison isn't completely valid. | | Satisfactory is not yet released, and still in Early Access. | | Factorio was in EA and enjoyable by 2016. | | The Factorio team has slowly grown to its current size - for a | few years it was just one or two people and no funding. | | Coffeestain was a fully formed team with some funding. | aljungberg wrote: | At the point of comparison in 2016, both games were in early | access, and, I think, both games were enjoyable. Factorio had | a more complex late game in terms of available structures and | they had liquid pipes which is a major feature. But | Satisfactory also had some things Factorio did not like | varied terrain, automated trucks and some interesting first | person elements. | | You're right about the early funding. Factorio started out | with just EUR21,626 of crowd funding. But after a while they | do seem to have reached similar levels given the comparable | staffing levels they have now. | maxpro wrote: | I don't think you can really compare both of these games... | both are about building factories, but that's it. Factorio is | another world of complexity comparing to Satisfactory | aljungberg wrote: | I'm not sure how one could measure the complexity in terms of | game mechanics, but there is definitely a large amount of | overlap in that complexity I would say. Both games have | machines to mine, assemblers of increasing complexity, belts | to connect them, a variety of possible inputs and outputs. | There are things in Satisfactory that's not in Factorio and | vice versa -- Satisfactory has a space elevator, Factorio has | rockets. I'm no expert on these games but from the outside it | doesn't look like one is twice as complex as the other in | terms of mechanics. | GaryNumanVevo wrote: | Having played both, Satisfactory doesn't come close to the | scale Factorio has. Especially when it comes to late game | scaling, I have 20k assemblers on my longest running save. | justin66 wrote: | > How did the Coffee Stain guys develop Satisfactory apparently | so much faster than the Factorio guys? | | The games are not even remotely comparable. | munchbunny wrote: | Factorio's engine has an absolutely staggering amount of | performance optimization able to support factories that are | orders of magnitude more complex than endgame Satisfactory | setups. Factorio started out using the Allegro engine and then | rolled their own because Allegro couldn't handle the huge | factories that players were creating. | | I think the detail you're missing is that Factorio didn't start | with all of these pieces being homegrown. It became that way | because over the years players kept pushing the boundaries, so | the dev team decided to put in the extra effort to support it | by optimizing like crazy. The game's engine got several revamps | over the last several years just for performance. In this case | the effort was informed by real community desire for it, not | premature optimization. | | Having played both games, Factorio started to choke on co-op | multiplayer at the scale of mid-10^5 entities. Satisfactory | started to crack (lag artifacts and desyncs) at mid-10^3. | leddt wrote: | Having played both, my opinion is that they are very different | games. Satisfactory is much simpler in its mechanics. | | Factorio is built on a custom engine and heavily optimized. I | doubt you can build a factorio-style mega base in satisfactory | and keep things performant. | | Factorio has procedural map generation, enemies that build | bases and attack you, blueprints, construction and logistics | robots, logic circuits, incredible mod support, and you can | play with dozens of people in multiplayer and things stay | performant and enjoyable. | | In the the two games chose a very different development cycle. | Factorio released early and often and listened to their | community by adding and changing what players were asking for. | Satisfactory first released a game that was pretty close to | finished, and released, so far, very few updates. | | I will say that I enjoy both games, but for different reasons. | fs2 wrote: | Looks like fun and it's a game that's been on my watchlist for | years. But I've reached an age where I'm pretty sure that once I | finish the rocket and escape the planet (that's what seems to be | the main goal) I'll never play it again. Just can't be bothered | anymore by endless grinding and optimizing. Addictive games like | MMOs and building games stopped being addictive for me once I | figure out how it works. | Dahoon wrote: | That doesn't mean it isn't worth playing the games. Time you | enjoy wasting isn't wasted time. | lucb1e wrote: | I don't know anyone who launched their first rocket faster | than most story-based games that you pay EUR60 for and get | one or two dozen hours of content if you're lucky. | | Factorio is half the price for more hours of entertainment, | even if you never touch it again after your first rocket | launch (assuming you do enjoy it until the first rocket | launch and don't put it away before then). | | A minority of players (like me) likes to continue expanding | and optimizing after the first rocket launch, but indeed most | people go play something else first and start another map | later, perhaps with friends. On your second run, you'll build | a much better factory. Not necessarily because you like | optimizing so much, but now that you know the game you can do | things much better and most people enjoy seeing that they | really made progress in learning how to play a game. | kllrnohj wrote: | > But I've reached an age where I'm pretty sure that once I | finish the rocket and escape the planet (that's what seems to | be the main goal) I'll never play it again. | | It'll still probably take you a good 40+ hours to do that. | Which is fantastic entertainment value for $30. | | Looking at the steam global achievements, 16.1% of people have | finished the game at all (mid-game achievements are sitting | around ~40-50%). There's then 2 other achievements - finish the | game in under 15 hours, and finish the game in under 8 hours. | Only 2.1% and 1.6% have those achievements, respectively. | | I'm also a "finish the game & put it down forever" type of | person, but I've come back to Factorio multiple times. Helped | tremendously by the map generator settings letting you | basically "skip" parts of the game you don't like, or double- | down on ones you do like. Enjoyed the trains? Make the ore | patches more spread out, but larger so that your train installs | are both more necessary and are more permanent. Enjoy being | forced to improvise base layouts? Ramp up the cliff generator. | Hate cliffs? Disable them. Feeling stressed from the external | pressure that enemies provide? Disable them. Etc... | chillacy wrote: | If it helps I found the addictive driver of factorio to be very | different than MMOs. It's more like the feeling of cleaning and | refactoring code, but more enjoying than frustrating. Hard to | explain but their game design is quite good. | wadkar wrote: | If you want to see how complex and yet beautiful this game can | get, checkout Nilaus' Factorio Master Class on YouTube: | | https://www.youtube.com/playlist?list=PLV3rF--heRVu2xlDGZiRb... | | He also made those designs with community participation on his | Twitch stream if you're into watching old streams. I believe he | is one of the best Factorio content creator. | | I also want to mention about how Factorio developers have been | continuously blogging their weekly updates, FFF - Friday Factorio | Facts throughout the development. They're really interesting and | show how the game evolved and it's history. | anilnayak wrote: | https://oreotv.xyz/ | rgoulter wrote: | I played one game of Factorio that took about 30 hours; I | 'almost' finished then decided I was done with that. | | Then, when I was between jobs, I thought "oh, I see how I could | do a better job; I'll just play one more game.." and my playtime | quickly went up to 120 hours. I was writing TODO-lists in a book, | etc. (The "craft no more than X items by hand" achievement was | fun). | | I mean, +1 to both "if you're on here you'll love it" and "if | you're on here, be careful you don't spend too much time on it". | ecmascript wrote: | Recently, my gf found me still awake at 05:00 playing factorio. | Had completely forgot the time and thought it was closer to | 02:00. That's when I realized that I had to stop playing the | game because it is so addictive. I simply can't play that game | in moderation. | andrewjrhill wrote: | Oxygen Not Included has the same sort of effect for me and my | experience with that game has kept me from picking up | Factorio. Once you start getting into ONI's automation tools | and design optimization; time just ceases to exist. | | It remains the first and only game I have ever fully removed | from my Steam library (not just uninstalled) after purchase. | nomercy400 wrote: | ONI is great, yet one 'game' is much longer than Factorio. | I bet you can launch a rocket much sooner in Factorio than | in ONI. Also, I found Factorio easier and less stressful | than ONI. There's no real 'lose' case and the progress | feels faster. | Mangalor wrote: | +1 ONI. Truly a black hole that manages to warp time | itself. | | Also maddening being an early fan in beta, then repeatedly | throwing out whole designs, plans and game files as they | kept adding new things in the game and changing them. | mNovak wrote: | However I've found ONI nukes my modest computer much more | rapidly than Factorio. That was disappointing, coming from | massive sprawling Factorio bases. | Bedon292 wrote: | I have played the game to completion once. I was utterly | addicted and could not tell time while playing. I would say | something like "Ok, just 5 minutes to finish this and save." | and an hour later still be playing. I have over 60 hours in | the game and I played it for like a week. It was bad. I have | not let myself go back. | hypersoar wrote: | This is why I've never played Factorio and do not plan to. It | sounds like exactly my kind of drug. | lucb1e wrote: | I have two friends who said the same... it's kind of weird | to think there are games that can just be too good or | dangerously good. | | But then, some other friends just don't like it. Still a | personal thing I suppose. | secondcoming wrote: | I only discovered factorio a few weeks ago, bought it immediately | after playing the demo. Great stuff. | | What's especially impressive is how little CPU it uses and my | GPU's fans don't go mental. | lucb1e wrote: | Meanwhile my decent laptop runs a base producing 1000 science | per minute at ~40fps... enjoy 60fps while it lasts ;) | secondcoming wrote: | I hope I get that far! | [deleted] | xiaodai wrote: | the blue print feature confuses me | Aeolun wrote: | It just gets your robots to build stuff for you so you don't | have to. | lucb1e wrote: | Or design things without committing to actually building it | yet. | | Or hint/show others how something could be built. | | Or remind yourself of how you set something up last time. | | (I use blueprints extensively.) | lebed2045 wrote: | unpopular opinion. | | I've spent several hundred hours playing this game and I think | this game should be treated as an addictive drug. I know it's my | own psychological problems but there's whole Reddit thread about | how it ruined people's plans etc and wasted hundreds of hours of | their lives. In contract, real "prohibited" substances like LSD, | MDMA didn't make any negative impact on my life nor addiction. | How is that? | | I feel like all these additive games (especially one which uses | psychological tricks like Skinner box) are some equivalent of | brain exploits and should be treated with great caution. Maybe | labeled somehow and have a reference where all these "exploits" | and risk properly explained. Can anyone explain what tricks it | uses to become so addictive? | Dahoon wrote: | >real "prohibited" substances like LSD, MDMA didn't make any | negative impact on my life nor addiction. | | I'm sure you are different (or at least think so yourself) but | I have never heard anyone who use drugs that says otherwise | before they have stopped using them completely. Also "ruined | plans" versus "ruined lifes" is quite a difference. It cannot | be a big surprise that someone who gets addicted to a game | might also be a drug user. Addiction is not really about the | drug itself but the person. | avalys wrote: | Since the game costs a straight $30 up front and has no in-app | purchases, subscriptions, or ads, there's really no incentive | for the developers to use "tricks" to make it addictive. It's | just what I'd call an old-fashioned "good game." | DonHopkins wrote: | Plus the code is ROCK SOLID and always has been -- it hardly | ever crashes. Yet it's like a pinball machine with 5 million | balls in play, and still amazingly fast. | | Also the beautiful hires Czechnological artwork. | | It's top-notch design, execution, and graphics. | octorian wrote: | And starts reasonably quickly. And runs really well on | Linux, with no quirks or hicups. | | (As someone who uses a Linux machine as the "primary" | desktop, only switching to a Windows machine for games and | other things that need it, I find it really nice to have a | quick-to-launch game that runs perfectly on Linux.) | _jjkk wrote: | AND allows you to easily spin up a dedicated server for | multiplayer, WITH easily synced mods between all players. | | AND well-defined mod migration for updating mods to new | Factorio versions without breaking them or your maps. | tomashubelbauer wrote: | I think you meant to write Skinner box. I wasn't familiar with | the term and noticed the typo while looking up what it was. | lebed2045 wrote: | yes, my bad. Fixed it. I like this video explanation | https://www.youtube.com/watch?v=tWtvrPTbQ_c | lucb1e wrote: | I watched the whole thing and still have no idea what | Skinner boxes are beyond that it has something to do with | making people want to push a proverbial button one more | time. So how do you actually do that? What ways do games do | this? They mentioned some loot drops but I never played a | game with loot drops and so don't know what that means | either. (The only gaming context I have for the word loot, | aside from the dictionary definition, is loot boxes, a word | which doesn't make any sense to me: what did you plunder to | get that loot---other than your wallet, that is?) | | Looking at Wikipedia instead, the Skinner Box page says | about games: | | > Slot machines and online games are sometimes cited as | examples of human devices that use sophisticated operant | schedules of reinforcement to reward repetitive actions. | | So I guess it's just about wanting to play the game more | because it's fun and it's not some magic method that game | designers use to get more eyeballs for a not-so-fun game | (the way that the linked video explained it)? | aaanotherhnfolk wrote: | People watch over a thousand hours of TV per year so if time | spent was sufficient criteria for addiction we would be a | pretty afflicted population. Think of how addicted I'd be to | showering! I do it every day! | | I would encourage you to be less hard on yourself. Think of a | good game like a hobby. People play hundreds of hours of golf | too and still find the time to lead productive lives. | Dahoon wrote: | Watching television for hours every day is at a minimum a bad | idea and often an addiction. Many people would go crazy | without a signal. Just look at how many people can't even | function under COVID! As if being alone with your thoughts or | with your family could ever be a problem for a healthy | individual or family. | rgoulter wrote: | I mostly agree with this, but. | | Watching 100 hours of TV a year is probably not excessive. | Watching 100 hours of TV a week would be unhealthy. If there | are people who lack self control such that playing games | adversely affects their personal lives, then (without | accusing the developer of malicious intent) something | unhealthy has gone on. | | I can't say I really agree with "x hours on entertainment | like games is x hours wasted". | | I think the comparison "it's more detrimental than illegal | drugs" is thoughtless rhetoric. Maybe a better comparison | could be 'empty calories'. -- I would agree I enjoyed playing | Factorio more than I've enjoyed many other games, though. | swebs wrote: | I hate Skinner box games too, but Factorio is definitely not | one of them. The entire game aside from uranium processing is | completely deterministic. | munchbunny wrote: | It's clear what you meant, but I just wanted to touch on a | nuance: Skinner boxes can be deterministic. "Skinner box" in | the context of games generally just refers to the game design | feeding you a steady drip of reward cycles. | | https://en.wikipedia.org/wiki/Operant_conditioning_chamber | | _Loot box_ mechanics (aka gambling, or randomized reward | systems) are what the worst offenders are usually exploiting. | lucb1e wrote: | I'm curious actually, is uranium processing not | deterministic? Does it not depend on the seed? Or is that | seed only for the map and does it not influence other random | events like biters and uranium? | | The first multiplayer versions basically synchronised with | each other and then ran independently, just executing the | keyboard input from other players basically. No central | server calling the shots. This was hell development-wise, but | I think that concept hasn't changed too much actually: you | may have a central server that tells your client whether you | can really pick up an item from a chest or whether it's | already gone, but the local simulation is still local (it's | not as if there is an incoming video stream or stream of all | entities that have moved; far from it, it's a handful of | kilobytes per second). The random engines almost have to be | synchronized as I never noticed more data traffic during | biter attacks or such. | db48x wrote: | Of course it's still deterministic. It's a computer | program, so it has to be deterministic. Multiplayer still | uses a lockstep simulation, so all clients must compute the | same random outcome. | | But it does introduce an element of randomness that isn't | present anywhere else in the game. Every other recipe in | the game has fixed inputs and outputs with known ratios, | and often very nice ratios. Put in two iron plates and get | out a gear. Put in one copper plate and get out two copper | wires. | | The randomness in uranium processing is used to simulate | the cascades of centrifuges used for isotope enrichment | without having to track the enrichment of every single lump | of uranium, and without having to introduce a hundred | different types of uranium ore items. Instead you have a | 0.7% chance of getting a lump of uranium-235 every time you | process some uranium ore; the rest of the time you get | uranium-238. 235 is used for fuel, 238 is used for ammo and | for further enrichment. | db48x wrote: | Ironically I don't think there are any underhanded tricks in | Factorio to make it more addictive. There are certainly no loot | boxes or randomized rewards. What it does have is a series of | tasks that escalate in complexity. Completing these tasks well | gives a feeling of great satisfaction, and the result is a | single enormous machine of your own individual design. If | that's a bad thing, then we'll have to make engineering itself | a controlled substance. | lebed2045 wrote: | isn't the same for lets say an app development? | munchbunny wrote: | You mean in the sense that programming can be addicting? | | Factorio doesn't do the loot box stuff that F2P games are | famous for. I think the best way to describe the game's | addictiveness is that it's programming, but simpler, and | gamified, with much more immediate emotional payoff. | | The thing Factorio does do is that it evenly spaces out its | achievement moments so that you get a steady stream of | goals and accomplishing goals. That's what makes it so | addictive: you feel like you're constantly overcoming | challenges. And you are, but it's in a game and doesn't | translate into real life. | | It's definitely addicting. No denying that. I just think it | Factorio does a good job of giving you enjoyment for the | time you put into it rather than resorting to gambling | mechanics like _some games_. (The list is rather long.) | db48x wrote: | In many ways. In Factorio, your factory can have | concurrency, parallelism, race conditions, bottlenecks, | deadlocks, resource starvation, etc, etc. | | Looking for those types of problems and solving them is a | very fun feedback loop. You can spend a few hours just | walking around a large factory, making small incremental | improvements as you go, and your entire factory will be | visibly better off. The only thing preventing you from | doing this to your application is the lack of visibility | into the problems. There's a bottleneck in your code right | now, but can you find it? They're almost never detectable | by simple inspection of the source code, so it takes | specialized tools. I would say then that building a large | factory is like an optimal form of programming where | nothing is opaque or hidden from you. | chillacy wrote: | Yup, Factorio is addictive in the same way that reaching flow | (the psychological state) is addictive. It's a game to | experience the joy of problem solving. | Majromax wrote: | > Can anyone explain what tricks it uses to become so | addictive? | | Good game design. | | In particular, I see a few broad strokes of good game design | here: | | * There are always a variety of tasks to accomplish of varying | scope and complexity. If a player doesn't feel like adding on | the next stage of the factory, they can perform other | maintenance tasks like cleaning up local bottlenecks or | aesthetic optimization (e.g. straightening out a section of the | power network). | | * Almost every single problem is directly caused by the | player's own actions, through a logical chain of events that's | obvious once the player becomes familiar with the game. Why is | the widget facility starved for inputs? Because the player | previously split off 3/4 of the bolts for other production. The | resulting challenges (see the point above) become meaningful | because of the history, giving the game a level of intrinsic | motivation that is usually reserved for sim games like city | builders. | | * There's no single "right way" to win. Some players treat the | game as a size/speed challenge, to produce the most stuff in | the fastest time; others look towards the most efficient or | compact layouts; still others are content to reach the basic | "win" condition (launching a single rocket) with a bare minimum | of facilities and a lot of patience. The game doesn't | condescend to the player to explain at them that their | playstyle is wrong. | | * The game separates "doing something" and "doing something at | scale," but it makes the player progress to the latter | eventually. As a more concrete example, the player can build | the first few science packs (progression tokens) in their | inventory, Minecraft style, but they very quickly need to set | up automation to produce the ever-increasing required number in | a timely way. Over a typical game, the most central aspects of | production will go through three or four wholesale renovations | as the player designs around different bottlenecks. It's a kind | of intrinsic progression that I've seen _no_ other game | replicate -- even if you had access to all the whiz-bang | shinies at the start of the game, the fixed costs of using them | would still push the player to a "starter base -> big base" | progression. | | In some ways, it might be better to treat Factorio not as a | single game that is 'won' or 'lost' through arbitrary rules, | but instead as a hobby. "I've spent several hundred hours | playing with model trains" doesn't sound outlandish. | sbergot wrote: | This is an excellent answer. When you read their blog you | realize that all those points have guided the current design | of the game. There was multiple iteration of the tech tree to | invite the player gently into the different "phases" of the | game. (see https://www.factorio.com/blog/post/fff-275). | | They carefully thought about the name of things, the cost of | things to communicate clearly to a new player what he is | supposed to do next (manufacture new thing, ramp up the | production of old thing, etc). | cwkoss wrote: | Will Wright has a great quote on game design that I can't | find, but it's something like "What makes games fun is when | the player has as many choices as possible, and all of them | are good choices." | | I think factorio succeeds in this well: there are always many | things to do which will improve things, so you have to try to | optimize which is is the best decision to advance furthest | with a given amount of time. | zokier wrote: | As someone who tried it 5-6 years ago when it first popped up in | my bubble, reached end-game and got bored, is there some summary | of how the game has changed since? Of course listing every single | change doesn't make sense, but any big changes to the core game? | db48x wrote: | The early prototypes really nailed the core gameplay loop. The | biggest changes since then have been to smooth out the | complexity of the various subsystems, vastly increase | performance so that you can have a vastly larger factory, and | to introduce new types of puzzles such as the nuclear reactors. | Blueprints were added fairly early on, followed by straight-up | copy and paste a few years later, and they really changed the | game. In the earliest prototypes, doubling the speed of your | research required manually placing down all the belts and | assemblers in order to double the size of your factory. With | blueprints doubling the size of your factory is a much higher- | level puzzle of cloning the pieces and plumbing them together, | rather than the lower-level grind of placing a thousand | machines. Trains were added at some point as well, which gives | you a long-range transport capability. The circuit network was | added so that your factory can make automated decisions without | your direct involvement. And the UI has been greatly improved | as well. | lurker458 wrote: | in addition there are several mods that increase the depth of | the production tree and materials used | db48x wrote: | True! I've been playing Space Exploration | (https://mods.factorio.com/mod/space-exploration) recently. | osipovas wrote: | If you'd like to increase the depth of the production tree, | consider checking out Pyanodon's mods: | | https://mods.factorio.com/user/pyanodon | dragontamer wrote: | Endgame options have grossly improved. Overall, combat has been | automated at endgame (artillery trains automatically destroy, | and automatically explore the map for you). Nuclear bombs can | be used to one-shot endgame biter bases. | | "Alien Tech" has been removed. All technology options are built | traditionally, and now have 7-tiers with names. Red, Green, | Grey, blue, Purple, Yellow, and White (aka: Space/Infinite | research). | | Infinite research are ~7 or so techs at endgame which go on | infinitely. +Weapon damage for the most part, but there is also | +Productivity (which makes mines last longer and mine faster). | | In effect, the core gameplay loop has been extended into an | infinite endgame loop. The late game techs are extremely | powerful and automate everything that was boring ~5 years ago | (ie: killing biters became boring. So its now fully automated | with artillery trains). | suyjuris wrote: | > Nuclear bombs can be used to one-shot endgame biter bases. | | Forget biters, nuclear bombs quickly remove large numbers of | trees, which are the _true_ enemy! | | On a more serious note, there have also been countless | quality of life improvements, like high-resolution graphics, | reworked UI, or copy-and-paste (literally just Ctrl-C / | Ctrl-V, I have used it even without robots, its so | convenient). If you have radar coverage, the map allows | zooming in fully (rendered just like the normal view) and you | can place blueprints and issue deletion commands anywhere on | the map without moving. | | Incidentally, you can also order artillery strikes to play a | 'prank' on your unsuspecting friend who is standing | motionlessly. (Which is why I made a habit out of standing | close to the most expensive thing in the vicinity.) | karpathy wrote: | Addicting and dangerous. When I was in the thick of it my nights | were restless as my brain continued to spin on my factory and | various ideas for its refactoring. I also suddenly can't not see | our global economy and its gradual automation as a massive | ongoing MMORPG game of Factorio. The end state then becomes as | clear as the state of my final factory - we'd feed raw renewable | energy into the system and automatically manufacture an abundance | of all goods that people desire. Maybe they all just pop out of | the automaton and we gradually lose ability to understand it, fix | it, improve it, etc. Depressing. :) | dluan wrote: | Fully automated luxury gay space something. | akozak wrote: | It's sort of that way today, except there are disempowered wage | workers powering it all and not-so-clean energy. | VikingCoder wrote: | Why would the people who own the factories just give the output | to people? | | What could people possibly offer, when all the things they're | capable of making can be produced at zero cost? | | I'm not being snarky, this is something I genuinely worry | about. I think Universal Basic Income is the only reasonable | answer. | cheez wrote: | You had the answer yourself. Legislation. Government-run | factories for the benefit of the people. | negamax wrote: | You mean governments nationalize the factories? | cheez wrote: | either/or. History is full of these types of tradeoffs. | In the completely hypothetical example from above, it | would be worth it to figure something out. | adamnemecek wrote: | Build new ones. | ed25519FUUU wrote: | I'm starting to see that UBI is becoming the "answer" to many | things in the same way that crypto is the "answer" to many | things. | rokobobo wrote: | I disagree with the other answers to your question. There's | no guarantee that "the masses" would be able to lay claim and | ownership on these automated factories. I very much think the | world will move in a darker direction, where the owners of | these factories ensure their perpetual control over the rest | of us. As for what they get from it? The feeling of power and | superiority. | | As for the forms of control they will exert, I can think of a | few options: media, access to healthcare, and employing you | to be a useless drone just so you don't rebel--or to stroke | their ego by beating you in a video game, like the link | below: | | https://www.wired.com/2017/02/clive-thompson-future-of- | work-... | didibus wrote: | > Why would the people who own the factories just give the | output to people? What could people possibly offer, when all | the things they're capable of making can be produced at zero | cost? | | The answer is simple, protection from them taking it by | force. This is literally the reason for liberal democracies. | | Dictatorship, feudalism, and other forms of authoritarian | structure always come with the downside that the ones at the | bottom are trying to get the ones at the top. Thus if you are | at the top, you live in worry and fear of a rebelion, | revolution, a coup, from your family or friends to betray | you, etc. | | In that scenario, your day job becomes maintaining your power | and authority at all times. Which like any other job, is | taxing, tiresome, and hard work. So even though on paper it | seems you've got all the goods and services at zero cost, | there's a tremendous cost to yourself to maintain that | position when others are trying to steal it from you. | | That's why, the "right to property" is fundamental. You want | a society which can guarantee that right, and give you piece | of mind that what you own is yours and no one is going to | take it by force. So you can relax and enjoy the fruit of | your labor (or inherited factories output). | | One solution for this is to create a system that is governed | by the rule of law, where no players is in such a bad state | that they could be willing to risk it all to steal your piece | of the pie. Thus a balance must be struck, where everyone can | find satisfaction, even if some get to have a lot more than | others. | kukx wrote: | "and give you piece of mind that what you own is yours and | no one is going to take it by force" except for the | government that takes stuff by force eg by collecting taxes | etc. | didibus wrote: | That's one solution to not have people take it by force. | You agree to a taxation scheme, which trickles down, yet | you still retain most of it yourself, and it satisfies | everyone. You know exactly how much to give, and you can | achieve the right balance of just enough to keep everyone | content. | | So its way better to willingly agree to participate in a | tax scheme, than being at risk of beheading from masses | or poison in your drink. | | There are other schemes, but it's always the same idea, | you need to keep people happy enough and satisfied so | they don't come for your stuff. That way, you can enjoy | it in peace. | | Edit: Well assuming a liberal democratic taxation system. | Otherwise taxes can be a way to take even more from | people at the bottom, like in feudalism, where land | owners tax their labourers for the right to use their | land. | jiofih wrote: | You just discovered utopian communism, the end game - the | solution is that the people "owning" the factories are the | same who receive its output! | wjmao88 wrote: | If the people who own the factories can make everything they | want, then they have no incentive to expand their factories | beyond what is necessary to give them what they want, and, | unless their factories takes up all available resources, then | what prevents other people from making their own factories? | So everyone will just have enough factories to be self | sufficient on their own. | | However, there are two conditions for that to happen: 1. That | there are enough resources to build factories for everyone 2. | Everyone have access to the knowledge and means to create | those factories. | | The way I see it, space exploration is vital in guaranteeing | the first condition, and having an open forum of knowledge | sharing and research is needed guarantees the second | condition. | ummonk wrote: | Art (with factory owners patronizing artists), luxury | restaurants, sex industry, etc. There is plenty of room for | unautomated work to redistribute money from rich people to | ordinary people in the absence of government action. There | would be extreme levels of socioeconomic stratification, but | I don't think people would just starve or whatever due to | lack of jobs. | philwelch wrote: | > The end state then becomes as clear as the state of my final | factory - we'd feed raw renewable energy into the system and | automatically manufacture an abundance of all goods that people | desire. Maybe they all just pop out of the automaton and we | gradually lose ability to understand it, fix it, improve it, | etc. | | This is the premise of E.M. Forster's "The Machine Stops". | louwrentius wrote: | I've clocked ~2300 hours on this game. It's called 'cracktorio' | for a reason. | | The scaling up is so fun. When you launch your first rocket, | that's just the start. | | The goal is to build an enormous base, to try and launch a | rocket every minute or even faster. | | It requires elaborate multi-lane train/rails networks to | sustain a base like that and it is awesome. | | But you can build your bases any way you like and use any | technology you want. | raxxorrax wrote: | Great game and it has come a long way. Even the early versions | were quite addicting. For me this is one of the best games in the | last 10 years along with Kerbal Space Program (there may be | others, time is in short supply these days). | | If you are not into computer games, I would still recommend to | visit their site. They have "friday facts" where they describe | the work they did over the week an what challenges they had to | solve. It is very well written and poses interesting problems. | Really interesting for software devs, even if you are not in game | development. | seer wrote: | Oh if only I was not a programmer! | | KSP has taught me so much about subjects I was interested in, | but afraid to put in the time in - rocket science/engineering, | orbital mechanics etc. | | I've not tried Factorio myself but I'd wager it will try to | teach me stuff I mostly already know - queue theory, | concurrency, automation... | Aperocky wrote: | KSP's kOS mod package is what made the game 10x more fun for | me. Everything is automated now. | me_me_me wrote: | Factorio is much easier. (Cracktorio a running joke) | | Its base appeal/game loop is building new system and then | doing optimization and refactoring. As you progress through | game you itch to improve things and do them better at bigger | scale. | | You build a small setup to produce a wire. | | Wire is used to build next thing. Next thing is used as input | for another thing, and so on. | | But you now need ton of wire. So you have to go back and | create more wire production, but there is no space there... | so you refactor or build more wire production elsewhere... | but how do you connect it... and copper ore is low, need to | build train to ship more ore from somewhere else... and so on | and on until you realize it Sunday 10pm. Where did my weekend | go? | | KSP forces you to learn how things work if you want to go | beyond mun. Transfer orbits and plane equalization done by | feel doesnt work outside of Kerbin SOI. At that stage KSP has | a huge step for player to take in order to progress in game. | | But also you now understand a lot about rocket science. | Factorio doesn't really do that. You might learn some at | intuitive level like: planning for future, leaving room for | expansion, don't do everything at once, don't forget to build | automated death traps outside you home xD | lsaferite wrote: | > until you realize it Sunday 10pm. Where did my weekend | go? | | It's much worse really, it's Sunday, two weeks later. | bregma wrote: | Railroad signalling. | munchbunny wrote: | Factorio only sort of deals with queuing theory, concurrency, | and so on. Probably to the same extent relative to the actual | depth of these subjects as Kerbal Space Program deals with | aerospace concepts relative to what aerospace engineers do. | | But IMO that's not actually the hardest part of Factorio. The | hardest part of Factorio is the same as for software | engineering: how to build something that scales and where you | can still reason about it. One of the big challenges after | just "beating the game" is hitting specific scale targets | (the community calls it megabase building), and the factory | sizes needed to do that definitely reach the complexity | limits of human brains, so many of these players start | establishing design conventions and start writing down notes | and documentation and calculations for themselves. | | I've definitely done things like using a stopwatch to measure | roundtrip time for a train in order to calculate | latency/throughput numbers for a supply chain in Factorio. | But you rarely need to do more than back of the napkin math | to be effective. | DavidPeiffer wrote: | I think it'd be cool if a "joint mod" was created between | factorio and KSP. You use factorio to get raw materials, the | R&D tree is shared between the games, and when you want to | launch something, your available parts are whatever you've | manufactured and loaded into the assembly building. | | I'm an industrial engineer and have thought about how to | teach manufacturing concepts through the game. Tons of great | lessons such as one piece flow, problems when you build up | inventory, correctly balancing different production rates | between machines, factory layout, etc. | | And as another commenter pointed out, sometimes you're | "refactoring code" and paying your technical debt. | munchbunny wrote: | At one point there was definitely a mod where you built the | rocket in Factorio and launched it in KSP. | flixic wrote: | It's the game to teach people what technical debt and refactoring | is. | | When you start building your factory, you think about how to get | first steps just done (ship it!). Over time complexity and scope | of your factory increases, but old code, I mean old machines, are | still there, getting in the way. | | You can choose to ignore it and work around it using underground | belts and similar solutions, or you can take on a proper | refactoring, limiting your progress in the short term. | halfFact wrote: | That's quite a take. The upgrades gives you totally different | options. | DonHopkins wrote: | Programmer crack!!! | snicky wrote: | For me the game got so much easier when I started to construct | drones. There was almost no need to build belts any more! Not | sure what it says about me as a developer though... | JakeTheAndroid wrote: | I have built an entire no belt factory. It works for the most | part but damn it's slow. I do transition a lot of the | technical debt from the green and red sciences so I can | properly support the rest of the science development. | vsareto wrote: | You can also use the internet to find solutions to all of it! | bransonf wrote: | It's for this reason I personally dislike factorio as a game. | Don't get me wrong, the game itself is fantastic, but I don't | have the patience for it. | | Rather, I find myself trying to build a factory top down. I | write a bunch of sticky notes with material requirements and | calculate backwards "how many labs do I need?" "How many gears | do I need to make the beakers?" "How much do I need to mine to | match that hourly throughput of gears? | | It's the perfect candidate of a game to write an algorithm for. | Assuming a known seed, it's trivial to design the most | efficient system based on those parameters. | | And at that point it just becomes work. It's really designed as | a bottom up game, but I think about problems top down and for | that reason factorio drives me nuts. | LeifCarrotson wrote: | You really need a combination of top-down vision combined | with bottom-up implementation, mixed together with a healthy | dose of pragmatism. | | It's enough to know that you'll need lots of gears and to | know that you'll need high-capacity mining eventually. But | there's no great harm from having a few extra or from having | not quite enough to max out beaker production; just start the | process, get some gears, get some beakers, and refine as | needed. Without a little top-down vision, you'll end up | severely overproducing some things and underinvesting in | others, which is no good, but you'll never be able to build | an optimal factory without first building a suboptimal one. | kllrnohj wrote: | There's still plenty of room for creativity even with an | extreme top-down approach, like this series does: | https://www.youtube.com/watch?v=kQ8QDQmOoys | | > Over a few months I designed an entire Factorio base | without testing any of it. The goal is to create a mid-sized | base capable of building a megabase. A secondary goal is to | not break down or rebuild anything ever. | | The challenge isn't that it's hard to figure out the ratios | or math out the machines you need, it's in getting to having | the production to make that base without falling asleep | waiting on things. Continual bootstrapping towards that end | goal is the gameplay. | dom96 wrote: | This is actually what ruins the game for me. I get to a place | where I need to recreate large chunks of the factory and it | just feels too much like work. | | It's one of those games that I wish I could love, but whenever | I attempt to start it now I just remember that feeling of "ugh, | why don't I instead code something, at least I'll create | something". | outworlder wrote: | > This is actually what ruins the game for me. I get to a | place where I need to recreate large chunks of the factory | and it just feels too much like work. | | Are you using drones and blueprints? | | Once you unlock drones, you can create huge swaths of | factories in seconds. You just need to come up with a design | that works, and then replicate it. | simias wrote: | I feel the same way, although it's even worse with Zachtronic | games (like SpaceChem for instance). At first I enjoy them | because "it's just like coding" but then after an hour or so | I think "well, it's just like coding" and I realize that I | could be doing something more productive. I guess it must be | like playing Guitar Hero if you're a professional guitarist. | | I think these games are great at teaching people about | concurrent programming, race conditions and locking though. | brianwawok wrote: | Kind of how all games are. | | I could sit here and get virtual levels and virtual | money... or go raise my actual human fitness level, or go | work on my actual business for actual money. | | Games are an easy win to feed you nuggets of feeling like | you did stuff, but a poor substitute for real life. | the_af wrote: | There is more to games than _videogames_ where you raise | levels or virtual money (which are, in turn, a very | specific class of videogames). | 3pt14159 wrote: | Eh. Time and place. People need downtime and even though | I don't game much these days, I think fondly of all the | hours of Starcraft and Starcraft 2 I played. And beating | Xan on Godlike in Unreal Tournament 2004 (and totally | cleaning up when we had lan parties) was just so fun. | | Real life is fun too. But games are part of life. | vlunkr wrote: | Would you say the same thing about fictional books? | They're generally regarded as being worth the time, but | aren't they also "a poor substitute for real life." You | could be having your own experiences instead of reading | made-up ones. I don't see why games should be different. | Certainly not all games are created equally, and some | exist only to suck away time and money, but it's obvious | when that's the intention. | slothtrop wrote: | Recreation is important and one form is not more "real" | than another. Notwithstanding the fact that some games | feel like work (and therefore suck, in my view), for | those that are enjoyable, that provides value, whether it | be chess, team sports or a video game. | | Maybe there's something to be said for opting to lead a | more creative rather than consumptive lifestyle. | Ultimately though, something only matters if you think it | does. My work is largely bullshit, and I can't think of a | business I'd want to get into that also wouldn't feel | like bullshit. I think the value I'd extract would | precisely be in the connections made and the problem- | solving itself. How important is another piece of | enterprise software to extract money from people that no | one thought they wanted until it exists? | ehnto wrote: | Have you considered changing your line of work, and | perhaps seeing if you can use your existing skills to | help you in a new career? | | I'm eyeing off a few avenues, I wouldn't mind not writing | software for money anymore but it would also be cool to | use my hard earned experience to my advantage. One avenue | I thought of was music composition, because there are | ways to automate some of it with code that I could use to | provide some extra value, but it's also enough of a leap | from my current career that it would be a wildly new | endeavor. | twicetwice wrote: | What about a B2C app that solves a real problem for real | users in a new or better way than existing apps? That | seems like an easy way you can deliver real value. That's | what's gotten me moving on all my personal projects so | far--though granted, I haven't published/monetized them | yet, just shared them with friends and family. But I get | value from them and my friends and family get value from | them, and that makes me feel good. | slothtrop wrote: | Value to someone, sure. I wouldn't necessarily see the | value in it. | | I do have personal projects, one to do good, others out | of curiosity. Mostly out of an urgency to be creative. I | don't think this carries more meaning than pure leisure. | limomium wrote: | Eww, games trying to substitute 'real life'. Realism is | boring. Games should be ART. Something you CAN'T | experience in real life. | OOPMan wrote: | Nonsensical argument unless you generally spend time you | _should_ be working gaming or spend time you could be | relaxing working. | | If you want to be a workaholic and spend your free time | working, go right ahead. | | But you will end up like my father, mid 70s with no real | relationships with your family, obsessed with "completing | your legacy" and a general inability to enjoy anything | that isn't "work". | | If that sound like fun to you, go right ahead. | | Me, I'll continue to work at work and spend my free time | on relaxation. | | You only get one life, spending it chasing dollars and | dimes is a poor life plan | clinta wrote: | I work on programming projects I find fun. What makes it | recreation is that it's something I want to work on, I | don't have others imposing deadlines or requirements. | | A mechanic can enjoy working on his own project car in | the off time. | | Both of these things are productive in a way that playing | games isn't, but they're still recreational. It's not | spending your life chasing dimes. It's looking at the | different recreational things you could be doing, and | choosing the ones that also intersect with being | productive and have a side-effect of helping you | professionally. | the_af wrote: | Games and play -- of the "unproductive" kind -- are a | fundamental and valuable human activity. Not everything | has to produce something beyond mental well-being. Plus, | of course, children _learn_ by playing. | ehnto wrote: | We can keep learning by playing as we get older, we just | change the scope. You have to tend to your curiosity to | keep it fit and capable. | the_af wrote: | Sure. You don't have to convince _me_ of this! I 'm | already a believer :) | clinta wrote: | Nobody said your hobbies must be productive. But some | people prefer it to be, and I don't think it's right to | shame those people as if they're just chasing dimes or | denying part of what it is to be human. | | Productive is all relative anyway. Children learning by | playing is productive, the productive part is the | learning that is a byproduct. Working on a project car is | fun in itself. It doesn't become less fun if the person | doing it is a professional mechanic. Would you tell a | person who plays games professionally in an e-sports | league that they must do something else for fun? | | I think it is a sign of good life when you find a way to | get paid for doing what you enjoy. And if you enjoy it, | then it is still fun when you do it outside of work. The | productive benefits of it do not make it less fun. | [deleted] | flemhans wrote: | Your father got a child, so he's clearly not obsessing | enough about work. | smaddox wrote: | I agree with both of you, to a degree. Playing a single | player video game is unlikely to help you build | relationships with others. And yet never stopping to | enjoy life in all its variation leads to a pretty empty | life, too. | vlunkr wrote: | > Playing a single player video game is unlikely to help | you build relationships with others | | I disagree. I have fond memories of discussing Zelda on | the playground as a kid. Similarly, online communities | are formed around basically every notable single player | game. It's still a shared experience, even if it's not | shared at the same moment. | Koshkin wrote: | Yeah, most games should stay in a fantasy land... Like | where you mostly kill your enemies. | nico_h wrote: | But there is only so much time that you can be effective | at running a business or running. Some people need to | relax from the stress of work and tiredness of exercise | by playing games for example. | [deleted] | tachyonbeam wrote: | But is it all that relaxing to build and run a complex | virtual factory? Sometimes if the level of difficulty is | too high it can become stressful. | | I understand that there's satisfaction in it. That | satisfaction can be hard to get at work sometimes. At | work, you can be asked to work on things you don't like, | that sometimes feel even more pointless than a game. | | Part of the reason why I have programming side-projects | at home is because they're an outlet to get the | satisfaction of building software the way I want to. | devonkim wrote: | The consequences of messing up a make believe factory is | essentially nothing except one's own time loss. The | consequences of messing up a real factory are obviously | substantial. What games or side projects let us do | sometimes is to explore and enter a more diffuse mode of | thought which has some tangential benefits to other | activities. Spending too much time "being productive" can | be counterproductive because one can get tunnel vision | too busy executing tasks instead of reimagining or | optimizing those tasks. Too much time questioning the | work and nothing materially important gets done either. | xyzal wrote: | Anecdote: I got my first programming job while in the | middle of a SpaceChem run (previously, I was just a hobby | coder). I quit the game in a few days after starting that | job, as I found it required the same "brain juices" I had | already depleted at the office. | jkhdigital wrote: | Yes, my greatest lament about life is that "brain juice" | appears to be a limited resource | dentemple wrote: | Sometimes referred to as Spoon Theory | | https://en.wikipedia.org/wiki/Spoon_theory | barkingcat wrote: | maybe replenish "brain juice" by drinking it from another | brain? | thih9 wrote: | If you're into that kind of metaphors, you may like the | game 'Carrion'; warning, lots of pixel blood. It launched | not long ago and does a great job in creating an 80s | horror atmosphere. At the same time it's a relatively | easy metroidvania platformer, so I find it a genuinely | good activity to recover "brain juice" after coding. | CyberDildonics wrote: | Emotional, mental and physical energy are all limited | resources. | joquarky wrote: | We've been calling it mana among my group. | dwighttk wrote: | What is it? | kortex wrote: | I'd tell you all about it, but I'm currently all out of | it ;) | | Look into Ego Depletion. There's academic disagreement | over just how "consumable" willpower is. My assessment of | SOTA is: | | - ego/willpower is finite/depletable | | - Most people have more or less the same amount of it as | the average. People with "more willpower" typically are | more efficient with it | | - non-neurotypicals and those that "don't fit in society" | (ADHD, ASD, bipolar, trans, nonbinary, anxiety, OCD) | often spend much willpower on "passing" | | - it's linked to everything from blood sugar levels, | insulin levels, brain blood flow, dopamine levels, D1/D2 | activation ratios, and probably gut microbiome | hutzlibu wrote: | But I believe, there are different types of "brain | juice". | | I run out of the one required for nasty bug finding, very | soon, but when that one is gone (and after a short break | to clear the mind) I can go on creating new | code/architecture for hours. | jkhdigital wrote: | I didn't really see these nuances until I was diagnosed | with ADHD and prescribed stimulant medication. It | basically gives me a large tank of "rainbow juice" that | works for any task and lasts 4-6 hours. | | Going back to the parent comment, one remarkable effect | of this is that I rarely desire to play video games like | I used to. It seemed like I always had enough juice for | video games but rarely for other life obligations, but | with the rainbow juice I am just as motivated to do all | that other stuff as I am to play video games. | felbane wrote: | I see comments like this and seriously start to wonder if | I'm an almost 40 year old man with undiagnosed ADHD. | | If only my insurance covered mental health... | nouveaux wrote: | There are online tests you can take. If you score high | enough, its worth the few hundred dollars to get an | official diagnoses. This is coming from someone who was | diagnosed ADHD as an adult. | hutzlibu wrote: | I would not feel comfortable needing a drug to be | productive. | | I do struggle a lot at times with focus, but I rather try | to balance it with good and healthy livestyle. Lots of | sleep. Exercise, meditation .. | | But I have a toddler boy, who can mess with sleep and | rhythm a lot, so having the possibility of a "rainbow | juice" is definitely tempting. | | Have you noticed bad side effects? Do you allways take | ritalin(?) for work? Or just on special occacions? | jjj1232 wrote: | I'm probably on a very similar drug to OP. I take it | monday-friday. | | Common side effects of ADHD drugs are loss of appetite, | difficulty sleeping, and increased heart rate. It | basically puts you into fight or flight mode for 6 hours | a day. More blood to your brain + muscles, less to | everything else (digestion, immune system for example). | | One weird thing about it is the first few times you take | it you'll get a feeling of euphoria, like you're on | cocaine. This is _not_ the way the drug is supposed to | feel, it goes away if you stick with the same dose for a | while. Some people keep going up because they think the | euphoria is part of it, and that's really dangerous. | | It really does work incredibly well for me. Especially | for programming, where you're most productive when you're | not pulled out of a flow state. I went from a B average | to straight A's when I started taking it in college. It | made it so easy to oranize my schedule, I just | worked/studied from 8-6 every day. No late nights, no | procrastination. | | Personally, I have no feeling of withdrawal when I go off | of it for weeks at a time. Though I have developed a bit | of a psychological dependency around work, where I kind | of tell myself I won't work well without it, which | becomes self-fulfilling. | | It's not all good, not all bad. Hopefully this helps! | hutzlibu wrote: | Yes, that was a really helpful shared experience, thank | you! | | Basically, it enforced my point of view to only try it | out, if I really think it is neccecary. | | I never done cocaine, but weed. | | With the right time and settings it can help me get into | a flow lasting for 10+ hours. But weed really does not | help mid or long term, my productivity goes into steady | decline after couple of days. | | And coffeine I never liked, so I prefer the natural | rhythm, with varying success. | jkhdigital wrote: | I most definitely have mixed feelings about it. Granted, | I wasn't diagnosed until my mid-30s, and I like to think | I accumulated a respectable pile of life accomplishments | beforehand (along with some dramatic failures) so I have | a pretty thorough understanding of my own performance | baseline. By the time I had a career and family, my | problem was no longer failing to be productive, but | rather failing to be productive at the right things at | the right times. The modern world is built around | consistency, planning and schedules and these things | cause major problems for me, as for most of us with ADHD. | | Stimulants (Vyvanse in my case) are blunt instruments; | they alleviate the specific behavioral problems that | plague those of us with ADHD but also enhance performance | in general. The biggest danger that I see in my own | behavior is the tendency to forget about all the self- | management practices I learned before my diagnosis. With | stimulants, you can do irresponsible things like stay up | late for no good reason, get four hours of sleep, and | still be fairly productive once the medication kicks in. | I have to be really honest with myself on a daily basis | about whether I'm using it to overcome a deficit caused | by ADHD, or a deficit caused by bad behavior. | | The second biggest danger is developing unrealistic | expectations about what I am capable of accomplishing. | For example, I am currently pursuing a PhD in computer | science, and the decision to do so was made by the | medicated version of myself. I don't regret the decision | one iota, and it's a goal I've had for many years, but I | already had a long list of projects and goals when I | signed up for this and I definitely deluded myself about | just how many of those other commitments I'd have to set | aside for a while (or forever) in order to get a PhD. | hutzlibu wrote: | "my problem was no longer failing to be productive, but | rather failing to be productive at the right things at | the right times. " | | That is my problem right now, too. I am just scared, that | medication really does not help me long term, for all the | reasons you mentioned. | | Thank you, for sharing. | Aaronstotle wrote: | Seeing this comment makes me think that I should consider | talking to a doctor about ADHD. I can't even focus on | playing a video game for more than 30 minutes most of the | time. | DC-3 wrote: | It helps to balance out the stress on different | faculties. If you write code for 14 hours a day you're | gonna burnout but if you balance a variety of activities | it is possible to be very productive while not feeling | exhausted. | dgrin91 wrote: | Wow never saw SpaceChem before. Thanks for the unintended | recommendation :) | simias wrote: | I hope I didn't sound too negative, it's a good game and | can be quite a bit of fun. | chris_st wrote: | I found with "Opus Magnum" that, yeah, it was programming | of a sort, but since it was all these wacky physical | devices, that it was enough _unlike_ coding that it | switched back to being a fun puzzle. | | But, yeah, with "TIS-1000" it was just programming, and | sort of unnecessarily (and unpleasantly) difficult | programming at that. | drzaiusx11 wrote: | I really enjoyed TIS-1000, possibly because of the | constraints the machine and assembly language posed. | Finding clever ways to work within those constraints was | fun. Same sort of fun I get when writing 6502 ASM for ROM | hacks on my Atari 2600. | | In my day job at the time the game came out I was doing | node.js microservices. So it was refreshing to work at | the bit level again. | hutzlibu wrote: | I felt the same way. And then I think I want to automate it. | | I heard scripting is possible? Do experienced players use it, | to automate things? | humblebee wrote: | Have you reached the construction robot tech? It removes | the requirement to place items by hand, and the game | largely turns into a "planner" game. | hutzlibu wrote: | No, I did not. But I played it 2 years ago and maybe it | was not even there back then? Anyway, I might give it a | try again .. | alyandon wrote: | Roboports chained together to form large logistics networks | with construction bots and blueprints (whether of your own | creation or easily downloaded) my friend. | | If recreating a portion of your factory "feels too much like | work" to do it really sounds like you haven't availed | yourself fully to the tools the game gives you to do it. | [deleted] | Forge36 wrote: | I usually bootstrap a second base, make heavy use of trains, | and ship materials back to original base. At this point I | generally don't tear things down | nautilus12 wrote: | Lol this is what a company I worked at did and they spent | almost a year trying to get version 2 to parity with | version 1 and finally gave up short of parity | mumblemumble wrote: | And thus was born the service-oriented architecture. | golergka wrote: | No, that's multiplayer. | dharmab wrote: | Not sure why you're downvoted- that's how my friends and | I would play multiplayer, with certain players taking | "ownership" of specific raw material sources and shipping | them to factories operated by other players. | SamuelAdams wrote: | In the manufacturing industry that's basically drop | shipping. | hnuser123456 wrote: | The game has logistics drones that can transfer | predetermined resources to keep a certain box at a | certain level. | nwsm wrote: | More like if a manufacturer needed to make a new product | so they built an entire new factory next door and ran | electric and plumbing from the old building and abandoned | it. | | In fact it's exactly like this because that's what the | game is about. | d4rti wrote: | Yeah, bootstraps all the way: 1. Bootstrap "base 1" to | Automation 1 (Coal etc.) 2. Bootstrap "Base 2" for | Red/Green science, automate building components 3. Main bus | "Science Base" maybe up to first rocket (maybe some train | in resources) and later repurpose for module construction. | 4. Train Base to goal SPM factory | | The game has some major transition points where refactoring | makes sense, but often the correct solution is to | tactically upgrade as much as possible, and get to the | better point to rebuild. | | Seablock playthrough once updated for 1.0. | flir wrote: | "Build one to throw away" | d4rti wrote: | Somewhat, but also build a new one while letting the old | one still perform useful work, decommission when it is | beneficial. | nostrademons wrote: | Most players just build a new factory and then deconstruction | planner their old one en masse once the new one is up. | | ...which itself isn't all that different from software | development. | pier25 wrote: | Had the exact same experience with Satisfactory. When you | need to scale production up it becomes like a real job. You | need to plan, refactor, etc. | | When I now see those videos on Youtube with huge factories I | wonder how many hours that person has wasted. I'm not against | enjoying a video game, but when the activity is so similar to | real work... why not do that instead and get something real | in return? | sneak wrote: | The "guitar hero" vs "learning guitar" paradox. | syspec wrote: | Wow I often feel that way when I do most things! I think you | just have a passion for programming and it is your hobby in | addition to profession. | amelius wrote: | To me it's surprising how many games can actually be viewed | like work. | kristiandupont wrote: | https://youtu.be/48slZc5ITK4?t=319 | sandworm101 wrote: | I tried one of the truck driving simulators. Got stuck | behind a slow minivan. Where is the fun in simulating the | most frustrating part of my workday? | mrguyorama wrote: | I turned off traffic violations in the options, bought | the most powerful truck I could, and now make every | delivery at 90-100 mph. | | Of course I'm also doing it in VR and with a steering | wheel setup | thdrdt wrote: | The same with Train Sim. Waiting 5 minutes for a red sign | is very realistic but there is no fun in it. | raxxorrax wrote: | You can use the 40T to remove the problem which could | have slight repercussions in real life. | twic wrote: | According to some games theorists, all games: | | https://www.theatlantic.com/technology/archive/2019/10/dont | -... | jkhdigital wrote: | I was not prepared for the length of that article but I | couldn't stop reading | [deleted] | totololo wrote: | So true! Super Mario games are basically a giant learning | curve of controlling your character, where steps are well | defined and cut into levels. | JorgeGT wrote: | I'm convinced that some games are actually Ender's games. | Forklift simulator 2020? You're actually controlling a | forklift somewhere in Germany and Hans is now out of work. | the_af wrote: | I guess the obvious thing to point out are the | multiplayer modes for Call of Duty, Battlefront, | Overwatch, etc. | | Short films have been made about this, and of course | Ender's Game. | pavel_lishin wrote: | And much like in Ender's Game, uncountably many are now | dead by my hand. | garaetjjte wrote: | https://xkcd.com/1897/ | kortex wrote: | For those missing the reference: | | https://en.m.wikipedia.org/wiki/Forklift_Driver_Klaus_%E2 | %80... | | The wiki page is fine, but the video is quite literally | Not Safe For Work. My German boss at the chemical company | showed the whole team. Kinda gorey but in the Monty | Python Black Knight sort of way, and similarly hilarious. | Klaus' story is made up but it's based upon thousands of | tales written in blood. Definitely gave me an enhanced | appreciation for safety culture. | OJFord wrote: | Thanks - and for 'Ender's games': | https://en.m.wikipedia.org/wiki/Ender%27s_Game | tonyedgecombe wrote: | Just in case you aren't at work: | https://www.youtube.com/watch?v=C37MnfXD1z8 | pmoriarty wrote: | When my factory has grown so big and unwieldy that I start to | feel a massive refactoring is in order but that it's going to | be too much work, I just start a new game and use the lessons | I learned from the previous game to design a better factory | next time. | bencollier49 wrote: | "Seagull contractor" :-) | klyrs wrote: | That sounds like a shitty sequel to the goose game. | ehnto wrote: | Likewise, and I spotted it early on so never really got into | it. Systematic games are my favourite kind of game, but when | it gets as raw as factorio is I suddenly snap out of | immersion and realise I'm working but in a game. | julianwachholz wrote: | Yeah but you can have robots do all the heavy lifting. | organsnyder wrote: | I've found it actually heightens the enjoyment for me. Unlike | work, I can completely refactor my base from the ground up | and no one will yell at me. | giancarlostoro wrote: | The fun is once you have the construction bots for me you can | make them destroy segments and from then on you can just | ghost build everything else. | | For example, I am playing on an OARC server, basically new | players get their own base space, and I'm trying to get to my | friend we both kinda picked 'far away' as options so we | wouldnt clash with each other, so I've got blueprints I keep | dropping that keep expanding my logistics network + power | grid northward / westward as I make my way to him. The | construction bots do all the work, my factory gets all the | materials to them. | | I've taken a break since, but then once I can reach out to | him I will probably build train tracks going to and from his | base and mine. I'm also using the robots to build a massive | base. I can just ghost place whatever I want where I want it | as long as the robot tower can cover that area. | trollied wrote: | I've just got to the point where i can use robots. How do | you go about ghost building stuff? Do you have to use | blueprints? Can the constrution robots just build anything | for you if the mats are in chests? | giancarlostoro wrote: | They build from the logistics chests, and yeah by | blueprints. You can also have them tear things down as | well, and they wind up in logistics chests. One thing I | am doing is I have two separate logistics networks, and | from my main I have conveyors taking things I want to the | 2nd logistics network. | | You can also start a Sandbox game mode to explore | everything you can do (note infinity chests are extremely | useful, you pick a item in the game, and it will produce | as many of them as you want perpetually, then your | inserters can pull those out into conveyors simulating | different parts of what you'd like your factory to look | like). Definitely recommend this approach, you can | explore as much as you'd like to explore. | | Also note, there are a few websites with prebuilt | blueprints as well. | winstonewert wrote: | You should have gotten a tutorial presented when you got | bots, that'll go over over how it works. | | You can just place ghost items by hand (press shift) but | not much point. The advantage is being able to smack down | whole bunches of machines in blueprints. | | They can build anything if the products are in provider | chests. They have the exact items, they won't build from | intermediate materials. | sinfulprogeny wrote: | It's possible to order bots to put out things for you | without blueprints. You need a personal roboport, and | some construction bots in your inventory. It's been a | while since I played, so I don't really remember if you | just place with left click, or some modifier and left | click. It vastly increases the range you can reach when | building manually and its an excellent qol upgrade. The | more construction bots you have (up to the researched | limit) the more faster it'll be, because they have to | return to you to pick up the next piece. | giancarlostoro wrote: | I forgot to mention in my comment, if you hold shift when | putting something down, it will ghost it. So you can have | 1 of every item you need, no need for a personal robot | port, and they will ghost it. The great thing about | letting bots build is if you don't have all the materials | they will drop it as it comes into the logistics network! | | Edit: fixed a typo | KONAir wrote: | It really feels like a time waster until you get the drones | to do those chores. I had a huge sprawl just because teching | up to drones again in a new map felt like too much work. | Tyriar wrote: | Drones are a lot easier to get to now after they tweaked | the sciences/tech tree, you're now able to pursue drone | science immediately after green. Mods are always available | if you need it immediately though. | oefrha wrote: | Just add a quality of life mod giving you earlier access to | precursor bots, e.g. Construction Drones[1] or Nanobots[2]. | | [1] https://mods.factorio.com/mod/Construction_Drones | | [2] https://mods.factorio.com/mod/Nanobots | MivLives wrote: | This mod is great, really speeds up the early game to get | to the more interesting middle and late games. | kortex wrote: | Watching AntiElitz speedruns and going for No Spoon taught | me how to sprint through the early game and get to bots and | a large amount of production quickly. | eterm wrote: | Indeed, and to explain for the audience, in speedruns the | split to get construction bots up and runnuing is around | 40 minutes. | | The WR time to launch a rocket and get 'space science', | the final science is currently about 1hr46m. | blktiger wrote: | I mean, if it's too much work you didn't plan ahead well | enough (and/or you need to get to the robots so they can do | the work for you). | laputan_machine wrote: | Completely agree, refactoring your layout is too expensive. | What I typically do is just start-afresh with all the | resources I have accrued from my current factory -- still | fun! | koheripbal wrote: | This isn't a problem with the game. This is a problem you are | having with games in general. | | I have it too, and it's a consequence of growing up and/or | having more responsibilities. | | I can either play Factorio, or I can spend time with my kids. | Factorio, which I love, loses every time. | | The only games I play now are ones I can play _with_ my kids. | ... so I set my daughter up with Starcraft 2 and am teaching | her about strategy while still scratching that gaming itch. | | My dream is to have a multiplayer LAN based VR Elder Scrolls | game to play at home with the family. | vbezhenar wrote: | There's multiplayer in Factorio. | Lambdanaut wrote: | I think it's a bit of both. I have that with all games too, | though generally I have it less-so with games that don't | take my creative energy which I would rather use for coding | or arts. | | I have little to no problem getting myself to play | Starcraft II or other strategy games which I love. Low- | effort story-based games are also easy to get into. | syspec wrote: | Starcraft? Wow nice, what was the progression to that | point, I assume it was not her first game | 29athrowaway wrote: | The people behind this game stream on Twitch, and you can see | what their development process looks like. | throwawayfac wrote: | Do you have a link to the channel? I'm having trouble finding | it. | 29athrowaway wrote: | https://m.twitch.tv/rseding91/profile | | There are no past videos there but you can follow him. | throwawayfac2 wrote: | Thank you! | cybrox wrote: | It also impressively shows the other side of things, where you | can keep your factory running on hotfixes until pretty much the | end of the game. | | You can most certainly launch a rocket (i.e. ship your final | product) with any kind of setup but if you want to build a | sustainable rocket launching platform, you will most likely | have to nuke production (as in, you can literally nuke your | production) and re-build it. | NelsonMinar wrote: | Once you get logistics bots you can monkey patch anything | with a requester chest. | oefrha wrote: | Nuking your starter base is silly unless you're on death | world and have some impenetrable defense set up that's hard | to attain elsewhere without significant work. Usually to | start a fresh megabase you just load up a car and drive a | couple minutes to a new location. Then you can keep supplying | the construction materials of the megabase with your starter | base. (To those unfamiliar: yes, "the end of the game" -- | launching a rocket -- is really the start of the game to | seasoned players, so the initial base you launch the first | rockets with is commonly called the starter base.) | bregma wrote: | The starter base is probably a UPS sink. Nuke that trash, | it's not worth the flock of construction robots to | disassemble it. | | The point of the late late game is to minimize UPS (updates | per second). It becomes memory bandwindth bound at some | point. It demonstrates what's possible with today's | technology. In comparison, Microsoft Word can not keep up | with my typing in a new, blank document. | oefrha wrote: | A starter base on the order of up to say 100-200 spm | usually doesn't have much of a ups impact at all in my | experience but I guess it could be on wimpier hardware. | Or if you rely too heavily on logistics robots, but I | think people usually don't go mass logistics until later. | Rapzid wrote: | I haven't played in a long while and never quite got a | rocket launched(can't recall why). Any tips for getting to | that point very fast without feeling like cheating the | phase? | epylar wrote: | https://old.reddit.com/r/factorio/comments/i9hwx9/factori | o_s... | nomoreusernames wrote: | haha i love that. it just shows us that gaffa/silver tape | hotfixes are the real deal. | bcrosby95 wrote: | And the speed runners are the ones doing waterfall design | rather than agile. | blickentwapft wrote: | Sounds like fun but only if you're not a programmer, for whom | it would just be work. | NextHendrix wrote: | I thought that about TIS-100 and Shenzhen I/O until I played | them, I recommend both | hombre_fatal wrote: | I liked the idea of these games but I was the opposite. I | couldn't shake the feeling that it was just work. I found | myself procrastinating them. Wish I could enjoy the puzzles | more. | | Though I already have weekend programming projects that are | more fulfilling and work towards something more concrete | than "yay, solved a puzzle", and the games just made me | wonder why I wasn't putting this time into those hobby | projects. Factorio made me feel this way too. | | On the other hand, I've been playing Morrowind lately | (OpenMW) which gives me a nice mental break from | programming. Apart from the fact that I couldn't help but | write a parser for its game files once I saw how simple and | documented the format was. Bit more fulfilling to have a | `tes3_parser.go` at the end of my puzzle-solving session | than to have solved some contrived TIS-100 puzzles for a | fantasy computer. | | https://en.uesp.net/wiki/Tes3Mod:Mod_File_Format | | Factorio was fun at first, but then it quickly felt like a | pencil and paper optimization problem for something that | doesn't even exist. Whether that tickles your fancy or not | is probably like whether cilantro tastes like soap to you | or not. | vaylian wrote: | Factorio is like programming. But without management or | customers messing anything up. You are in full control of the | whole project and have fairly clear requirements. That makes | it a lot more enjoyable. | | Plus, it has trains :-) | pferde wrote: | Sounds like you could get the same thing by writing a real | software project to scratch some itch you have. Sure, other | users might come eventually and, but you can just ignore | those and keep building what you like. | ClikeX wrote: | Yeah but Factorio lets me nuke space bugs. | LanceH wrote: | > Plus, it has trains :-) | | Which will run over the programmer. | DonHopkins wrote: | To be fair, trains will run over bugs, too! | | https://www.youtube.com/watch?v=J8SBp4SyvLc&t=1m17s | raxxorrax wrote: | You can quickly ruin some hours of programmers if you post | the wrong link. | | https://regexcrossword.com/ | DCoder wrote: | And if you thought that was not challenging enough: | | https://rampion.github.io/RegHex/ | roguas wrote: | Exactly my review. I usually play it when work is slow to | keep my brain entertained, but when I get proper work at work | - factorio is no longer my friend. Game is like drugs - ill | just do small updates to my fab - boom its 4am. | qudat wrote: | Agreed. This game was too much like work and quickly got | burnt out. | Akronymus wrote: | Burning out on a game only happened with warframe for me. | mFixman wrote: | I'm a programmer because I enjoy programming. That's also why | I enjoy Factorio. | maps7 wrote: | Yeah. I recently bought a game on steam where you create and | manage a startup. You have to do stuff like research landing | page, hire devs, ux people etc. About 10 mins in I was just | thinking that my time would be better spent actually doing | this stuff rather than doing it in a game. | MPSimmons wrote: | Sometimes, it's therapeutic to do something in a sandbox | where there really isn't any adverse ramification to | screwing up. | roguas wrote: | This. I would even suggest it might be good training to | coop with the manager if it was a possibility. I bet | manager would learn quickly whats a technical debt, why | it shouldn't be ignored and that sometimes high level | goals cannot be pursued directly. Also devs would learn | quickly that sometimes we have to stop the crazy | conveyors doing binary operations on the payload and just | keep it simple. | Nursie wrote: | Depends - Some games like this are addictive and great fun | for programmers too. I played "Spacechem" to death. It's | effectively a two-thread, multiprocess, visual turing-alike | machine with an organic chemistry theme. It's awesome. | xondono wrote: | I do PCB layout, which is _way more_ like factorio. Still I | enjoy the game a lot. | p_l wrote: | Lots of programmers enjoy Factorio - personally I think it's | because it's less annoying than work, so we do what we like | minus management | thaumasiotes wrote: | Several Zachtronics games are just "programming, but | intentionally annoying". | | I don't really see the appeal compared to ordinary | programming. My favorite programming game has actually been | a flash game where your goal was to transform binary | strings (represented as sequences of blue/red dots) into | other binary strings. You were still writing in Befunge, | but the rest of it came off as trying to be helpful to the | extent possible, rather than giving you a goal and then | disabling the tools you'd want to use to get there. | dEnigma wrote: | Are you perhaps talking about Manufactoria? | | http://pleasingfungus.com/Manufactoria/ | | Probably my favourite flash game. | thaumasiotes wrote: | Yes, one of my favorites too. | | It's even less of a game, but I also had a lot of fun | with http://incredible.pm . | detaro wrote: | They're the line for me. Factorio is fun, Zachtronic not | so much. And within those: Opus Magnum was better than | others because the presentation appealed to me. Factorio | I do not play "efficiently" because the "just plop | blueprints and let bots handle it" style is boring - I | much more enjoy organically grown chaos. Sometimes play | challenges with artificial limitations. | kllrnohj wrote: | I see Zachrtonics games as just the fun part of | programming. Programming, but you don't need to mess with | build files, tooling, unit testing, deployment, | maintenance, customers, PMs, etc... It's _just_ the | puzzle solving part of programming, which is my favorite | part of programming. | scrollaway wrote: | What do you think about Opus Magnum? I don't think that | one is particularly annoying; the depth of it is rather | interesting. | thaumasiotes wrote: | It's one of the games I was thinking of as "programming, | but intentionally annoying". Checking my installation, I | seem to have completed the first three chapters. | | Some things off the top of my head that I find annoying: | | - Puzzles start feeling like they're asking more for | busywork than for puzzle-solving. I enjoy thinking about | "how do I do this?" I don't enjoy thinking "well, I know | exactly what I want to do, but it's a huge slog to | actually go through the motions." | | - You can't rotate the thing that accepts a polymer. So | if you end up making the correct thing, but your | orientation is off, you get to manually re-lay every part | of your machine, instead. | | - Everything uses the same clock. | | - You can't even apply _purely mechanical_ fixes for | everything using the same clock, like a three-arm grabber | with one of the arms cut off. There goes the conceit that | the rules are justified by the theme. | | I like that Opus Magnum scores you separately on time, | space, and monetary cost. That was a good idea. I like | working out fundamental minimums for how quickly I can | produce something (based on the source pieces I'm | allowed...) and designing something that can achieve | that. The animation of a completed machine is fun to | watch. | | I think the monetary-cost mechanic seems underdeveloped. | glaberficken wrote: | > Puzzles start feeling like they're asking more for | busywork than for puzzle-solving. I enjoy thinking about | "how do I do this?" I don't enjoy thinking "well, I know | exactly what I want to do, but it's a huge slog to | actually go through the motions." | | I think you will enjoy this puzzle game: | | http://qrostar.skr.jp/en/jelly/ | | Don't let the cutesy graphics fool you, this is a | masterpiece in puzzle design. | | In case you are not on Windows or don't want to download | the exe for some reason right now, you can try this html | simplified version | | https://avorobey.github.io/jelly/ | mattcdrake wrote: | Wow, I just finished the first level and I can already | tell that I'm going to love this game. Tightly crafted | puzzle games are my favorite genre - thanks for | mentioning this one. | EtrianWizard wrote: | Trying now... this is an astonishingly good puzzle game. | sogen wrote: | wow, great find! | hinoki wrote: | I much prefer Spacechem. Opus Magnum has the control | separated from the machine, so it's easy to optimise all | the timings. With Spacechem, you have to play with having | the red Waldo control the blue, because the blue already | has a command at that point. | | I guess it's like Harvard vs. Von Neumann. Harvard is | more practical, but Von Neumann allows more fun hacks. | billfruit wrote: | Again Spacechems chemistry/physics seems too bogus that | it killed all immersion for me. | billfruit wrote: | Yes, but its alchemy/chemistry seems to make no real | world sense. | Aeolun wrote: | Intentionally annoying? I find it extremely fun to find | the most optimal solution in those exactly because the | toolset is so constrained. | | Finding the most optimal solution in real programming is | impossible because the scope is always enormous. | viraptor wrote: | I feel like there are different types of constraints. | Some are useful for creativity (limited number of | specific resources), some are annoying (making you work | harder to achieve known goal). | | I stopped playing exapunks because of this before the | end. The limited instruction set, limits on movements, | etc. are cool - they force new solutions. Not having | functions or advanced templates is just annoying - I need | to implement the same thing multiple times, by copy- | pasting. | NineStarPoint wrote: | Very much agreed here. To me it's programming with | limited scope, simple well defined goals, and no side | effects. | | Pretty much everything programming isn't in the real | world. | eterm wrote: | And feedback too. In the real world your program don't | tell you if they're correct, or efficient without a lot | of extra work. | | It's also much easier to find a solution if you know | there is a good solution to be found. | pjc50 wrote: | Or alternatively take a Moore's law view: the original factory | remains there forever, eclipsed by the much larger, more | orderly and modular, one build next to it. | | Walk speed is a surprisingly big constraint on the early game, | until you get various upgrades; you build a small factory | because you don't want to walk round a larger one. | LoSboccacc wrote: | exactly, the original factory is likely the | construction/logistic bot production center, it'd be slow but | not necessarily inefficient, so it can stay while the bot | build the modular factory elsewhere | scrollaway wrote: | Walk speed is a metaphor for the AWS budget. | sandworm101 wrote: | It teaches that if you wait a while eventually some magic | technology (drones, trains, faster belts etc) will allow you to | bypass technical debt and/or simply eliminate it with a single | demolish command. | | And it teaches that humans can do whatever they want to a | world, level all the forests, kill all the locals, because | eventually we are going to fly away. Not our problem anymore. | Space people are above the petty concerns of terrestrials. | Aardappel wrote: | Except it doesn't have very good refactoring tools. Sometimes | you need to change just one small thing about some sub-graph of | your factory, but circumstances require you to re-do most of it | to implement that change. This is just busy-work, and not | "fun", to me at least. | | I know later in the game more options open up, but that doesn't | help me get there. | | I wish for a Factorio-style game where I can just drag (groups | of) machines and conveyors around, and I just pay cost for | however much just changed. | melvinroest wrote: | Or input/output, or scalability and to a limited extent | security (aliens attacking weak spots). | pulkitsh1234 wrote: | Best game I have every played ! (source: trust me) 8.5 years in | early access is no joke, the game is definitely something ! | | Some of my favourite youtube videos on it: | | https://www.youtube.com/watch?v=xF--1XdcOeM [Self expanding | factory, recursive blue prints] | | https://www.youtube.com/watch?v=feHq2Ken43M [Factorio Rocket | ballet, for reference it took me 30 hours to launch a single | rocket] | | https://www.youtube.com/watch?v=1KoV_Zk2IRs [Factorio base tour, | this base looks like a CPU die when zoomed out] | | https://www.youtube.com/watch?v=jjtXHsv5E6M [Another Factorio | base tour] | sg47 wrote: | Do you need a PC to play this game or does it work on any | laptop? | bregma wrote: | Any x86_64 Windows, Mac, or Linux machine will play it. | Bigger factories will bog down on lesser hardware. | Transfinity wrote: | Bigger factories being the kind of thing that takes | hundreds of hours to build. | | The game is beautifully optimized and will run quite well | on a potato. | safog wrote: | I find it kind of weird that programmers seem to like this | game. I tried playing it for a bit and all I could think of was | how much more efficient things would be if I could just write | code instead of running around on a map to achieve the same | thing. | | The whole game seemed like a forced distillation of programming | into a form that can be consumed by the masses. | MinusGix wrote: | For example with Zachtronics games (very programming-puzzle- | esque games), I doubt I could play it for long. It would be | similar to messing about with an Esolang, but more | structured. While I enjoy using Esolangs, I can only ever do | it in short bursts, and I imagine the same would hold if I | started playing a Zachtronics game. For Factorio, it is just | barely different enough from regular programming (due to | various parts, such as the grid based nature of reality, etc) | that if I am in the right mood I could play it quite easily | for several hours. Yet, if I am in the wrong mood/state-of- | mind, then I will constantly compare it to what I am coding | and likely stop playing after an hour. I will say that | Factorio is far more distilled in it's problem solving nature | than you'll usually get with programming, which can make it | scratch that itch of solving something. While I still enjoy | Factorio after playing it for some hours, I'm more likely to | code now than I am to play it. Still quite enjoyable and | worth the money and possibly the time, though. | _jjkk wrote: | Despite programming-adjacent elements it's just a sandbox | game. | | If you don't enjoy the core idea of playing in a souped-up | sandbox you probably won't enjoy it. | avalys wrote: | Do you like games at all? Almost any game would be "more | efficient" if you could just write code to declare yourself | the victor. Games - for that matter, pretty much any leisure | pursuit whatsoever - are not about efficiency. | safog wrote: | Oh I do play a bunch of games. I have no problem enjoying | strategy games like Civ, EU4 or base builders like | RimWorld. Factorio is just too much like programming for me | to find joy in it. | Medox wrote: | And mods. Lots of mods. Some very good, others also silly. | | A recently updated one is Renai Transportation, adding Train | JUMP-tions: | | https://www.reddit.com/r/factorio/comments/i5yoaj/train_junc... | oefrha wrote: | A recent video from Nilaus that some of the audience here might | find amusing: Factorio real-time dashboard using Grafana. | | https://www.youtube.com/watch?v=91rxQfpqge8 | salzig wrote: | o m f g. Hilarious and great at the same time. | DonHopkins wrote: | Satisfactory is like a 3D version of Factorio, which lets you | build huge multi-layer mega factories up into the sky. But it's | not as deep and sophisticated as Factorio, and doesn't have | drones or blueprints. (That would be a lot more difficult to | accomplish in free-form 3D, than with Factorio's 2D tile grid.) | It's kind of like the giant simple Legos for younger kids, as | opposed to Factorio that's more like Lego Technic. | | Satisfactory is well worth playing if you yearn for a 3D | version of Factorio, but I still keep going back to Factorio, | which is more like "Dwarf Fortress" in its depth and | sophistication. Satisfactory's world is breathtakingly | beautiful, lovingly hand-crafted by artists instead of | procedurally generated, which makes it all the more satisfying | to despoil and ruin with huge mega-factories belching out smoke | and radiation. | | This guy's videos stress testing and abusing Satisfactory are | awesome: | | I Produced so Much Nuclear Waste the World Is Ruined Forever - | Satisfactory | | https://www.youtube.com/watch?v=Oh2oF-eZTD8 | | I Built a 600 Meter Human Cannon That Ends All Existence - | Satisfactory | | https://www.youtube.com/watch?v=t2X3wlvoShg | | I Made the Game Unplayable with This Gravity-Destroying Tractor | Ball Pit - Satisfactory | | https://www.youtube.com/watch?v=sTvAmwnhIxM | | I Crippled the Game by Building to the Heavens - Satisfactory | gameplay - Let's Game It Out | | https://www.youtube.com/watch?v=X77MHTOEwXo | | What Happens When You Let a Maniac Build a Factory - | Satisfactory gameplay - Let's Game It Out | | https://www.youtube.com/watch?v=5vYYhL9Vt8o | willis936 wrote: | I feel like if you want a 3D favtorio then going back to the | mother: modded minecraft, is the best option. I have put | multiple thousands of hours into industry games over the past | ten years (few hours in the past two years though). Gregtech | was what got me started and in some ways is still the best. | GT6 is complete and a standalone game (Mechanatia I think) is | currently being worked on. Factorio definitely wins on | ability to automate and scale up, but it is very wide and not | very deep. That is to say, there is no exponential growth | power or resource requirements by moving up 5+ tech tiers. | Combining many tiers with powerful automation would be a very | fun combo. Modded factorio is probably the best place to look | for this. For now, afaik, the biggest factorio mods are | focused on going even wider. | gen220 wrote: | I haven't played minecraft in a while, but I really enjoyed | Industrial Craft, and haven't heard of Gregtech. | | I looked into it a while ago, and noticed that IC hasn't | been kept up to date with the latest minecraft versions, | maybe it's a dying community. Would you say GT is a | spiritual successor? | | Maybe it's time to fire up the servers this weekend :) | Akronymus wrote: | GT is to minecraft what angelbobs is to factlrio IMO. | | A good entry point for GT is, I'd say, Gregblock. | Macha wrote: | Honestly I used to hate Gregtech when it was in modpacks | I used to play with my friends for making things grindy, | but playing Factorio gave me appreciation for what GT was | trying to do. More large scale automation, but at the | time we were too used to magic box mods that let you | upgrade to faster magic boxes to realise. | Akronymus wrote: | My personal biggest problem was with the conduct of Greg. | But honestly, even that is in the past. | Macha wrote: | My feeling is the modding scene as a whole and the people | in it were much less mature in those days. See also | fights between mod authors breaking people's worlds for | unsupported combinations or attempts to block use in | specific modpacks etc. And the ubiquitious overly modular | mod so they could put each component behind its own adfly | link. | Akronymus wrote: | Yeah, with greg, neither side did well. | RealStickman_ wrote: | I just had a look at IC2 today. Their newest supported | Minecraft version is 1.12.2. | | I decided to go with Thermal | Expansion/Dynamics/Foundation instead though. Also for | 1.12.2. | willis936 wrote: | GT was an add-on to IC2 and its development ran alongside | IC2 during IC2's hayday. There have been six official GT | versions, but the latest one is on 1.7.10. | | GT5 had an expansion to it made (GT5U) that was so great | that it inspired the creation of GT New Horizons (GTNH). | | GTNH is the currently the most active GT community, but | it goes a little off the grind deep end imo. There has | been a large amount of effort to balance every recipe in | a huge number of mods and it's great fun if you've | already played through GT a few times. | | GT Community Edition (GTCE) is a fan recreation of GT5 in | contemporary versions of MC. The last I saw, the | maintainer had bad vision and was not receptive to | feedback. It is not worthy of the GT name. | DonHopkins wrote: | I love Minecraft, and have played waaaay many hours of that | too. But I'm not up to date on the latest mods, so thanks | for the recommendations! | | Both Minecraft and Factorio use grids, which make automated | building with blueprints a lot easier. | | But I can't imagine a good way for Satisfactory to support | reusable blueprints in an unconstrained 3D world, the way | Factorio does in a gridded 2D world (or the way Minecraft | could in a cubic 3D world), where a big part of | Satisfactory is building around the landscape, natural | artifacts, and threading tangled conveyor belts around your | other machines and belts and architecture. | | When you're working with a 2D grid, it's easy to make | reusable blueprints that you can systematically stamp out | and plug together. (It's a lot like GPU programming, | parallelizing tasks by spreading out the data to multiple | processors, processing it in efficient units, making | tradeoffs about bandwidth and buffering and transports, and | merging it all back together again). | | But there is so much variation in Satisfactory's 3D world | and degrees of freedom in construction, that everything you | build is unique and not nearly as modular and replicable as | Factorio's blueprints. | | On the other hand, Satisfactory's 3D building tools are | fantastic (and it would be frustrating and impossible to | play if they weren't so good): they make it really easy to | connect up machine inputs and outputs with conveyor belts | and pipes, and route them around like spaghetti code. | | Here's something I posted earlier, quoting Dave Ackley on | why he didn't transform his Moveable Feast Machine from 2D | to 3D, who said: "I need to actually preserve one dimension | to build the thing and fix it. Imagine if you had a three- | dimensional computer, how you can actually fix something in | the middle of it? It's going to be a bit of a challenge. So | fundamentally, I'm just keeping the third dimension in my | back pocket, to do other engineering." | | https://news.ycombinator.com/item?id=22304110 | | Dave Ackley, who developed the Moveable Feast Machine, had | some interesting thoughts about moving from 2D to 3D grids | of cells: https://news.ycombinator.com/item?id=21131468 | | DonHopkins 4 months ago | parent | favorite | on: Wolfram | Rule 30 Prizes | | Very beautiful and artistically rendered! Those would make | great fireworks and weapons in Minecraft! From a different | engineering perspective, Dave Ackley had some interesting | things to say about the difficulties of going from 2D to | 3D, which I quoted in an earlier discussion about visual | programming: | | https://news.ycombinator.com/item?id=18497585 | | David Ackley, who developed the two-dimensional CA-like | "Moveable Feast Machine" architecture for "Robust First | Computing", touched on moving from 2D to 3D in his | retirement talk: | | https://youtu.be/YtzKgTxtVH8?t=3780 | | "Well 3D is the number one question. And my answer is, | depending on what mood I'm in, we need to crawl before we | fly." | | "Or I say, I need to actually preserve one dimension to | build the thing and fix it. Imagine if you had a three- | dimensional computer, how you can actually fix something in | the middle of it? It's going to be a bit of a challenge." | | "So fundamentally, I'm just keeping the third dimension in | my back pocket, to do other engineering. I think it would | be relatively easy to imaging taking a 2D model like this, | and having a finite number of layers of it, sort of a 2.1D | model, where there would be a little local communication up | and down, and then it was indefinitely scalable in two | dimensions." | | "And I think that might in fact be quite powerful. Beyond | that you think about things like what about wrap-around | torus connectivity rooowaaah, non-euclidian dwooraaah, aaah | uuh, they say you can do that if you want, but you have to | respect indefinite scalability. Our world is 3D, and you | can make little tricks to make toruses embedded in a thing, | but it has other consequences." | | Here's more stuff about the Moveable Feast Machine: | | https://news.ycombinator.com/item?id=15560845 | | https://news.ycombinator.com/item?id=14236973 | | The most amazing mind blowing demo is Robust-first | Computing: Distributed City Generation: | | https://www.youtube.com/watch?v=XkSXERxucPc | | And a paper about how that works: | | https://www.cs.unm.edu/~ackley/papers/paper_tsmall1_11_24.p | d... | | Plus there's a lot more here: | | https://movablefeastmachine.org/ | | Now he's working on a hardware implementation of | indefinitely scalable robust first computing: | | https://www.youtube.com/channel/UC1M91QuLZfCzHjBMEKvIc-A | willis936 wrote: | Buildcraft's builder can stamp complicated structures, | but if you want to use it in factories then every stamp | will need some hands on work. Ticking tile entities have | fragile metadata that don't like getting placed by non- | players. There may be workarounds, but then you need to | implement a blueprint system that can handle arbitrary | ticking tile entity metadata. It might not even be a good | idea to do this even if you can. Anyway, assuming these | are solvable problems and someone has solved them, then | you could have a factorio-like experience. | | The thing is, factorio came out swinging with better | automation than any minecraft mod. It is much easier to | place things together and have them run free. Logistics | bots are an absolute game changer in industry games. The | bar has been raised. | DonHopkins wrote: | I think there could be a whole book about designing | reusable Factorio blueprints, like "C++ Template | Metaprogramming". | | The kind you can easily stamp out rows of, and then hook | up easily to standardized busses. | | You can sacrifice some space and efficiency and cost for | modularity and ease of building big banks of them with | robots. | tialaramex wrote: | I more or less beat (I escaped but haven't gone back to | do stuff in the "Real world") Compact Claustrophobia | recently and one of the things that ends up teaching you | is a 3D composability that wouldn't really apply to the | real world. | | Compact Machines are pocket dimensions of fixed internal | size (the first one you get is 3x3x3, the last you'll | build is 13x13x13) that all exist as a single 1x1x1 cube | on the outside. From inside you can reach any of the six | sides of that cube with a "tunnel". | | So if you've got, say, a simple basic Minecraft furnace | with fuel flowing in the left, and stuff input to the | top, output from the bottom, you can replace that with a | 5x5x5 Compact Machine, with three tunnels inside, and any | amount of complexity that fits. Maybe inside the 5x5x5 | machine you turn fuel into electricity, you run four | electric furnaces, and you parallelise the processing. | Externally though it behaves just like the furnace... | except both faster and more efficient. | | The limited space in Claustrophobia (before you escape) | means you feel compelled to actually solve problems in | place this way, whereas normally you'd be tempted to just | be lazy and add a few extra pipes here, an extra hopper | there and soon it's a vast sprawling mess. When 13x13x13 | seems impossibly large you cut that sort of nonsense | right out. | Teever wrote: | I remember a comment from you a few months ago regarding | factorio and you pointed out that it was "just" an | implementation of a specific variation of a cellular | automata ruleset. | | I enjoyed the comment but when I went back to find it in | your history I discovered that you are a prolific | commenter and that I was unable to find it. | | Do you remember it and if so can you link to it or expand | more on which cellular automata rule set it is? | DonHopkins wrote: | Factorio (and also games like SimCity) are not actually | pure CA rules, but they combine cellular automata | techniques together with many other techniques like | system dynamics, etc. | | Will Wright gave a great explanation of how simulation | games combine different techniques together in three | intersection dimensions: Topologies (agents, networks, | and layers), dynamics (propagation, growth, grouping, | order, allocation, mapping, specialization, and nesting), | and paradigms (cybernetics, system dynamics, cellular | automata, chaos theory, adaptive systems, network | theory). | | https://www.youtube.com/watch?v=CdgQyq3hEPo&t=35m50s | | >Lessons in Game Design, lecture by Will Wright, Computer | History Museum, November 20, 2003. | | Maybe the comment I posted about Factorio and CA was | this, in the discussion of John von Neumann's 29 state | cellular automata rule -- It is a pure CA, and a | historically interesting one that he actually designed on | paper and wrote about in a book. I compared it to | Factorio, in the way Factorio uses conveyor belts in four | different directions to direct the flow of items, and | JVN29 uses arrows in four different directions to direct | the flow of signals. But you can put a lot of different | kinds of things on Factorio conveyor belts, but only ones | and zeros on JVN29 arrows, since it was designed to be | minimal and mathematically rigorous like a Turing | Machine, not practical and convenient to program and fun | to play like Factorio. | | https://news.ycombinator.com/item?id=22727228 | | >Von Neumann Universal Constructor (wikipedia.org) 90 | points by amjd 4 months ago | hide | past | favorite | 29 | comments | | https://en.wikipedia.org/wiki/Von_Neumann_universal_const | ruc... | | https://news.ycombinator.com/item?id=22738598 | | >[...] | | >Factorio players will recognize these tapes of | construction instructions as 2D "blueprints" that | construction drones use to build patterns of factories | and conveyor belts, etc. In Factorio, after your drones | have build a blueprint in the unpowered, unsupplied | state, you can connect it to the power grid, hook up | pipes to deliver fluids, and run conveyor belts in and | out of it to deliver resources and products, and it will | immediately starts doing its thing. Playing Factorio is | uncannily like von Neumann 29 state cellular automata | programming, not by coincidence. So it's a great way to | get your head around cellular automata programming, gpu | programming, parallel programming, queuing systems, and | data flow programming in general! | | >Factorio Tutorial #20 - Bots, part 1 - Construction | robots | | https://www.youtube.com/watch?v=kLOyk55uI2Y&t=19m32s | | >Factorio just doesn't have the ability to construct | cells by spilling items off the end of conveyor belts, or | destroy cells with conveyor belts, either. But maybe | there's an extension for that! And John von Neumann's 29 | state cellular automata doesn't have swarms of | construction drones that build and tear down blueprints | in parallel like Factorio does, so there are some | differences. But the basic idea of grids of cells with | conveyor belts carrying items between factories is the | same. | | Also I wrote some more about JVN32: | | https://news.ycombinator.com/item?id=22737079 | | >The Real Time Crossing (Buckley, p. 457, The real-time | crossing organ) is like a road intersection that splits | the two crossing lanes, then uses traffic lights to give | cars in each pair of lanes alternating turns to cross, | and then merges the lanes back together (since each | intersection works at 50% throughput, you need to split, | use two of them, and merge -- Factorio and Satisfactory | players will get what I mean, in terms of conveyor belts, | splitters and mergers, and conveyor belt throughput). | | Also I asked Alan Kay about Factorio and other games | here, and he replied: | | https://news.ycombinator.com/item?id=11807250 | | >DonHopkins on May 31, 2016 | parent | favorite | on: | Alan Kay's reading list | | >I've heard you say that Rocky's Boots was one of your | favorite computer games. Please, off the top of your | head, what's your top-n list of inspiring games that you | think people learning to program should play? | | >I've been playing Factorio [1] [2], which I think would | resonate with your love of Rocky's Boots, cellular | automata, queuing theory, visual programming, system | dynamics and distributed control systems. It's in the | spirit of John von Neumann's 29 state cellular automata | [3] and universal constructor. [4] | | >[1] Factorio: https://www.factorio.com/ | | >[2] HN Factorio discussion: | https://news.ycombinator.com/item?id=11266471 | | >[3] John von Neumann's 29 state cellular automata: https | ://en.wikipedia.org/wiki/Von_Neumann_cellular_automaton | | >[4] JvN Universal Constructor: https://en.wikipedia.org/ | wiki/Von_Neumann_universal_construc.... | | >alankay on June 1, 2016 [-] | | >Hi Don | | >I think I'm so out of context wrt video games here and | now that I can't come up with a worthwhile reply. I liked | Rocky's Boots because of the brilliant combination of the | content and the idea behind the game play -- and they | were well matched up. I liked the idea of its successor | "Robot Odyssey" a lot, but advised the TLC folks to use | something like Logo for the robot language rather than | the Rocky's circuit diagrams (which were now not well | matched up to the needs). As you know I really tried to | get the Maxis people to make "Sim City" a rule based | system that children could program in so they could both | understand the generators and to change them (no luck | there). | | >If I were to look around today, I'd look for something | where the underlying content was really "good" for | children -- I doubt that cellular automata would be in my | top 10 -- and then would also have good to great game | play. | Kiro wrote: | There are mods that add blueprints to Satisfactory. Kind | of wonky but definitely works. I'm sure official | blueprints will work fine. My gut feeling is that we will | see it in Update 4 since it's the most requested feature. | | Best game ever btw and this comes from a seasoned | Factorio player. | waterhouse wrote: | I have tears of laughter. These videos truly are awesome. | DonHopkins wrote: | I'd sure hate to work on a product with that guy working in | QA! Oh the bug reports he would generate! The Satisfactory | developers must have a dartboard with his face on it. | bregma wrote: | > I still keep going back to Factorio, which is more like | "Dwarf Fortress" in its depth and sophistication. | | If Factorio and Dwarf Fortress had a baby I would adopt it | without hesitation and raise it as my favourite child and | sole heir. | benlivengood wrote: | Factorio; the only game I've seen with timeseries, graphs, tiered | alarms and notifications, and you get to automate yourself out of | a job. | | It's like SRE 101. | | I love it of course. | bbrazil wrote: | I bought it for EUR10 5 years ago, in terms for gaming value for | money I think only the EUR10 I spent on Minecraft beats it. | sshagent wrote: | There is a fun minecraft modpack inspired by this game | https://www.curseforge.com/minecraft/modpacks/manufactio | bootlooped wrote: | If you scroll through the Steam reviews it's not infrequent to | see people with over 1,000 hours in this game. I've seen one | person with over 11,000 hours in game. | xrisk wrote: | Great game and it gave me quite a few insights into how systems | should be designed. | gotts wrote: | Can you share a take-away example please? | acallaghan wrote: | For me in Factorio you have to think carefully how to place | your primary (mines, power, oil) and secondary factories | (factory generation, batteries, plastics, ammunition etc). | Some of this placement comes from the map, but in the early | game you tend to place them too close to each other, which | you then need to optimise later on when other tech (like oil | & nuclear) become available. | | Just refinining oil into primary products in this game took | me like a week of work and tweaking. | | You then get to the end of the game & build a rocket, but | think to yourself -- "Yes, but I could maybe do all of this | again but properly and without manually making things and the | same mistakes". So you start another game and the whole | process repeats! | aminozuur wrote: | Why is this Red Alert 2-like game on the top of HN? | drchickensalad wrote: | It's nothing at all like that. | carry_bit wrote: | If it's not clear from the other comments, Factorio is | basically the closest you get to injecting pure engineering joy | into your veins. | | Given HN's audience, there are a lot of fans here. | LandR wrote: | I love that when you click things on the site it actually | responds to the click (like you've physically pressed a button). | barbegal wrote: | Up until circa 2006 all interfaces were made that way. Web | forms and native interfaces all had inputs resembling real | buttons. See 98.css https://jdan.github.io/98.css/ if you want | to see what interfaces looked like in the early 2000s. | reedf1 wrote: | One of my favourite games of all time - sometime in 2018 I | overloaded myself on it though. Designing systems at my job then | coming home to design systems... well it might have been fun but | I think I needed more variety in my life, ha! | KuhlMensch wrote: | Can we make this the UI for AWS please? | lucb1e wrote: | Reminds me of ps/kill/renice built in Doom: | http://psdoom.sourceforge.net | jiggawatts wrote: | I had a co-worker who used to joke about that, but now that | I've spent 4 weeks making a JSON template for basically just | two VMs, I'm starting to take his idea more seriously. | | Fundamentally, the product is similar, but everyone far prefers | the Factorio UX over fifty pages of serialised REST objects. | novaRom wrote: | Wish to have this on mobile phone... | scrumbledober wrote: | A huge congratulations to one of the best and hardest working dev | teams out there on one of the most unique, challenging, and fun | games I've ever played. I have put far more hours into factorio | than any other single player game. It is an inspiring work. | Reading the Friday facts blogs has also been one of my favorite | development blogs. | UK-Al05 wrote: | This game looks appealing but when I start playing it, it feels | like an extension of my job. | bregma wrote: | Yeah, I love my job, too. | kissiel wrote: | I think this game made me a better engineer. I'm not saying it | was worth investing hundreds of hours, but it was fun playing. | One of very few games I really enjoyed in the last decade. | buixuanquy wrote: | If you like this game, I suggest you can try "Oxygen not | included" | wcoenen wrote: | I was a bit annoyed by photosynthesis not working as expected. | In one of my first games, I used algae to create oxygen. | However, this did not remove carbon dioxide, and the overall | gas pressure in my base mysteriously kept increasing. I know | it's not a physics simulator, but given the name of the game I | expected a bit more realism around oxygen production. | | Overall the game is a strange mix of physics sim and quirks | that don't make sense. For example, industry produces heat and | heat spreads as expected. Solid, liquid and gas phase changes | happen more or less as expected, leading to fun stuff like | steam explosions. But then heat can be deleted in unphysical | ways, heat can't be radiated away into space like in the real | world etc. | tomatotomato37 wrote: | The heat management is one of my biggest frustrations with | the ONI gameplay loop. You go from gradually adding niceties | to the base like lighting and plumbing to immediately needing | some unholy water-cooled system that uses more power than the | rest of the base combined, is stupid expensive in refined | metals, and doesn't even permanently solve the problem | because soon the heatsink waste pool is boiling and searing | any dupe that walks past the general area. Oh and you have to | do all this before the greenhouse gets slightly too warm and | dooms the colony to starvation. | fuoqi wrote: | Heat management is super easy with aquatuner and steam | turbine, you only need some steel and plastic, which are | not so hard to get. Personally for me ONI heat-management | is one of minor dissapointments, I think it would have been | much more fun and deep if this system was more physically | accurate. | lucb1e wrote: | ONI has me super frustrated but without the challenge and | success part. I reached the surface once when setting the map | to super easy and discovered that there was nothing fun there, | either. It's fun for a little bit to get things running, but | you can't make it a closed loop system (at least at first) and | you'll run out of stuff fairly soon. I thought that with enough | research you'd get there, and you might, but the way of storing | liquids or gases for processing, the heat it creates, the | meteors that destroy anything you put on the surface, the | crappy power generation methods to pump it all around... I just | didn't get that game. Factorio I played for thousands of hours | and I'm still not tired of it. | fuoqi wrote: | In the planned DLS they plan to significantly rework space | and introduce playable asteroids, so rockets will be use as a | logistic system between your main base and space outposts. | | On your other points, it looks like you simply haven't | understood game systems deep enough. | | >you'll run out of stuff fairly soon | | Geysers can support really large bases and other materials | you can get from space missions, which are powered either by | oil wells or water geysers. It's a great simplification that | you can built self-powering oxygen generators, which consume | water and produce oxygen with some leftover hydrogen. | | >the heat it creates | | Aquatuners + steam turbine setup solves all heat issues. And | you cool metal refineries output directly inside steam rooms | which power stem turbine (by using oil or petroleum for | coolant). | | >the meteors that destroy anything you put on the surface | | Bunker doors + radars + a tiny bit of automation. I think | that radar mechanics are unnecessary complex and not | explained properly, but once you understand it, they are | quite easy to use. | | >the crappy power generation methods | | Even without advanced sour gas/petroleum power setups it's | really easy to get a TON of power generation. In mid and late | game I usually sit on top of so much power generation and | unfortunately game does not have any power sink game | mechanics. | Deestan wrote: | Note that while they are both fun and share many features like | logistic systems and machines, they are wildly different in | approach. | | Oxygen Not Included is an inherently unstable system, and it's | a frantic race to juggle all the spinning plates while your | colony falls more and more apart. The better you get at the | game, the further you can stretch it before it succumbs to | starvation, disease, lack of air or death by overheating. | | Factorio (in regular mode) has a system that it is possible to | keep stable at all times, and once you get a handle on the | enemies you play the game at your own pace. | javert wrote: | You can achieve stability in Oxygen Not Included. It's not | even that hard to do so. | hu3 wrote: | Yeah I've watched streamers with stable bases. Old and new. | ffrtffff wrote: | Fff | LatteLazy wrote: | This is like Heroin getting an upgrade. I might have to go break | my computer now... | lebed2045 wrote: | would be interesting to learn the nature (or psychological | tricks) the game uses to become so addictive | simias wrote: | You always have a next step, a next upgrade to look forward | to. It's an uninterrupted treadmill from building your first | mine to building you hundredth mega-factory. That's how even | quasi non-games like Cookie Clicker can become addictive. | It's effectively a Skinner's box. | | Gameplay-wise Factorio is a lot more interesting that Cookie | Clicker of course. | sbennettmcleish wrote: | It's an uninterrupted treadmill cos you just spent 3 hours | extra doing seventeen other things and realise you still | haven't actually "fixed the copper" or whatever the heck it | was you were meant to be doing :) | | 1600+hrs in ... still pushin' all my buttons. | sbennettmcleish wrote: | oh ... and the only game where i've regularly hit 2am and | thought "one more thing..." | rgoulter wrote: | Yes. | | I don't think the developers intend it to suck up so much | time. I think they want to make something that's fun. | | But I don't think there's anything to the game that malicious | developers don't already know. | | I think, insofar as it's fair to call Factorio addictive, | it's because there's a constant feeling of "just one more | thing" (or "just one more game"). There's is constant and | continuous frontier of optimization opportunities. But, at | the same time, there's also effort/delay in getting the | rewards of the effort. -- I think that feedback loop is what | people loved about the 2012 XCom Enemy Unknown. | | I think it's possible to play in a healthy way. But, I guess | if the feeling of "my factory isn't good" and "I suck" drives | the behaviour, then that'd be unhealthy. | PoissonVache wrote: | You can look at the dev dayries https://factorio.com/blog/ They | are very interresting, I've learnt a lot of technical things | reading them. It's a well programmed game ! | louwrentius wrote: | They are going to stop it now, no Friday facts anymore. | spiral90210 wrote: | One of the single greatest games for programmers ever written. | Buy it. | mdoms wrote: | The problem with these very long early access periods is that I | was deeply bored with this game well before the final release. I | can't imagine I'm the only one. | stormbeard wrote: | I used to love this game, but stopped playing once I heard about | Satisfactory. It just takes things to a different level. | octorian wrote: | I've spent some time playing Satisfactory, but the first-person | view often makes it too cumbersome to actually organize/align | everything properly. | munchbunny wrote: | Satisfactory scratches the same itches, but it's a less deep | game than Factorio. That's not a bad thing (Rimworld vs. Dwarf | Fortress comes to mind), but personally the transition to 3-D | didn't do much for me, and the reduced complexity of production | layouts in Satisfactory made it less interesting for me. | atum47 wrote: | it's very inspiring to see factorio in the first place on HN. | It's been a while that I'm trying to publish a successful game. I | read that the version 1.0 took you 8.5 years. Do you mind talking | a little bit about that? Were you always funded? Did you had any | investors? | Insanity wrote: | The comments here made it seem more interesting than anything on | the webpage of the game. Guess I'll have to give it a shot :D | lucb1e wrote: | Note that there is also a demo and the binaries are DRM-free | (for me the demo was a bit small to justify 30 bucks, but after | playing on a friend's version for a few week it became quite | clear that I had to buy this game). | birisi wrote: | For those who like this I would also recommend Mindustry, a | similar game which is open source and available for mobile. I | actually have spent quite a lot of time with it. | singularvalue wrote: | I've wanted to try this for a while but I'm a bit reluctant | because I'm not sure that after an entire day of systems design, | refactoring, building etc I need a evening game of it. | | Would it be too much or still refreshing? My favorite unwind game | is battlefield 4. | moviuro wrote: | They have a demo version, that's free as in free beer. Try | that, see if you like it! | barbs wrote: | Relevant Vice article: Why Do We Play Video Games That Feel Like | Work? | | https://www.vice.com/en_us/article/4x38aq/why-do-we-play-vid... | [deleted] | EndXA wrote: | An interesting AMA with the founder of Factorio from a few years | back: | https://www.reddit.com/r/factorio/comments/6e6tkw/im_the_fou... | Havoc wrote: | Factorio always looked appealing. From a distance though. Never | played this for the same reason I don't do WoW and EVE online. | Scared it would suck up every minute of my life. | scrollaway wrote: | I concur with moritonal; although you can easily spend hundreds | to thousands of hours in Factorio, it is much, _much_ easier to | put down. Unlike with MMOs, the game offers you no incentive | for logging back in regularly. | | Try it and see how you feel after ~2 hours of gameplay. | reificator wrote: | > _Try it and see how you feel after ~2 hours of gameplay._ | | Coincidentally "try it and see how you feel" is also how | people sell heroin... | | They're saying they're concerned that they might get | addicted, and you're telling them to try just the tip, just | to see how it feels? | | I'm a big fan of Factorio but if you're concerned it could | take over your life, there's definitely a chance it could. | | True it's not _as bad_ as an MMO. There 's no daily quests, | no social features, (though multiplayer is fun) and most | importantly no lootboxes or variable ratio rewards. Doesn't | mean it can't addict you for a little bit though. | bregma wrote: | Factorio is like a Terry Pratchett book. It has no chapter | breaks, no obvious place to stop for the night and put it | down. It just keeps rolling along until the sun comes up. | Akronymus wrote: | For many people the "cracktorio" is just a joke. | | For me? I am actually serious about the addicting nature of | the game. | | The gameplay loop is just so rewarding, so that addiction | is easy. | octorian wrote: | Even when the game is boring, its still addictive. Kinda | weird that way. | | Of course its mostly only boring when you haven't yet | figured out the "design patterns" of an efficient base, | and/or are too lazy to tear down what you have to build | them out. | scrollaway wrote: | https://www.penny-arcade.com/comic/2014/11/26 ;) | | No, seriously though, I'm speaking with full experience: My | main WoW character has a 4-digit days playtime (and that's | from several years ago; I eventually did put it down for | good). | | Factorio is addictive the same way that Civilization is: | You want to keep going. Or like Tetris pro players, you | might think about your factory when you're not playing and | "see" it everywhere. But unlike WoW, you can put the game | down at any time: there's no responsibilities you're taking | on, there's no grind you must finish, no daily quests that | reset calling you to re-do them tomorrow. The game world | stops the moment you pause/exit the game. | | There's no comparison to a MMO. | | > _Doesn 't mean it can't addict you for a little bit | though._ | | Every good game will. Every good TV show will make you want | to binge. It's up to you to manage your time. I believe GP | is a reasonable adult and can manage 2 hours of a game | without having to check into rehab :) | oefrha wrote: | Warning: unlike Civilization, Factorio UI doesn't feature | a real-world clock, and AFAIK there's no mod that can add | one, so unless you set an alarm or have a spouse it's | really easy to get sucked up ;) | joshstrange wrote: | There are mods to add the time [0] but yes, it's very | easy to lose track of time playing this game. | | [0] https://mods.factorio.com/mod/clock | ben-schaaf wrote: | Unlike say a first person shooter factorio is limited to | 60fps, so unless the slightly reduce screen realestate is | an issue just run it windowed and use the system clock. | Aeolun wrote: | > I believe GP is a reasonable adult and can manage 2 | hours of a game without having to check into rehab | | Two hours of _a game_? Yes. | | Two hours of _Factorio_? Not a chance. Unless they don't | make it past 30 minutes in the first place ;) | DonHopkins wrote: | I was SURE I felt like I'd contracted Coronavirus, but it | just turned out that I'd been playing Factorio for so | many hours straight without pausing to eat or sleep. | jiggawatts wrote: | I got hooked on Factorio, but for me Satisfactory was far | more addictive. It had that "explore and find goodies" | element that has some sort of primal addictiveness in the | sense of: "Must hunt, gather food." | moritonal wrote: | The difference is that you can put Factorio down. MMOs are very | different beasts to single-player games. | swiley wrote: | Games like this and openttd are how I fail classes and lose jobs. | lucb1e wrote: | And make friends! | samvher wrote: | Does anyone know if performance/efficiency of the game has gotten | better over time? I played it quite a bit ~2 years ago or so, but | my 7 year old MBP got really hot and very slow by the time I | started using blueprints. From what I read at the time the game | was very dependent on single-threaded CPU performance. Maybe they | found a way to make better use of multiple cores? | | I really want to pick it up again but am not excited to start a | new factory if I know I won't be able to complete it. | Aeolun wrote: | Considering what factorio is displaying, I've always thought | the performance is amazing. | | Then again, my computer is not 7 years old, but when I played | it my desktop was running on an AMD Phenom. | samvher wrote: | Yes I definitely didn't mean for this to sound as a | complaint, I think for what it is it's quite lightweight. | It's just that it seemed to be using a single core and if | they managed to make it multi-core perhaps it could be even | more performant now. | dmurray wrote: | I think it's still largely single-threaded. They value | complete determinism: you should never get a different game | state one tick later based on a CPU race condition. This is | for easier debugging, repeatable testing, accurate | multiplayer simulation - and also just that it fits the | theme of the game, players expect to be able to design | certain systems to work deterministically. This design | decision has a performance cost, of course. | | Still there have been major performance improvements, | including parallelism-lite. And just the fact that it's | mainly the same engine that ran on low-spec computers from | 6 years ago means it should run very smoothly on modern | machines - not all of the Moore's law improvements since | then have been about parallelism. | lucb1e wrote: | I wouldn't say 'largely'. There are definitely single- | threaded parts and if you have 64 really slow cores then | you won't get 64 times as many FPS (or UPS, really) as | with 1 core running at 64x speed, but that's with all | software. | | If you have a _somewhat_ reasonable per-core speed, | multiple cores should all be loaded with work. Personally | I can 't say that I've noticed it helped, but that's | anecdotal and I've seen the improvements as they came in | incrementally rather than in one big jump from some old | single-threaded version to 1.0. | | > including parallelism-lite | | What does that mean? When I look it up I get results for | some other game with a similar name. | dmurray wrote: | > What does that mean? When I look it up I get results | for some other game with a similar name. | | I didn't mean to refer to any established term. I meant | parallelization by breaking the game up into systems, | e.g. I believe the electrical system can run completely | separately to the main thread without losing the | deterministic guarantees, while I would think of full | parallelization as allowing each assembler or inserter to | be simulated in its own thread. | | Maybe there's a more established term for this? | Parallelization through doing different types of things | at the same time, rather than doing many copies of the | same thing at the same time. | ben-schaaf wrote: | Just opened up my largest base (21k/m copper) and it's using 6% | of my 8 core cpu. That's around 108% of a single core, but the | load is spread quite evenly with the highest cpu utilization at | 28% with the rest hovering around 10%. I'd say it's very well | parallelized currently. | bregma wrote: | They've made a lot of performance improvements, but it's still | bounded by memory bandwidth and splitting updates across | multiple cores would actually slow that down due to memory | access contention. | McDuglas wrote: | The devs were constantly optimizing the game. They've added a | lot of performance tunings, options for video compression, etc. | You should give it a shot, maybe download a factory built by | someone else to evaulate performance. | avery42 wrote: | I think it's fairly well-known at this point, but I find it | interesting that the game will never be on sale [0]: | | > We state it on our steam page, but people are still asking | about it so I want to state it officially. We don't plan any | Factorio sale. I'm aware, that the sale can make a lot of money | in a short period of time, but I believe that it is not worth it | in the long run, and since we are not in financial pressure we | can afford to think in the long run. We don't like sales for the | same reason we don't like the 9.99 prices. We want to be honest | with our customers. When it costs 20, we don't want to make it | feel like 10 and something. The same is with the sale, as you are | basically saying, that someone who doesn't want to waste his time | by searching for sales or special offers has to pay more. | | I like their reasoning, and I think it helps to show how focused | they are on the quality of the game (as well as, you know, 8 | years of early access). | | [0] https://www.factorio.com/blog/post/fff-140 | OnionBlender wrote: | Jason Rohrer said Castle Doctrine would never go on sale but he | changed his mind in March. | | https://steamcommunity.com/games/249570/announcements/detail... | renewiltord wrote: | Minecraft has been the most successful use of this, I think. | Minecraft price has only steadily risen over time. | hinkley wrote: | Also, for quite a long time the tradition was that a game only | goes on sale after a successor has been chosen. Steam sales are | a comparatively new concept. | | When Factorio 2 comes out, you will most likely be able to pick | up Factorio for $10. | eikenberry wrote: | From what I've read sales are not about making a lot of money | in a short period of time, but are instead about seeding the | community for more word of mouth. That games do best over the | long run when they hit a critical mass where they get most of | their purchases from people recommending it and sales were a | strategy to ramp that up faster. | dasb wrote: | AFAIK sale-based pricing is about squeezing consumer surplus, | as described by Joel Spolsky [0]. | | [0] https://www.joelonsoftware.com/2004/12/15/camels-and- | rubber-... | CameronNemo wrote: | One alternative option is to offer rebates (or credits for | subscription based products) based on referrals. | munificent wrote: | I don't have any moral problems with sales. Some people have | money and less time. Others have less money and more time. | Sales let each of those groups use the resources they have | acquire the product. People with less money but more time can | spend that time hunting for deals. Busy people with cash can | pay full price. | celtain wrote: | My problem with sales is that time spent looking for sales is | not at all socially beneficial, it's human labor that's | completely wasted. If we want poorer people to have better | access to the goods and services richer people buy, we should | just give them more money. | | Edit: In a way it reminds me of mining cryptocurrency. It's a | system designed to reward people who can prove that they're | wasting some other resource. | munificent wrote: | _> that time spent looking for sales is not at all socially | beneficial, it 's human labor that's completely wasted._ | | A more "economically neutral" perspective (not that I claim | it is a better perspective) is that there is labor that | this particular human has available. Letting them _choose_ | to spend it on hunting down a sale is strictly better than | removing that choice. There may be "better" things they | could do with it _according to you_ , but ultimately it | should be their choice. | | The irony is particulary deep here because hunting down a | sale is surely no less wasteful to society than _actually | playing Factorio which is a pointless videogame famous for | being an addictive time-sink._ If the goal was to maximize | societal benefit, we 'd remove Factorio from the market | entirely. | | _> If we want poorer people to have better access to the | goods and services richer people buy, we should just give | them more money._ | | I think you're jumping to a conclusion that these people | are particularly poor. But my only claim is that people | have different _relative_ distributions of money versus | time, and that is probably true at all wealth levels. There | are both idle rich and workaholics. There are poor folks | working three jobs and raising three kids and others that | are couch potatoes. | | Sales are a way to let consumers at any economic level | reflect their relative priority between time and cash. | Dylan16807 wrote: | > A more "economically neutral" perspective (not that I | claim it is a better perspective) is that there is labor | that this particular human has available. Letting them | choose to spend it on hunting down a sale is strictly | better than removing that choice. There may be "better" | things they could do with it according to you, but | ultimately it should be their choice. | | Unless you consider the sale price as the base price, in | which case you're forcing people to spend time hunting a | sale to not get gouged, and it's strictly worse than | having a fixed lower price. | CameronNemo wrote: | This is a type of price discrimination, which has highly | debated morality and unequivocal efficacy. | | https://en.m.wikipedia.org/wiki/Price_discrimination | s3cur3 wrote: | Obviously people might not _like_ it, but can you summarize | the moral arguments against it? | CameronNemo wrote: | Moral arguments against price discrimination center | around fairness and inefficient outcomes. | | For example if a vaccine for an infectious disease was | priced higher for people who are more likely to be | exposed to that disease (because they have a greater | willingness to pay), it could create an unfair burden on | this buyer segment and even place the overall population | health at risk. Just because a seller knows they have | greater leverage over this vulnerable population. | philwelch wrote: | Classic price discrimination is when people who can | afford to pay more, pay more. Most people consider this | more just rather than less just. | munificent wrote: | I think medical care is a problematic example to use | because health is already fraught with moral | connotations, and medicine as a product category is not | _at all_ conducive to an efficient market. | | Arguing, even correctly, that price discrimination is bad | for healthcare does not necessarily imply that it's bad | for other things. Healthcare is different. | CameronNemo wrote: | Take education as another example | | Parents a and b are considering whether to enroll their | children in a private school. | | Parent A lives in a nice neighborhood that can lobby for | better funding for public schools. | | Parent B lives in a worse school district. | | The private school realizes that parent B has worse | options, and that they can upcharge parent B. The private | school knows that at a certain price point parent A will | simply decide to send their child to the high quality | public school in their district, so they charge that | parent less. | | Parent B is disadvantaged because they have weaker | bargaining power, and the price discrimination is simply | exacerbating existing inequalities in the community. | | I don't think that price discrimination is inherently | unethical. But the criteria used to discriminate can | certainly be unethical. Look up "reverse redlining" for | example. | philwelch wrote: | Except if you try and price gouge parent B, it doesn't | work because they're poor. So instead you price gouge | parent A because they are rich, by raising tuition and | giving a charitable scholarship/discount/etc. to parent | B. | munificent wrote: | Again, schooling is another example that is already | heavily morally loaded (the opportunity we pass on to our | children may be _the_ most important aspect of all of | society) and where there is nothing even approximating an | efficient market. | CameronNemo wrote: | Reverse redlining has to do with housing. That is a | market with many buyers and sellers, relatively good | information symmetry, etc. | michaelcampbell wrote: | Interestingly, the word "moral" doesn't appear at all on | that page. The "debate" must be elsewhere. | CameronNemo wrote: | https://www.cambridge.org/core/journals/business-ethics- | quar... | | https://econsultancy.com/what-is-price-discrimination- | and-is... | neves wrote: | They already price discriminate. In Latin America Steam | store you can by Factorio spending just US$9,00. | | Some people value the product differently. If I'd play it | for hours, probably it is money well spent, but I'm a | casual gamer. The game looks nice, but I wouldn't spend the | price of good books in it. | markus_zhang wrote: | It's an interesting and strong technique I actually hope more | games take on, even as a player. | fileeditview wrote: | I also like it. But I doubt that most games can afford to | take a stand like that. Only the most well received can do | this IMHO. | | There are always people only secondarily interested in a | game. Maybe it's not their first priority genre or whatever. | If the game company needs to convert as many customers as | possible, staying with the same price forever probably won't | work out. | thendrill wrote: | Exactly.... Making bad games and then making money off said | bad games is just bad for everyone. | Alupis wrote: | I think sadly this mindset really limits their | playerbase, and will ultimately expedite the decline of | the game and online community. | | Steam Sales have a massive effect on games - thousands of | new players try the game simply because it happens to be | 15% off today or whatever. Even the "Free Weekend" play | converts thousands of players that find the game fun. It | makes trying out a new indie-type game feel less like a | risk. | | Now that Factorio has real competition in this type of | building game (Satisfactory - which I highly recommend if | you liked Factorio), they might discover their principled | stance against any Sale might waver a bit. | | To each their own I suppose. One day, Factorio will be on | sale... once the playerbase dries up and they desperately | try to inject life into the game. Or not... maybe they | let it wilt away... which would be a real shame. | maximente wrote: | you're going to have an extremely hard time justifying | that this attitude has or will "expedite the decline of | the game and online community" given that they've been in | early access for 4 years, continue to add sales, have an | exclusive (and active) reddit, active modding scene, etc. | 4 years is practically infinity when it comes to the | uber-long tail distribution of indie video game success | stories; not only that, but the game continues to add and | keep players. | Alupis wrote: | Eh, Steam Early Release program has this effect with a | _lot_ of games that, otherwise, would never see the light | of day. | | You can play an ER game, get bored, stop playing for 6 | months, and then come back and tons of new content is | available now. This keeps the player base around too. | | Usually though, once a game calls itself "1.0" or | whatever, the new free features tend to stop shortly | thereafter. | | (which is more than fair, it's a "completed" product now) | | Where will this game be in another 4 years, after little | or no new content? All games have a shelf life. | | The developer could stick to their principles and ride it | out, and shutter the game once enough people have lost | interest. Or... they could have a Steam Sale and extend | the life for years at a time. We'll have to see... | gtaylor wrote: | FWIW, I play Factorio and Satisfactory for different | things. Factorio is where I go when I want to whip around | quickly with my designs, flinging around blueprints and | optimizing to my heart's desire. There's also that | base/tower defense element that can be a different kind | of thing compared to what you get with Satisfactory. | | Satisfactory is a more meditative experience for me where | I enjoy building and exploring within a beautiful, hand- | crafted world. I find myself building with cosmetics more | so in mind over optimization. | | Sometimes I'm in the mood for one or the other, but they | feel distinct enough for me to not substantially | cannibalize my time. Though, mine is but one point of | data! | Akronymus wrote: | I personally think that quite a large part of the HN community | will find or have already found enjoyment in the game. So I | wanted to share the release of the 1.0 version. | slazaro wrote: | I never played these kinds of programming games, I avoid them | like the plague. I just know they would ruin my life. I don't | even want to watch videos about them, that'd be like trying a | drug just to see what it's like. Nope nope nope... | gibagger wrote: | It's odd. Personally, I take xanax for anxiety, and have | never had the urge to take it for recreational purposes. I | moderate my alcohol intake, and smoke up very sparingly... a | gram lasts months to me. | | Certain videogames, on the other hand, can easily become a | big problem for me. Weird stuff. | stingraycharles wrote: | In all honesty, I had to forcibly remove Factorio from my | computer because it was too much of a productivity drain. | | I think I averaged like 60 hours a week. | alexktz wrote: | Your future RSI thanks you. | StavrosK wrote: | Ooh, I found 100ish hours of enjoyment over two weeks or so. | Good thing I lost interest after I launched the rocket (the | endgame), otherwise my productivity would have been gone | forever. | awalton wrote: | The achievements in the game are a lot of fun to go after - | they're mostly the right amount of painful/challenging and | interesting to make you actually want to try for them. | | That being said, I've put more than a few thousand hours into | the game over the past few years and I think the base game | finally got stale enough for me to move on to something else | right as they're reaching 1.0, but that's okay. (The big | problem for me is that I've been sinking a lot of time into | mods like Seablock and after nearly 100 hours into this run I | can't see starting over from scratch again just to be on 1.0. | I'm not even sure I want to finish this run either knowing | I'm unlikely to see bug fixes in the Seablock mod packs, and | they definitely could use some work.) | cybrox wrote: | I think the "Lazy Bastard" achievement is probably the | worst in the beginning, it's quite an interesting one, | though, since you later notice how much easier your life | has become because you had to automate every little thing | properly in the beginning. | awalton wrote: | I can't lie - this was one of the harder ones for me to | figure out. I eventually found the speed running | community to be quite good at this, as rain9441 would | stream his 100% runs (that is, getting all of the | achievements in one go), and it gave me a good hint on | how exactly LB was supposed to work - I kept on screwing | up saving the necessary crafts for oil refineries, since | the way the game was setup before you literally couldn't | build oil refineries in the machines you had, so you | _had_ to save a certain amount of crafts for them. | | But yeah, it's just a good balance of "wow how the _!#(_ | does this work " to "ohhh I'm so glad it works this way." | Dahoon wrote: | Did you find anything good to move on to? | awalton wrote: | Honestly no. I really want to like Civ 6 but it's such a | departure from earlier installments that I can't see | myself pouring much more time into it. It's a fundamental | design change where you're almost forced to play the same | in a certain way that I just _really_ don 't like, | combined with lots of nitpicky problems that earlier | installments just didn't have due to being better | balanced and better designed. (I think my comment on | Twitter still stands - it feels like 2K really Sims 4'd | this game right up.) | | Played Satisfactory and couldn't get into it - it's just | worse Factorio, capitalizing on the popularity of that | game with good 3D assets but trading it for terrible | planning, crafting and perspective. | | I've considered using some of my funemployment time to | write one of these kinds of games as I think I have a | unique angle that hasn't been explored to death as of | recently, but haven't committed to it. | cybrox wrote: | I assume you will not be happy if we tell you that there are | mods that drastically increase the granularity of production | processes and will make you easily work 200h on a single map | before ever launching a rocket..? | StavrosK wrote: | I think my loss of interest was more about discovering the | entire tech tree, I don't think making things harder will | be enough to draw me back. I know there are mods that add | technologies, though, maybe those are worth trying. | dkersten wrote: | Well, it sounds like you got plenty of value from the | game so maybe moving on isn't the worst thing. I love | Factorio, but there's so much out there demanding my time | maybe it's best that I also lost interest eventually. | bregma wrote: | Given the tech tree is infinite, that's impressive. | StavrosK wrote: | Infinite how? Seemed pretty finite to me. | duskwuff wrote: | There are some numerical upgrades which can be repeated | indefinitely at increasing costs -- robot speed, mining | productivity, damage for various weapon types, etc. | awalton wrote: | It's 'infinite' on a technicality. Having your last few | technologies on repeat all so your investment in tech- | making infrastructure doesn't completely go to waste just | barely qualifies, nothing more. | | It feels like the only reason they even left it in the | game was that it became a bit of a measurement of how | well your design scales past the end game - I cannot tell | you how many otherwise meaningless 'X000 science per | minute' base videos there are on YouTube, but the number | is not insignificant. Most of the time it's just 'bot | speed++' over and over again, since that's how many of | those bases work without running into extreme update per | minute (UPM) problems. | Akronymus wrote: | Pure angels alone is quite amazing. Especially if you | enable the overhauls too. (Industries and technology) | simonbarker87 wrote: | I was the same, as soon as I launched a rocket I was done. | | 3 years later I played a multiplayer once a week with my | buddies during COVID lockdown, as soon as we launched again I | got bored. They are going again with more friends and I just | join the discord for the chat, I don't open the game up. | | I don't like solve the same fundamental problem over and over | again so, I launched the rocket, done. | sbergot wrote: | I think it is good design for a game to give a sense of | closure to the player. You have reached the major goal of | the game. Now you can move on to other things and it feels | good. | | I still boot the game from time to time when I want a low | energy activity. I go through the moves. Bootstrap base, | then smelting arrays, etc. I try to innovate on some | designs a bit (mainly to make things more modular/scalable | and avoid having one big resource bus). I find it relaxing. | billfruit wrote: | I did take a look at it very early on in Early Access. I sort of | did not like that it was so deterministic, like many games of the | type. | | If there was randomness like machines churning out defective | parts, machines ageing due to wear and tear etc it would have | been more interesting, would even perhaps lead to more | interesting tradeoffs. Some type of risk vs reward decisions were | not there, which to me is generally a fun component of games. | otr wrote: | I'm sure there are mods (https://mods.factorio.com/) like that, | and if not feel free to write one | (https://wiki.factorio.com/Modding#Creating_mods). | | edit: now that I think about it factorio is purposely | deterministic because otherwise it would break multiplayer | almost totally. | billfruit wrote: | May be possible that it can be modded in, but I get a feeling | would likely break the game, and things will go out of | balance, since the core game perhaps was not designed for | such probabilistic behaviour. | | Actually some amount of probabilistic behaviour including | variation in the quality and rate of outputs of machines, | even atleast variability between the different instances of | the machines of the same type would have made it vastly more | interesting is my view. | lucb1e wrote: | That's exactly why I like Factorio more than, say, prison | architect. Where in Factorio you make your items move over | conveyor belts, in PA prisoners/guards/etc. move in really | stupid ways and you constantly have hallways clogging up on the | rightmost tile while otherwise being empty (for example; there | are many more aspects that are yolo in PA versus 'exact' in | Factorio). Heck, one of the silly parts of Factorio is having | to move your miners when the mine runs out. That's kind of | "breaking down", though it's also predictable, and even that | feels like re-doing work I've already done! It's really not my | thing. | | Seeing your perspective, I'm not sure this is unifiable into a | game that both sides would like. I guess we just like different | kinds of games. | markdown wrote: | Must be getting lots of traffic: https://i.imgur.com/TNIeMoj.png | Cyphase wrote: | For anyone who doesn't know about it, Mindustry is a similar game | with a more tower-defense angle. Linux, macOS, Windows, and | Android. | | https://mindustrygame.github.io/ | | (I have no connection to the project, I've just enjoyed playing | it.) | parliament32 wrote: | Mindustry is an amazing game once you get tired of Factorio but | want something similar. I much prefer Mindustry's timed-wave | combat to Factorio's, but Factorio is more in-depth in the | industrial processing/logistics side. | | In Steam I have roughly the same amount of hours in both. | jeffhuys wrote: | Also iOS! | Cyphase wrote: | Whoops! It's not mentioned in all the places. Thanks for the | correction. | theshrike79 wrote: | The best part about Mindustry is that at some point you can | stop fiddling with the map and just launch with the resources | you have. A playthrough for a map is a few hours tops, maybe | 3-4 if you're grinding some mineral or want to try something | fancy. | | Factory on the other hand... I uninstalled after my first quick | playtest ended with my SO waking up and wondering why I'm | already awake at 8 in the morning (trick is: don't go to sleep | and optimize the factory just a little bit longer). | | The last game that did this for me was Civ3 and I almost lost a | job then, never played a Civ game since =) | Dylan16807 wrote: | If you can tolerate building the same infrastructure from | scratch every level, with a need to max out production and/or | do levels multiple times to get the unlock points you need. | | At least that's the impression I got from a couple hours of | time into the demo before I threw it away in disgust. It was | like minutes 15-30 of factorio on loop, plus tower defense. The | tower defense was good but not enough to make up for the tedium | of setting up drills. | | Also if I'm remembering right the conveyors were unreasonably | finicky for such a core mechanic. | anchpop wrote: | I actually much prefer their conveyors to factorio's | Ajedi32 wrote: | I like both. Factorio certainly has a lot more depth to it, | but Mindustry feels more streamlined. Less focus on the | minutia of optimizing the factory and logistics, and more on | getting everything set up as quickly as possible so you don't | get overwhelmed by waves of enemies. | | For Factorio players, here are the biggest differences: | | 1. No inventory. All structures get automatically crafted as | they are built and the resources taken from your central | storage core. | | 2. No inserters. Structures that output resources output them | directly into adjacent belts or other structures. This | simplifies construction and can allow for amazingly compact | designs if you put sufficient thought into them, but can also | lead to accidentally mixing the wrong items into your belts | and clogging up your production lines if you're not careful. | | 3. You have blueprints and the equivalent of construction | bots right from the start of the game. In singleplayer, it is | normal and expected that players will pause the game, queue | up a bunch of things to be built, then unpause and let their | ship handle the construction automatically. | | 4. Belts are streamlined and much faster work with. 1 lane | per belt, and the UI for constructing belts includes a | pathfinding algorithm allows you to easily construct a belt | between two points in seconds provided you have enough | resources on-hand. Crossing two belts automatically creates | an intersection so resources don't mix. | | 5. More focus on combat. Lots of different turret options, | each with their own specializations, logistical requirements, | and types of enemies they are good against. The PVP and | attack modes are also quite fun. | | 6. More arcadey. Unlike with Factorio, you aren't expected to | keep growing and expanding your factory forever. There is | limited space and sooner or later you're either going get | overwhelmed, or retreat back into space with the resources | you collected. You can finish most stages in an hour or two. | Dylan16807 wrote: | > You have blueprints and the equivalent of construction | bots right from the start of the game. In singleplayer, it | is normal and expected that players will pause the game, | queue up a bunch of things to be built, then unpause and | let their ship handle the construction automatically. | | > Belts are streamlined and much faster work with. 1 lane | per belt, and the UI for constructing belts includes a | pathfinding algorithm allows you to easily construct a belt | between two points in seconds provided you have enough | resources on-hand. Crossing two belts automatically creates | an intersection so resources don't mix. | | Blueprints, belt pathfinding, and automatic intersections | did not exist 11 months ago when I played it. | | Thanks for letting me know, because that makes a huge | difference. I'll give it another shot some time. | fendy3002 wrote: | Man, playing it on android phone makes my head hurts. It's | small... | chillacy wrote: | I got into playing Mindustry on plane rides sometime last year | and it has the amazing ability to make a 5 hour cross | continental flight go by in an instant. | Cyphase wrote: | I first started playing it on a laptop during a long train | ride late last year, after having briefly checked it out on | Android at some prior point. It definitely passed the time | well. | grensley wrote: | I always find I start running out of patience for the game once I | get to fluids. | bregma wrote: | I'm stuck on 0.18 until I reach 1000 SPM. Real soon now, I just | need to improve my iron throughput to relieve a bottleneck in | flying robot frame production then I can turn to working out the | rocket control units not meeting production quota. | McDuglas wrote: | 0.18 was just Release Candidate for 1.0 - the only feature | added on release is Spidertron, the rest is just fixes. I think | you should update. | Coincoin wrote: | They even made 0.18 mods to be 1.0.0 compatible this way the | game releases with all mods already up to date. | TheMerovingian wrote: | I just finished a 10K SPM base. Finishing a base that big is | like finally releasing a product that was in development for a | year. I don't know what to do with myself now that its all | finished. | itchyjunk wrote: | Games can help you figure out parts of your personality in weird | ways. I used to do swimmingly with the early game with all the | hack and slash building techniques all the way up to ~500 spm. | Then the whole set up for trying to get to mega base got me | anxious and such. I found most of my bottleneck to be | electricity. Since I played on deathworld, placing solar was | tedious. | | I knew a few different people who struggled early on a lot. They | would be stuck handcrafting too much and rarely have those hack | job factory setup. But once they got their early base with ~50 | spm and robots going, they would start scaling up with neat | little blueprints and what not. | | Then there were the speed runners who launch the rocket in a few | hours. | Deestan wrote: | > Then there were the speed runners who launch the rocket in a | few hours. | | It's even below 2 hours now: | https://www.speedrun.com/factorio#Any | awalton wrote: | > I found most of my bottleneck to be electricity. Since I | played on deathworld, placing solar was tedious. | | If there's a major criticism to be had over Factorio, it's that | power generation in the game is rather boring, and the Power | poles and Light classes are designed somewhat poorly. Solar | just doesn't scale in Vanilla - it costs too many materials for | too little power, when really it should be one of the easier | scalable techs (but should still require lots of research since | it's a no-consumable power technology). | | You can get through an entire game of Factorio on nothing but | coal power if you're diligent about when you expand, but most | seasoned players will just burn the excess oil as power, since | it's rarely a real bottleneck and oil's one of the most | economical resources in the game to get setup - you build it | once and... you're done. Forever. | | And then there's the super ridiculous late gamers who _have_ to | build nuclear because once you start talking in tens of | gigawatts, there 's just no way to squeeze that out of anything | else and remain even close to efficient; the nukes take an | absurd amount of concrete, but you're usually swimming in | excess stone anyways. Trying to get there on solar is an | exercise in actual pain, since you'll mine most of the map just | trying to build panels and batteries... so you have energy to | mine the map... The bootstrapping never ends. | | Some of the mods have done real work to make this better. | There's a mod that has fusion as a late game tech which feels | like cheating, but then there's modpacks like Seablock where | you're forced to continuously rebuild power through your tech | generations as there is no coal, your starting wind turbines | don't make enough to get you past the first 10 hours, and each | successive science step unlocks a new power generation | technology that roughly feels in scale with that level of | technology (from harvesting low grade algaes for biomass, to | growing trees, to farming alien plants and extracting oils, and | then to nuclear in the latest parts of the game). | | But no amount of modding can fix things so you can have a power | pole that is also a lamp, so you can use Brave New World and | see things through the stupid unfixable dark night without also | spamming the map with build-wrecking lamps (since that mod | removes your character and thus your ability to build night | vision goggles). | BlueTemplar wrote: | You can install the mod that merges lamps and power poles or | the one that makes it always day. | tech2 wrote: | I never got in to Factorio, though I'd been tempted several | times. I recently bought the early-access Satisfactory though | which is a similar game type, mostly to support the developers | (Coffee Stain) who make another game I quite enjoy (Deep Rock | Galactic). | | The refactoring bit hits hard, how do you structure your factory | to minimise time/cost/space, can you increase throughput, do the | outputs line up where you need them, how do you ensure a | sufficient power supply, etc.? | cshenton wrote: | Coffee Stain is the publisher for Deep Rock Galactic, Ghost | Ship Games are the developer. | dunefox wrote: | I bought it with a friend and found it quite boring. I guess I | like rimworld or dwarf fortress style games much better. | mosiuerbarso wrote: | Same here. I'm a former engineer and thought Factorio would | be the perfect game for me, after all I do enjoy problem | solving. But it just seemed like an extension of my workday. | However I love Rimworld. It's a game I keep going back too | again and again. It's a great game for relaxing and | unwinding. It's certainly in my top 3 list of best games of | the last 10 years. | Dahoon wrote: | They (Coffee stain) collect data and send it to Epic (even on | the steam version and even if you opt out) and doesn't reply to | GDPR requests. I'd stay clear. | | https://steamcommunity.com/app/526870/discussions/0/24515950... | lawl wrote: | > The refactoring bit hits hard, how do you structure your | factory to minimise time/cost/space, can you increase | throughput, do the outputs line up where you need them, how do | you ensure a sufficient power supply, etc.? | | There are different 'designs'. I'd recommend a main bus design | for your starter base. Basically you take key materials, like | copper plates, iron plates, steel etc. and then run (multiple) | full belts of them down a long line. and build your factories | to the side of it, taking your input materials from the main | bus. | | See here: https://wiki.factorio.com/Tutorial:Main_bus | | Alternative designs (for much later in the game, if you want to | buiold a megabase) are e.g. rail grid, sometimes called city | block design. Looks like this: | https://i.ytimg.com/vi/1as3oMAgOy4/maxresdefault.jpg | | You have a grid of rail tracks with standardized squares and | standardized input/output locations. Then you automate input | delivery/output collection to them either by pure circuit | logic, or of you don't hate yourself quite that much using the | Logistic Train Network mod: | https://mods.factorio.com/mods/Optera/LogisticTrainNetwork | tech2 wrote: | A lot of these rules/ideas likely apply to Satisfactory, | though there are additional concerns like rate-of-climb for | ramps and placement of objects is not (by default without | using base-plates) fixed at 90 degrees but works in (iirc) 15 | degree increments. It makes things differently challenging. | munchbunny wrote: | Once you play Factorio enough times you find that there are | some general rules of thumb you can follow, in terms of | resource consumption at various stages. Once you know those, | it's partly just a matter of figuring out your scale | milestones. | | I do three stages, a main bus starter base which is enough to | fill out the tech tree and launch a rocket, and then once | I've automated most things, then comes the first megabase, | which after enough time I rip up and build the modularized, | distributed megabase (mostly solving the problem of keeping | train traffic spread out and avoiding long multilane belt | busses). The interesting thing is that building a megabase | isn't necessarily just 10x-ing your start base, it's actually | doing things differently because how you move resources | around starts to become a problem in ways you didn't | encounter at the smaller scales. | Koshkin wrote: | But, do you get to destroy other people's factories? (If not, | where's fun?) | lucb1e wrote: | Sure, pvp exists. It's not the most popular mode (co-op is the | default and most popular way to play), but there is full | support for this kind of scenario or mod: each object in the | game is of a 'force' and you can't do things like open chests | or mine (pick up) objects belonging to other forces (enemies). | That's also how biters and player-built objects work. There is | even a pvp scenario built into the game if I'm not mistaken and | setting up a server is very easy (either with the in-game GUI | or, if that's more your thing, with the dedicated server on | Linux). | rvdca wrote: | For anyone who has wondered what would Factorio would look like | in 3D, the game Satisfactory from Coffee Stains Studio would be a | good idea. ___________________________________________________________________ (page generated 2020-08-14 23:00 UTC)