[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.
        
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