[HN Gopher] The Factorio Mindset
       ___________________________________________________________________
        
       The Factorio Mindset
        
       Author : Ariarule
       Score  : 307 points
       Date   : 2022-02-11 15:35 UTC (7 hours ago)
        
 (HTM) web link (www.thediff.co)
 (TXT) w3m dump (www.thediff.co)
        
       | hathawsh wrote:
       | I own a copy of Factorio, yet I never play it. Whenever I think
       | about playing Factorio, I think what I really want to do is
       | emulate biology, not industrial machinery. I want a game that
       | lets me alter genomes slightly and try out several branches to
       | see which ones are better for the world I'm trying to create. I
       | want to fast forward through time so that evolution can run its
       | course, then if I don't like the outcome, I want to be able to go
       | back and try something else. I also want to be able to share
       | evolutionary steps as code (in text form, not graphical!) with a
       | community. The steps should be expressed in a functional
       | language. Effectively, I want my quasi-biological world to take
       | on a life of its own and I want to be able to run reversible
       | experiments on both my worlds and other people's worlds.
       | 
       | That's probably too much to ask. :-)
        
         | zethus wrote:
         | Think you're looking for a game like Spore or the older
         | SimLife, both by Maxis.
        
         | cwkoss wrote:
         | Early in my software development career, I tried building
         | something like this. It's a really interesting problem, highly
         | recommend trying it yourself. Even with a simple system and
         | very modest skills: it was able to create results that
         | surprised me, which was very rewarding. Copying previously
         | written comment (you might also be interested in the "ALiEn - a
         | GPU-accelerated artificial life simulation program" topic of
         | the thread or other similar projects in the comments)
         | 
         | https://news.ycombinator.com/item?id=27476768
         | 
         | ---
         | 
         | When I was learning to program, I tried to make a toy
         | artificial life evolution simulation. Particle organisms on a
         | 2D plane had 'dna' which was a list of heritable traits, like
         | size, speed, number of offspring. Bigger organisms could eat
         | smaller organisms, but they burn energy faster. 0 energy =
         | death. When two organisms of opposite gender collided and had
         | sufficient energy, they'd give some of their energy split among
         | the offspring, with each offspring's 'dna' values set to one of
         | the parent's +/- 5%. As I was developing this, I hadn't figured
         | out how I wanted to do food yet, so as an easy first step, I
         | just had a constant amount of energy that was split amongst all
         | organisms on the screen. Lots of little dots buzzing around,
         | was kind of neat but nothing too special. I left it to run
         | overnight.
         | 
         | When I came back I was very surprised: previously i was running
         | at about 30FPS - now it was running at about 4 seconds per
         | frame. The screen was filled with dense expanding circles of
         | tiny slow organisms emanating from where organisms had mated
         | and nothing else.
         | 
         | My simulation evolved to outsmart my simple food algorithm:
         | when food is divided equally among all organisms, the best
         | strategy is to use minimal energy and maximize offspring count.
         | I had populated the world with a default offspring count of ~5
         | and they had evolved to the tens of thousands. The more
         | offspring an organism had, the greater the amount of the energy
         | pool would go to their offspring.
         | 
         | It was a very cool "Life, uh, finds a way" moment - that such a
         | simple toy simulation of evolution was able to find an
         | unanticipated optimal solution to the environment I created
         | overnight was very humbling and gave me a lot of respect for
         | the power of evolution.
        
         | chinchilla2020 wrote:
         | There is an old game called spore that sort of did this.
        
       | lordnacho wrote:
       | I'm literally playing Factorio right now, with my kid. Got into
       | it over Christmas based on HN talking about it all the time. Good
       | game to multi because I don't have to pay attention all the time.
       | 
       | It really reminds me of software in many ways. You fiddle with
       | tiny little things like balancing a belt, and then move on to
       | building belt balancers. You then move up the abstractions to
       | where you're not really placing inserters all the time. Maybe you
       | make some blueprints and you're placing a whole set of nuke power
       | plants in one go, or looking at trains.
       | 
       | The kid loves it, but you can (luckily) tell the difference
       | between what he makes and what I make. That engineer keep-stuff-
       | organized thing takes a bit of time to hone, but he's getting
       | there. He also understands how to find root causes now, based on
       | looking at where there's a blockage in production and tracking
       | back along the chain.
       | 
       | One thing that's interesting is that the game is a bit, you know,
       | dark. I mean we've built hell and the kid doesn't mind. Literally
       | paved paradise with concrete. The air is black with robots, 100k
       | of them at the moment. There's furnaces all over the place. We
       | got rid of the steam power generation but there are huge areas of
       | nukes all over. The natives are getting atomic bombs thrown at
       | them constantly, it takes a while to even get to the nearest
       | spawner. Or water that isn't green.
       | 
       | And yet he doesn't ask about how we destroyed all the cliffs and
       | filled in the lakes, and chopped the trees.
       | 
       | "How should we make it bigger, dad?"
        
         | serverholic wrote:
         | I think that's a bit of a weak point. When I play a violent
         | video game I don't want to kill people in real life. He
         | probably just knows it's a game.
        
         | SigmundA wrote:
         | I kind of like that its dark, the aliens attack because of the
         | pollution you create, and yet still the factory grows and I
         | clear the hives with better weaponry.
         | 
         | Its has some connection to reality that cuts deep and yet I
         | want to play more get my SPM to go higher, it feels like
         | everything wrong with modern life depressing and fun at the
         | same time.
        
         | MattRix wrote:
         | Dyson Sphere Program is a great Factorio-like that feels more
         | optimistic and less dark. It's still about harvesting every
         | last resource though. On the other hand there's Terra Nil,
         | where the goal is to clean up a destroyed landscape and then
         | leave it without a trace. It's more of a puzzle game than a
         | factory game, but still worth playing:
         | https://vfqd.itch.io/terra-nil
        
           | and0 wrote:
           | DSP is excellent. I beat it before Factorio, and liked it a
           | lot more, but I then went back to Factorio to scratch the
           | same itch and after beating it think it's a bit better. The
           | modding support and multiplayer, especially,
           | 
           | DSP is prettier, grander in scale, and also has a lot of
           | niceties that come with being part of the second generation
           | of the genre. Absolutely worth playing if you enjoy Factorio.
        
           | mdemare wrote:
           | Anything for iOS?
        
             | bduerst wrote:
             | Mindustry and Shapez IO (browser) are pretty good.
        
             | xondono wrote:
             | There's builderment, that is kind of a simple factorio but
             | without creeps (or main character for that matter)
        
           | gallegojaime wrote:
           | On the multiplayer side - Eco. An incredibly underrated game.
           | You have a month of playtime to extract resources, develop
           | your society, and be advanced enough to stop an asteroid.
           | Leaving minimum impact is heavily encouraged, and it has the
           | most sophisticated economic system I've seen in any computer
           | game.
        
             | nohr wrote:
             | Can you play Eco with 2 people?
        
               | kroltan wrote:
               | Not really, the game is really made for the "10s of
               | people scale".
               | 
               | But thanks to how it works, it doesn't need 10s of
               | _coordinated_ people, you can certainly just join some
               | existing server with a friend and have an equally good
               | time.
        
             | [deleted]
        
             | kroltan wrote:
             | This, I have joined a small server and it is just a good
             | game.
             | 
             | I went in expecting it to have "cringeworthy levels of
             | hippy idealism", but no, it is actually a reasonably sane
             | game. It is the first game since Wurm Online that I have
             | felt like part of a community thanks to the game mechanics
             | themselves, and not just incidentally. A lone person will
             | need inordinate amounts of time to go far into the tech
             | tree, so instead people specialize, and soon after I was
             | running a delivery company that moved orders of resources
             | between players, with people greeting eachother when
             | passing by at the trade district.
        
           | bduerst wrote:
           | Yep, currently playing through DSP myself, as a factorio
           | veteran.
           | 
           | DSP is a great successor, even more than _Satisfactory_. It
           | 's amazing how well the DSP devs have figured out how to
           | scale from small factory plots to inter-planetary supply
           | chains to galaxy-wide economies, all to build a mega project.
           | 
           | The only thing that's really missing (and same with
           | _Satisfactory_ , IMO) is the punishment for expanding too far
           | too fast, the way the bugs in Factorio operate. DSP is
           | supposedly adding combat later though, so we'll see how it
           | pans out.
        
             | enraged_camel wrote:
             | I'd like a greater focus on externalities, honestly.
             | 
             | Oxygen Not Included does that really well IMO. Almost every
             | production process has inputs and outputs, and a lot of the
             | outputs are waste that you need to figure out either how to
             | utilize as input in another process, or to dispose of
             | safely and in a scalable way so as to avoid negative
             | repercussions. Waste isn't just in the form of products
             | either. For example, one of the challenges that sneaks up
             | on new players is that heat is also a type of waste, and if
             | you don't take steps to manage it (for example, by
             | insulating your power generators), it can wreck your
             | colony.
        
               | jeffrallen wrote:
               | Speaking of that... When people talk about limitless
               | cheap energy from fusion reactors in 30-50 years, I
               | wonder about goal warning from water great from all that
               | energy consumed and turned into waste heat radiated into
               | Earth's atmosphere.
        
               | sudosysgen wrote:
               | That will be a problem in a few hundred years of our
               | energy consumption continues growing at this rate; I've
               | done the math on this website a year or two ago.
        
               | kuschku wrote:
               | At the rate our energy consumption is growing, even if we
               | avoid climate change wrecking our society today, the heat
               | waste of our energy production will start to eclipse the
               | effects of climate change in only a few centuries, at
               | most a millenium. Which isn't that long of a time.
        
           | fennecfoxen wrote:
           | Factory Town is my current go-to. Rise of Industry has its
           | points, as does Voxel Tycoon, but Factory Town is cheery and
           | fun and it brings back the Factorio-style logic networks (and
           | be prepared to use them, as it takes away Factorio-style
           | train-routing -- though you gain tagging support.)
        
         | foobarian wrote:
         | Satisfactory had even more of that effect on me and the kid
         | when we played it. Perhaps because of being 3D and having all
         | sorts of native flora and fauna that was very good at being
         | annoying and getting in the way of construction.
         | 
         | It essentially made it fun to destroy the native environment
         | and replace it with concrete. It's not even that we didn't mind
         | doing it, it's that we enjoyed it. It was kind of unsettling,
         | since it made me think that is how I would feel if I were a
         | 19th century British colonialist bringing "order" to various
         | native lands.
        
           | and0 wrote:
           | Satisfactory was fun for a while, and I want to try the v5
           | features still, but even as an FPS vet I get headaches and
           | frustrations trying to do accurate placement of buildings,
           | let alone tightly optimal.
           | 
           | Amazing graphics optimizations, considering the dynamic
           | lighting and how many objects are rendered.
        
             | outworlder wrote:
             | The 'zooping' or whatever they call that allows you to
             | build multiple things at a time is outstanding. Enormous
             | time saver.
             | 
             | With a few exceptions, I think building placement is
             | outstanding. Hold alt and it snaps, even if the other
             | building is far away, with audio cues. Conveyor belts give
             | a dopamine hit every time I place a long one. That is with
             | foundations of course. Without them you get the spaghetti
             | mess.
             | 
             | What is more difficult than Factorio is that there are no
             | blueprints or robots to build stuff for you. Also, the
             | terrain doesn't help, we can't just destroy cliffs. But
             | that's also interesting.
        
             | psyc wrote:
             | Satisfactory is in my top 3 of all time, just ahead of
             | Factorio. 2200 hours vs 1600 in the latter. I like it for
             | the 3D exploration and hand crafted map. I love that (if
             | you don't cheat yourself out of it by abusing ramps) you
             | can spend hours on expeditions through treacherous terrain
             | to get to the next resource.
             | 
             | However my gripes are the same as yours. Placement is an
             | unwanted meta-game that they ought to remove via better QoL
             | features. The existing alignment, snapping, picking, and
             | repeating features are inadequate for a game like this.
        
             | Dobbs wrote:
             | A lot of recent changes to the game have been quality of
             | life changes to make it easier to align things.
        
           | aarmenaa wrote:
           | I got sucked into Satisfactory a while back. After about 100
           | hours in the game, I was standing at the top of a cliff
           | looking at my creation and said to myself "I'm the worst
           | ecological disaster this planet has ever seen."
           | 
           | I'm planning to start a new save soon, and I think I'm going
           | to try playing with some self-imposed rules, like not
           | removing vegetation. Not as much, anyways. I'm not exactly a
           | budding architect; where I bothered with buildings at all
           | they're mostly giant boxes filled with machines. But I've
           | seen some pretty creative, inspiring buildings on the
           | Satisfactory subreddit and I think the game is flexible
           | enough that I could create a factory that incorporates the
           | nature around it rather than just smashing everything flat.
        
             | kortilla wrote:
             | >myself "I'm the worst ecological disaster this planet has
             | ever seen."
             | 
             | Really? Worse than an asteroid strike, a massive volcanic
             | eruption, a massive flood? Blights and other naturally
             | occurring diseases that have wiped out entire species are
             | much worse ecological disasters than building an entire
             | Manhattan.
             | 
             | If you building was the worst thing that ever happened to
             | that planet, it wasn't modeled as a real planet in the
             | first place.
        
         | danbolt wrote:
         | Trying to plan things with only solar panels has this Puritan
         | work ethic feeling for me.
        
         | jamesgreenleaf wrote:
         | If Factorio took place on Earth, that would be pretty dark.
         | But, remember the backstory is that you've crash-landed your
         | spaceship on an alien world filled with giant hostile insects
         | who will attack you when you get too close, even if you build
         | nothing and never pollute. Hardly a paradise!
        
           | deathanatos wrote:
           | On the subreddit, I once read a good argument that perhaps
           | the backstory is actually more sinister. Supposedly you're
           | crashlanded ... but you launch a satellite? (Instead of ever
           | escaping?) The poster supposed that, what if the narrator is
           | a faulty narrator, and in reality, our character has been
           | sent as a sort of advanced terraforming agent send to prepare
           | the planet for colonization or such. After all, the engineer
           | needs no sleep, no food, never seems to tire, can somehow
           | research a wide range of complex technology on his or her
           | own. Perhaps the PC has simply been led, or programmed, to
           | _believe_ that he 's crash landed (or perhaps that's even the
           | truth, just the crash landing was on purpose, to deliver him
           | to the planet), and programmed such that he can't recognize
           | the cognitive dissonance of getting to a rocket but never
           | leaving, always expanding ...
        
           | hermitcrab wrote:
           | Wouldn't you be a bit hostile if aliens landed on your world
           | and started exploiting it?
        
             | avereveard wrote:
             | it's quite easy to put a dent in the "poor good alien"
             | narrative: stand around doing nothing. once enough time
             | passes, biters will kill you irregardless. mind it does
             | take a while for them to come get you, but they will come:
             | https://i.imgur.com/GFxUvu4.png
             | 
             | so the engineer motive is clear: survival, not invasion.
             | 
             | besides, the aliens are an infestation, not part of the
             | ecosystem; as a matter of fact, alien left to their own
             | device will expand and kill the planet biomass. aliens are
             | there to consume, no less than the engineer.
        
           | 8note wrote:
           | Is that not a description of colonial America?
        
           | totoglazer wrote:
           | Doesn't that make it even worse? You invade, destroy the
           | environment, and the beings that lived there don't like it.
           | So you commit genocide and unilaterally decide to destroy the
           | planet.
        
         | vaylian wrote:
         | > And yet he doesn't ask about how we destroyed all the cliffs
         | and filled in the lakes, and chopped the trees.
         | 
         | I guess it's because he knows that it's just a game. And
         | there's nothing in the game's rules that allows you to befriend
         | the natives. There's simply no other choice that is rewarded
         | other than expansion and domination, because the natives will
         | always be hostile when you get close to them. Plus: The natives
         | expand too. From time to time new biter bases spawn.
        
       | aftergibson wrote:
       | Anyone else really want to get into Factorio, but an hour into it
       | realised it just felt like work and quit?
        
       | jugg1es wrote:
       | One of my top gaming moments ever was launching the rocket in
       | under 6 hours. I launched it at 5:59:40. Then I realized the
       | "There is no spoon" achievement was for 7 hours (and it's now 8
       | hours after 1.0 launch).
       | 
       | Love this game.
        
       | metalrain wrote:
       | I think game like Factorio shows that level of automation is kind
       | of quantized.
       | 
       | First there is no automation, then one resource is automated but
       | others are not, then several are automatized, but combining them
       | is not. There are gaps where building the next thing doesn't make
       | sense even if it makes sense when you have little bit more
       | resources.
       | 
       | I think this is true in business as well. It's hard to tell when
       | you have crossed the threshold where building the next level
       | makes sense.
       | 
       | You tend to use a lot of time and money to build the next level
       | of automation and only then you can measure if it was worth it or
       | not.
        
       | SamPatt wrote:
       | "Step 3
       | 
       | Rip up large fractions of the setup and lay them out again with
       | more straight lines and sensibility"
       | 
       | Newb.
       | 
       | You don't rip the first spaghetti base up and rebuild, that's a
       | waste of time.
       | 
       | The first base only exists to get you to the point where you can
       | build a main belt line and then make everything nice and straight
       | and coherent.
       | 
       | The old base just sits abandoned, until the new belt line
       | eventually encroachs, and then you just unceremoniously raze it.
        
       | leptoniscool wrote:
       | Dyson Sphere Program is a similar type of game, with prettier
       | graphics.
        
         | saddestcatever wrote:
         | Shoutout to Satisfactory. I've seen many players that resonate
         | with Dyson Sphere Program also enjoy Satisfactory. Not quite as
         | in-depth as Factorio, but an amazingly, amazingly well designed
         | game in both over experience and gameplay.
        
         | bloqs wrote:
         | Satisfactory - even prettier
        
         | bentcorner wrote:
         | Satisfactory is IMO a superior Factorio in that it drops the
         | Tower Defense and resource-depletion mechanics. It's also in
         | 3d.
         | 
         | I can understand that Factorio is balanced differently but it's
         | annoying to build up a factory and then need to do non-factory
         | things when a resource runs out or aliens attack your base.
        
           | bcrosby95 wrote:
           | Aliens are just another automation problem, and are really no
           | different than working on the factory itself.
        
           | pwillia7 wrote:
           | The feeling when you get coal setup for the first time...
        
           | depaya wrote:
           | For what it's worth, the aliens are a completely optional
           | part of the game. I almost always play with them disabled now
           | so I can focus on the more fun parts of the game.
           | 
           | Also some mods can counteract resource depletion if desired.
        
           | 0xffff2 wrote:
           | I actually think the resource depletion mechanics are the one
           | thing missing from Satisfactory. Constantly adjusting to keep
           | the raw materials flowing in is one of the things that keeps
           | Factorio from getting stale for me.
        
           | kllrnohj wrote:
           | > Satisfactory is IMO a superior Factorio
           | 
           | Early game I agree, but mid/late game I couldn't disagree
           | more. Satisfactory desperately needs a construction bot or
           | blueprints or something to help you build at the scales it
           | starts pushing you towards, or you just afk forever. Also the
           | ticket loop as the endless resource sink is far less
           | interesting than factorio's endless research paths.
        
         | vkou wrote:
         | The logistical puzzles in it are... Unfortunately, a lot less
         | interesting (And these games, by design, are all about
         | logistical puzzles. Feeding stuff into an assembler isn't
         | interesting - getting your stuff to the point where you can
         | feed it into an assembler is.)
         | 
         | The logistics network is too powerful, pilers don't really
         | change how items move around, and fluids/gases/solids are
         | treated the same.
        
       | julianeon wrote:
       | I often encounter this issue when it comes to programming-like
       | games. I'm wondering if I should adjust my thinking here.
       | 
       | 1) Hmm, this game is a lot like programming. A lot like it.
       | 
       | 2) Maybe I should just program? That is real work & I can get
       | done more work done, be more productive.
       | 
       | 3) [stopped game, started programming]
        
         | bregma wrote:
         | Factorio has trains. Also, at my programming job they frown on
         | the use of shotguns, flame throwers, explosive rocketry, and
         | the use of tactical nuclear missiles to solve problems.
        
         | alpaca128 wrote:
         | That's also the reason I don't play games like these.
         | Programming scratches the same itch for me and has fewer
         | limitations.
         | 
         | Still I enjoy the absolutely insane creations of some people in
         | those games. I'll never forget the Doom-style 3D engine[0]
         | someone created inside Factorio, with (iirc) a clever
         | configuration of trains as a huge graphical display.
         | 
         | [0] https://www.youtube.com/watch?v=0bAuP0gO5pc
        
         | martincmartin wrote:
         | What other games are like programming?
        
           | wccrawford wrote:
           | Also "Satisfactory", Factory Town, Human Resource Machine,
           | Kubifactorium, and at least one more that I can't remember
           | the name of at the moment.
           | 
           | Some are more programming-like than others.
        
             | Firmwarrior wrote:
             | I've been on the fence about Satisfactory, but I just
             | checked Notch's twitter and the dude is STILL sitting there
             | playing it all day
             | 
             | The man's rich enough to be swimming with whales or
             | partying in space and he's sitting in his basement playing
             | Satisfactory.. there must be something to it
        
               | voidfunc wrote:
               | I picked up Satisfactory a week ago and have been playing
               | online with brother and one other friend... it definitely
               | sucks up time.
               | 
               | It's a lot of fun. I'm not much for optimizing every
               | little detail of production, but its a lot of fun to
               | build and work out supply chains.
        
               | [deleted]
        
           | bee_rider wrote:
           | There are a couple games from Zachtronics that literally have
           | a programming component to them (TIS-100 is almost all
           | programming, but with a weird computer).
           | 
           | Mindustry has a little programming if I recall correctly --
           | mostly it is tower defense and resource gathering, though.
           | 
           | EDIT: As you can see, everybody was excited to bring up
           | Zachtronics. Really neat developer.
        
           | andrewzah wrote:
           | As mentioned, zachtronics games. spacechem is more fun for me
           | because it's not literal programming like TIS-100
           | 
           | minecraft (redstone/technical farms get quite sophisticated)
           | 
           | astroneer
        
           | FumblingBear wrote:
           | One thing I don't see mentioned on here often is actually
           | rather surprising. Modded Minecraft! There are a lot of
           | highly technical mods that are focused on providing resources
           | that enable mass automation, and many modpacks that push the
           | limits of that concept.
           | 
           | Some of my favorite modpacks are Enigmatica 2: Expert,
           | Omnifactory, and one I just started recently, Divine Journey
           | 2.
           | 
           | They all have a similar process of starting with nothing but
           | a book full of quests to guide your progression, and end up
           | with you automating everything from farms to quarries to mob
           | grinders in order to produce items that have comically
           | difficult "recipes" to craft.
           | 
           | Scratches the same itch as Factorio, Zachtronics games,
           | Satisfactory, etc. but often has some fun side goals such as
           | making your factory look beautiful, exploration, fighting
           | bosses, and best of all, getting your friends hooked on the
           | game and playing on a server in a group!
        
           | FreeFull wrote:
           | Pretty much any Zachtronics game, for one.
        
           | Twirrim wrote:
           | Mindustry, Dyson Sphere Program, most games by Zachtronics
           | (Spacechem, tis-100, opus magnum), etc.
        
           | sjmulder wrote:
           | Zachtronics games. They're all about processes and
           | optimisation but in quite different ways.
        
         | egypturnash wrote:
         | There is a fine line between "this game exercises the same
         | parts of my brain as my day job, but with a vastly different
         | set of restrictions and consequences" and "I stare at a screen
         | exercising this part of my brain all goddamn day and the last
         | thing I want to do in my leisure time is stare at a screen
         | using this part of my brain even more".
         | 
         | I am an artist; I flirted briefly with Minecraft for a while,
         | then looked up from a flawed first attempt at an underwater
         | glass dome at 3AM, decided I would much rather exercise my
         | creativity in a realm where I can show it to other people and
         | maybe make some money from it, and uninstalled Minecraft
         | forever.
        
           | iszomer wrote:
           | These games were my mobile companion during brief writer's
           | block while learning C.
           | 
           | The Sequence, The Sequence 2, by One Man Band:
           | 
           | https://play.google.com/store/apps/dev?id=640940791858937636.
           | ..
        
         | organsnyder wrote:
         | I've found myself following a similar thought progression. For
         | me, the difference is that in Factorio I can decide to
         | completely refactor my base and not have to deal with any angry
         | stakeholders or teammates that disagree with my direction.
        
           | zethus wrote:
           | inb4 someone makes an angry stakeholder mod that spawns
           | biters unless you hit some arbitrary metric in a set amount
           | of time :)
        
             | organsnyder wrote:
             | The biters do make refactoring a bit more tricky. Got to at
             | least keep base defenses up and running. That could be seen
             | as the equivalent of keeping existing users happy.
        
         | jnwatson wrote:
         | Factorio is just different enough from programming that it
         | doesn't trigger that reflex for me.
         | 
         | It is more about physical layout and queuing than programming.
        
         | KaoruAoiShiho wrote:
         | Exactly, I only played Factorio and Dyson Sphere Program when I
         | was depressed. Every other time if I feel bored or burned out
         | enough to try to play a session I think about my list of
         | backlogged greenfield great ideas and immediately end up doing
         | one of those. They are honestly just as creatively rewarding
         | and fun in the greenfield stage at least.
        
         | tomlor wrote:
         | I don't think you're alone there. This was EXACTLY my mindset
         | as well.
         | 
         | I have the same problem with the various Japanese logic puzzles
         | (Soduku, Nurikabe, Hashi, etc): 1) This is fun! 2) Hmm, I'm
         | using the same algorithms to solve every puzzle 3) I could
         | probably write a solver 4) Don't write solver. Move on to
         | something else.
        
         | zethus wrote:
         | If your life goal is to optimize for "productivity", then you
         | will of course encounter your issue. I imagine the vast
         | majority of people seek out leisure activities. What I've found
         | that Factorio does for many programmers is that it hits the
         | same dopamine receptors that productive programming does, just
         | in a non-work context. A professional football player should be
         | able to enjoy playing basketball in their off-time because it's
         | another athletic activity and not feel the guilt of improving
         | their football skills.
        
           | hhmc wrote:
           | > it hits the same dopamine receptors that productive
           | programming does, just in a non-work context.
           | 
           | Plus without the inevitable bullshit that's coupled to any
           | real work.
        
         | electroly wrote:
         | Factorio is right on the cusp for me. SpaceChem, too. TIS-100
         | was a bomb for me; if I'm literally writing code, it better end
         | up in a GitHub repo.
         | 
         | With Factorio for me, I always reach a point where I know how
         | I'm going to scale up, and then I lose interest in actually
         | doing so. Just knowing that I could do it is satisfying enough.
        
           | ansible wrote:
           | > _... TIS-100 was a bomb for me ..._
           | 
           | I started it, but never finished it.
           | 
           | On the one hand, it is a _vastly_ better debugging
           | experience. You can see the entire state of the machine, and
           | easily step through the execution.
           | 
           | In contrast, with my day job, I'm dealing with incomplete
           | documentation, poorly designed and very large libraries
           | without adequate comments or organization, subtle bugs that
           | only occur in unidentified situations, etc.
           | 
           | But at the end of the day, TIS-100 felt more like work or a
           | hobby project, so I'd be better off doing one of those.
        
           | 0xffff2 wrote:
           | I love construction/management games but I very rarely
           | "finish" them for exactly this reason. The moment I can see
           | exactly how I would go about making it to the end goal, I'm
           | done.
        
             | outworlder wrote:
             | I haven't identified with a HN thread in quite a while. The
             | moment I understand how to do something or that it's
             | possible, I'll drop it. That includes my personal projects.
        
         | Aeolun wrote:
         | I have this feeling often, but I still go back to games. To see
         | any fruits of my efforts doing real programming would take days
         | or weeks at this point, and I want to do something that more or
         | less immediately rewards me for my efforts.
        
         | averagedev wrote:
         | My experience was similar. I tried Factorio once, and gave up
         | because it was very tedious, and too much work to consider it
         | fun. I would have liked to enjoy it, but it's not for everyone.
        
       | bloqs wrote:
       | Please please try Satisfactory. It's a beautiful, 3D equivalent.
       | Holds a coveted Overwhelmingly Positive on Steam.
        
         | jerry_tk wrote:
         | There is also Dyson Sphere Program with similar reviews.
        
         | TheMerovingian wrote:
         | I found that it didn't scale as much as Factorio. I'm the type
         | with over 3K hours in the game, who likes to build absurdly
         | massive bases.
        
         | Aeolun wrote:
         | I like Satisfactory mostly because you get to enjoy the native
         | flora and fauna without it constantly trying to kill you.
        
           | ascagnel_ wrote:
           | More than just the native flora and fauna, Satisfactory dumps
           | you in an area that's largely pleasant to be in. Factorio has
           | a very desaturated, green-and-brown "videogame" look, and
           | it's not all that pleasant to look at after a while.
        
         | stackedinserter wrote:
         | Thank you for yet another reminder that it sucks to be a mac
         | user :-)
        
           | neogodless wrote:
           | A "mac user" isn't who you are as a person. It's who you're
           | being in a moment of time. If you want to play PC games, buy
           | a machine that handles playing them and use it for those
           | instances. In this case, it looks like they only released
           | Satisfactory on Windows, with mostly good results playing on
           | Linux using Proton.
           | 
           | https://www.protondb.com/app/526870
           | 
           | Factorio seems to run on macOS and SteamOS + Linux.
        
       | vsareto wrote:
       | I just don't get this. I feel like people back port their
       | learning experiences to games that have a similar enough
       | structure. A nice observation, but you can't go in the reverse
       | direction by playing Factorio to learn something tangible.
       | Factorio doesn't have the same failure granularity as the real
       | world and so the usefulness of the analogy/mindset just doesn't
       | do it for me.
       | 
       | Plus my skill can be replaced by roughly how well I can memorize
       | other peoples' factory patterns.
       | 
       | Don't get me wrong though, it's a great game, and probably had
       | the same impact for its genre as Doom had for FPS games.
        
         | outworlder wrote:
         | > A nice observation, but you can't go in the reverse direction
         | by playing Factorio to learn something tangible
         | 
         | What about Factorio circuits? :)
        
       | wink wrote:
       | I love programming and I hate games like Factorio where you're
       | (to a degree) doing the same thing with logical thinking and
       | optimization etc.pp. (I like games and I like puzzles, but this
       | feels like work to me, in a language I hate, with an IDE I hate
       | and with no undo).
       | 
       | At least this article doesn't tell me I will love this and I
       | should play it, unlike all the others. So thumbs up for the
       | article :P
        
         | jimbob45 wrote:
         | I'm in the same boat but I wonder if that's just because we're
         | programmers and anything short of perfection is time wasted for
         | us.
         | 
         | When you're first starting out, it feels _amazing_ to input two
         | numbers, add them together, and print them out to the console.
         | When you're a professional programmer, it feels like you're
         | wasting time if you're not defensively coding against future
         | concerns and potential feature needs.
         | 
         | Likewise in Factorio, I can't enjoy success in any part of the
         | game because I feel that any investment in one level could
         | potentially be taking away from planning for the next level.
         | Level, in this case, being the current level of technology
         | researched in the game.
         | 
         | I realize that this is irrational but I surely can't be alone
         | on this.
        
       | ojbyrne wrote:
       | Personally I feel like Factorio reveals a principle I also see at
       | my day job. Automation is exhausting. ;-)
        
         | mLuby wrote:
         | _Growth_ is exhausting, no?
        
       | easrng wrote:
        
         | maydup-nem wrote:
         | Wow, if it is true, I will surely stop playing factorio,
         | because, apparently, some prick on hackernews would think the
         | game's lead dev is not OK, and I am always quick to pigeonhole
         | a person based on his controversial opinion, which I happen to
         | disagree with.
        
         | capableweb wrote:
         | Is this based on anything at all or just border-line libel?
        
           | easrng wrote:
        
       | Aperocky wrote:
       | Going to give a shoutout to
       | 
       | https://anuke.itch.io/mindustry
       | 
       | and
       | 
       | https://songsofsyx.com/
       | 
       | In particular, mindustry can actually run scripts within the game
       | to automate a lot of things. If you like factorio you're going to
       | like these 2 games.
        
         | valyagolev wrote:
         | Bitburner is a pure coding factory-must-grow game. it's like
         | your "run scripts to automate things in the game" without
         | anything else
        
         | fragmede wrote:
         | Also http://factoryidle.com. There's no "person" that you're in
         | control of and it plays different for other reasons, but it's
         | definitely in the same category.
         | 
         | There's also Satisfactory if you like a 1st person view of
         | things.
        
           | Matheus28 wrote:
           | Thanks for the recommendation! I loved that game
        
         | qudat wrote:
         | I had more fun with mindustry than factorio. IDK why but I just
         | felt it more approachable
        
         | pwillia7 wrote:
         | Obligatory Zachtronics and Screeps links. TIS and Shenzen are
         | my favorites of the zachtronics series. I've never really
         | gotten into screeps but it always looks so cool.
         | 
         | https://www.zachtronics.com/
         | 
         | https://screeps.com/
        
           | iszomer wrote:
           | SpaceChem is where it started for me.
        
         | Malic wrote:
         | Let's add https://shapez.io/ to that list!
        
         | iliketrains wrote:
         | Me and my friend are actually working on a somewhat similar
         | game called Captain of Industry [1]. The game is less about
         | automation and scaling and more about realistic processes,
         | mining with excavators, trucks logistics, and taking care of
         | your workers. It's not done yet but we are quite close!
         | 
         | [1] https://www.captain-of-industry.com/
         | 
         | PS: To my surprise, simulation games are a lot of very
         | technical work full of algorithms and optimizations, compared
         | to an average SWE work in a tech company.
        
           | Kaytaro wrote:
           | I mean this as a compliment when I say I hope this never gets
           | released.
        
           | eezurr wrote:
           | Just curious, if you're focusing on realistic processes, how
           | come that excludes realistic spacing/placement of structures
           | (based on your websites background video/image)? Wouldn't the
           | two go hand in hand for the feeling of the game you're trying
           | to build?
        
             | iliketrains wrote:
             | I am not sure what do you mean by "realistic
             | spacing/placement of structures", could you elaborate? Do
             | you mean that in reality you would not build a farm next to
             | a blast furnace? That's true, we did not implement any
             | mechanics regarding building proximity to others, but that
             | is certainly an interesting idea!
             | 
             | When I mentioned our focus on reality, I meant that the
             | mechanics and processes are mostly driven how things are
             | done in the real world and by playing the game you can even
             | learn something new (e.g. steel production needs oxygen).
             | However, it is a game and this can be done only to a
             | certain degree, especially the early game has a lot of
             | "shortcuts".
             | 
             | As an example of realistic mechanics and processes, you
             | build excavators that mine ores and coal, trucks haul
             | materials around the factory, terrain collapses as it is
             | being mined, iron and steel smelting produces slag that
             | needs to be disposed, fertilizer for farms is made from
             | ammonia (synthetic process) or from compost (natural
             | process), etc. (see our wiki for more https://wiki.captain-
             | of-industry.com/ ).
        
       | altairprime wrote:
       | In theory, finding the 'Factorio' aspect of production just-
       | enough management in other games is easy; Big Pharma is a lovely
       | example of this. But instead, I want to talk about Stardew
       | Valley, and the psychological effects of scaling up production.
       | 
       | There is a very popular player mod for Stardew that allows
       | automation of all "click to perform" actions normally operated by
       | the player: Harvest fruit from a tree, Brew honey into mead, Cook
       | wood into coal, Age mead in cask, and so on. Essentially, it
       | introduces the conveyor systems of any production game -- Verb
       | Noun With Machine -- and uses footpaths as the invisible conveyer
       | belts. It is possible, with careful pathing, to build a farm that
       | is automated from harvest to sale, and generates an endless
       | supply of any product with minimum downtime.
       | 
       | I found that when I applied this approach to Stardew, it was
       | really fun making it work, and once I had it all working, there
       | just wasn't anything left to enjoy. Not because the game doesn't
       | have a near-infinite list of things you can produce (especially
       | with mods), but because it turns out that the joy I derived from
       | Stardew is about doing things myself. And so my intricately-
       | pathed full scale production farm sits unopened.
       | 
       | I point this out because in tech we often forget that capacity
       | and automation can, in some cases, be inversely proportional to
       | enjoyment. I could apply a photo editing ML algorithm to my photo
       | library and no doubt it would be nice, but I enjoy the act of
       | taking a photo and fiddling with it, even if I send exponentially
       | fewer photos to my friends. One of them has a complex multi-
       | device "ingestion pipeline" and it treats them well for their
       | purposes, and I've built one before, and it turns out I just
       | don't enjoy digital photography at that scale.
       | 
       | I love playing games _like_ Factorio (though I haven't gotten
       | much into it yet) for their own sake, and I don't deny that it's
       | possible to enjoy the art of scaling and automating these things,
       | and that others feel differently. But my experience with Stardew
       | pipelines was a really useful lessons in learning what I enjoy
       | and when I enjoy it, and when that means I shouldn't scale it up
       | any further.
        
       | impalallama wrote:
       | > I used to be of the opinion that the computer game Factorio was
       | a colossal waste of talent, burning many billions of dollars of
       | GDP every year.... But since trying it out a bit more I'm
       | starting to suspect that Factorio is the rare computer game to
       | actually increase GDP.
       | 
       | Hell of an opener that just makes me immediately dislike this
       | guys entire worldview.
       | 
       | Kinda also backed up by the fact that he doesn't mention the very
       | unsubtle commentary of you basically strip mining an alien planet
       | clean mutating the wild life into a homicidal frenzy in desperate
       | attempt to stop you from killing their home with pollution.
        
         | kortilla wrote:
         | > he doesn't mention the very unsubtle commentary of you
         | basically strip mining an alien planet clean mutating the wild
         | life into a homicidal frenzy in desperate attempt to stop you
         | from killing their home with pollution.
         | 
         | People who get hung up on this are pretty shallow though. It's
         | such a tiring trope of "oh no, look at how bad colonialism is".
         | There is a lot of good stuff to discuss about the game beyond
         | the sophomoric analogies with the native aliens.
         | 
         | When people are discussing things like call of duty,
         | battlefield, etc it would be equally as idiotic to discuss "the
         | unsubtle commentary of the horrors of war".
        
           | pm90 wrote:
           | The game allows one to disable the wildlife, no mods
           | required, so it's possible to focus solely on game without
           | dealing with it at all.
           | 
           | However. I do think it's a pretty amazing mechanic that the
           | game designers put in the game, and is a great tool to shine
           | light on the darkest aspect of the human race: our
           | unbelievable capacity to subdue and destroy.
           | 
           | Factorio isn't just about being dropped in a war zone and
           | shooting the bad guys. It's about scaling up destruction to a
           | planetary scale. Often unintentionally (pollution) but also
           | intentionally (nukes). These are all very rich and
           | interesting things to speculate on, none of it is "shallow".
        
         | avereveard wrote:
         | Start a game, do absolutely nothing. Witness aliens killing you
         | nonetheless. Aliens aren't the poor good natives, and it's so
         | easily disproven I don't understand how it ever become to be a
         | thing.
        
           | sudosysgen wrote:
           | Drop into your local forest, do absolutely nothing.
           | Eventually witness a wild animal kill you. Does that justify
           | ecocide?
        
           | kweingar wrote:
           | In most of these colonization/industrialization games, the
           | entire point is the thrill of taming a wild land and
           | producing grand feats of engineering out of nothing. The
           | survivalist framing, with mindlessly hostile natives, is just
           | a narrative convenience to brush aside the ethical
           | implications of invasion.
        
           | hoelle wrote:
           | Might be overthinking it a bit. The biters are a game
           | mechanic to add time pressure to build your defenses up to
           | par with your factory expansion. Sort of a deadline to stop
           | you from navel gazing too much.
           | 
           | You can disable them entirely at game start, completely skip
           | military tech, and your pollution cloud will still blight the
           | land, poisoning trees and lakes (and fish) around you.
        
         | serverholic wrote:
         | Some people legitimately think the purpose of life is
         | productivity. I see quite a few on twitter and I can't help but
         | stare and study them like some alien lifeform.
        
           | liaukovv wrote:
           | Purpose of life is reproduction Reproduction is easier in
           | engineered environment
        
           | brnt wrote:
           | They make for excellent employees. Promotion of this and
           | similar values almost seem like they were designed for
           | capitalists to exploit.
        
             | serverholic wrote:
             | For sure. I'd legitimately love to get inside their heads
             | and see what makes them tick because it's a completely
             | foreign mindset for me.
             | 
             | I saw some recently on twitter who were discussing how they
             | run their relationships like a corporate business... They
             | have standups, 1on1's, scheduled relationship sync up
             | meetings, etc. As if doing this bullshit during their day
             | jobs wasn't enough.
        
         | valyagolev wrote:
         | Huizinga, the early theorist of games in culture, once remarked
         | about contact bridge: "The incredible amount of productive
         | social energy spent on this game could indeed be spent better,
         | but in fact most likely would be wasted on something way worse"
        
       | TameAntelope wrote:
       | Gah, this happened to me literally yesterday, where I started a
       | new Factorio map and had to close it after like an hour because I
       | knew a) how much time I'd be able to sink into the game and b)
       | how similar it was to my day job, which means I could just do my
       | day job and feel 90% of the satisfaction while also earning money
       | doing it.
       | 
       | Rarely does an article online hit me as directly as this one
       | does, good work.
        
       | juice_bus wrote:
       | Shopify allowing Factorio to be expensed is really interesting.
       | 
       | Someone higher up must really like it?
        
         | xal wrote:
         | I do :-)
        
           | midjji wrote:
           | Very cool you do this! Care to elaborate on why?
        
           | mynegation wrote:
           | That comment must be on some HN wall of fame next to "Did you
           | win Putnam?" classic.
        
             | Jalad wrote:
             | I didn't know what this was referring to, but after a
             | little bit of digging:
             | https://news.ycombinator.com/item?id=35079
        
         | midjji wrote:
         | A tech company focused on logistics has at least one boss or
         | founder who really likes factorio, the game for and by
         | programmers who like logistics? Who could have guessed^^ It is
         | cool if they let people expense it though, but motivating the
         | 20$ per employee cost is pretty trivial. Compared to similar
         | expenses like a yearly fruit basket, Id wager giving
         | programmers/logistics workers a free factorio probably has a
         | better impact on work performance. I think op is
         | underestimating how much people learn from games, but it is
         | also not exactly a high bar to pass, and Id wager factorio
         | teaches more than most.
        
           | sam0x17 wrote:
           | I agree that it's chump change. Many startups provide a
           | $100/month budget for "whatever" self tech expenses that can
           | be spent on things like games, etc. This isn't groundbreaking
           | by any means. Still cool that they do it though.
           | 
           | Now comping employees for after-hours time spent playing
           | factario -- now that would be groundbreaking haha
        
           | jfim wrote:
           | > Id wager giving programmers/logistics workers a free
           | factorio probably has a better impact on work performance.
           | 
           | I'd be skeptical of that claim. I'm sure there would be at
           | least a few engineers that showed up to work pretty tired
           | because the factory needed more iron plates. :-)
        
             | midjji wrote:
             | Yeah, think I'm less assuming that people wont let it
             | negatively affect their work, as much as assuming that the
             | people for whom it does would have been playing something
             | else with the same effect.
        
               | Aeolun wrote:
               | Not really. Factory/building games are the only ones that
               | keep me up until 2:35 AM (at least today).
               | 
               | This was fine when I could just sleep in until 10, but
               | I'm fairly certain my little bundle of joy will need my
               | attention somewhere before 8.
               | 
               | 3 years in and still trying to figure out how to combine
               | these things.
        
               | midjji wrote:
               | If you figure it out, there will be a lot of interest^^.
               | I kinda miss the "just one more turn" till sunrise
               | sessions, but half of that is me missing that the only
               | thing that happened the day after was a slight headache.
        
         | shane_b wrote:
         | Tobi the CEO likes it
        
       | deltaonefour wrote:
       | Every once in a while on the HN front page you get some article
       | about a programming analogy or an entrepreneurship analogy.
       | 
       | "Here's why the game factorio is like programming or here's why
       | it's like life. yada yada yada"
       | 
       | Yeah, AND this guy takes the next step and turns the analogy into
       | a "mindset."
       | 
       | Great. Revolutionary. First off.. analogy is amazing. Second...
       | turning that analogy into a way of life blows my mind. Is your
       | mind blown too? This guy is a genius.
       | 
       | The next step, (and I've seen plenty of this on HN), is to turn
       | that analogy into a full blown "theory" of some sort... complete
       | with diagrams.
        
         | dentemple wrote:
         | I mean, out of most of the analogy examples posted to HN,
         | Factorio is actually a good one. The observations that the
         | writer makes are all immediately apparent when you fire up the
         | game, and there isn't anything here that I'd call a "deep cut"
         | or a strained metaphor.
         | 
         | Factorio can literally be renamed "Iterative Development: The
         | Game" and players wouldn't find anything confusing about any of
         | it.
        
           | deltaonefour wrote:
           | >I mean, out of most of the analogy examples posted to HN,
           | Factorio is actually a good one
           | 
           | I think all the analogies I've seen are good. The problem is
           | they're obvious. They don't really bring anything new to the
           | table.
           | 
           | Great you identified an analogy. Big deal?
        
             | dentemple wrote:
             | And yet, there's always at least one HN reader who makes a
             | comment in every popular thread that the original post is
             | irrelevant in some way.
             | 
             | Still, it never seems to stop people from doing it despite
             | not "bringing anything new to the table" with their
             | comment. So why do it?
        
               | deltaonefour wrote:
               | What I'm bringing to the table, is helping everyone
               | notice that these posts bring nothing new to the table.
               | 
               | That's the problem with these analogy posts. People like
               | them but they don't offer anything of substance. Think
               | about it. You identified a connection between two things,
               | yet nothing new was introduced. You get this artificial
               | euphoria of seeing a connection but that's it, it's just
               | an illusion.
        
         | ineedasername wrote:
         | It seems like this is merely someone's opinion that Factorio
         | may have some transferable skills, namely a mindset-- along
         | with the limitations-- of automation.
         | 
         | I'm not sure why this would be so frustrating for you. It's not
         | like the author themselves went down your slippery slope to
         | full blown theory. If they had? Sure, that would be a bit of
         | the usually breathless attempts at "thoughtleading", but I see
         | no need for preemptive criticism.
         | 
         | Also congratulations for being really tall. I'm about average
         | height.
        
           | deltaonefour wrote:
           | I'm frustrated because these types of opinions are
           | everywhere. Especially factorio:
           | 
           | https://www.google.com/search?q=factorio+is+like+programming
           | 
           | There are tons and tons of these.
        
             | ineedasername wrote:
             | I program, and I've played Factorio. It feels kind of like
             | programming, so it does not frustrate me that such an
             | opinion can be found everywhere.
             | 
             | Is it your opinion that Factorio does not have elements of
             | gameplay that require (or benefit from) an approach to what
             | is used in programming?
        
               | deltaonefour wrote:
               | No it frustrates me when something so obvious needs to be
               | announced 50 million times as if it's some revelatory
               | discovery.
               | 
               | Here a list of games that are unintentionally turing
               | complete:                 Dwarf Fortress       OpenTTD
               | Terraria       Minecraft       Minesweeper
               | LittleBigPlanet       Baba is You       Factorio
               | Cities: Skylines       Opus Magnum       Portal 2
               | Geometry Dash
               | 
               | You can come up with approximately 10 analogy blog posts
               | for each game... written, of course, from a different
               | blog with each post presenting the analogy as if it's
               | some amazing idea. Then of course post it on hackernews
               | and flood the front page with this stuff.
        
               | ineedasername wrote:
               | Well, the world is full of people that have never played
               | Factorio. Some of them are programmers, and when they
               | finally play it they get excited about it and want to
               | tell people about it. Independent rediscovery.
               | 
               | And I'll admit to bring irked sometimes when a recurring
               | theme or repost rears its head on HN pg1 for the dozenth
               | time, so I guess I understand your sentiment. But I
               | console myself with the knowledge that what is old and
               | cliche for me is likely to be eternally new for an ever
               | changing subset of readers.
               | 
               | Also thanks for the list of games-- I had no idea some of
               | them were Turing complete, and will enjoy a bit of
               | dugging internet rabbit holes finding out the details of
               | why & how.
        
               | deltaonefour wrote:
               | Even CSS is turing complete. Have fun.
        
       | evmar wrote:
       | I love Factorio!
       | 
       | If you've completed enough of the base game, I can recommend
       | Seablock (which includes AngelBob) and Space Exploration as two
       | mods that make the game dramatically larger. I played some of
       | Pyanodon (which is also sometimes mentioned as a big mod) but I
       | found it kind of gratuitously complex.
        
       | benlivengood wrote:
       | Factorio is an SRE game if there ever was one. It comes with
       | graphs and dashboards. You can create audible alerts. The QPS
       | (errr, biters) _will_ come and the factory better be ready.
       | Success failure is a thing.
        
       | jl6 wrote:
       | I feel compelled to repost a comment of mine from the simutrans
       | thread:
       | 
       | --
       | 
       | So, this is totally pop-evolutionary-psychology, but I think the
       | relevant predisposition is towards hoarding. For 100,000
       | generations, humans (and our ancestors before then) have had to
       | gather and store food and other supplies to see them through the
       | winter (or other hard times). We are wired to do this because we
       | would have died out if we didn't.
       | 
       | Building games let you build up your hoard of stuff (whether
       | trains, rails, buildings, tiberium silos, green circuits, ...) in
       | a tight feedback loop that repeatedly triggers the "this is my
       | stuff, now I am safe" dopamine response.
       | 
       | This also explains collecting hobbies, and goes some way towards
       | explaining the desire for wealth acquisition in general.
        
       | lawrenceyan wrote:
       | From the footnote: > In CS terms, expanding a poorly-specced and
       | unmaintainable Factorio base is O(log(n)) while expanding a
       | perfectly specced one is O(n), but the coefficient on the first
       | is massively higher.
       | 
       | Shouldn't this be the other way around? Speccing out requires
       | higher upfront effort, meaning a higher coefficient, but
       | ultimately results in better long term results in overall
       | required effort, resulting in O(log(n)).
        
       | minihat wrote:
       | My friend has 600+ hours played of Factorio.
       | 
       | He just beat the game for the first time. I bought it, we played
       | multiplayer. And I taught him the mantra "great is the enemy of
       | good enough". Our run took 14 hours.
       | 
       | I also know many people like this at work, and wish they could
       | have the Factorio experience.
       | 
       | If you refactor at the first sign of trouble, you remain blind to
       | totally new to problems just around the corner.
        
         | tstrimple wrote:
         | For me "beating" those type of games isn't the point. I've got
         | nearly 1,500 hours on Rimworld and I've never beaten the game.
         | It's more interesting to me to create different scenarios and
         | see where they go and what stories come from them than to try
         | to optimize for racing to the end.
        
           | hobomatic wrote:
           | Yeah an earlier poster mentioned something about there being
           | no black box problems and that all the information to do
           | anything is already out there to read. I think this is only
           | true if you are looking to beat the game in a prescribed way.
           | There is a massive amount of space for experimentation and
           | defining your own resource restrictions and goal state.
        
         | chrisfosterelli wrote:
         | I mean, some people just prefer to play the game more
         | leisurely. It's not a speed run or a business deliverable. I
         | have around 80 hours on my factory so far and it's pretty clear
         | to me I could have "finished" by now with a lot more corner
         | cutting but I'm enjoying the process of exploring each tech
         | tree discovery in depth and scaling things out "right". This
         | takes longer, but it's fun and I feel better about the end
         | result, and isn't that the point?
         | 
         | Also -- playing the game over again gives a colossal speed
         | benefit. Probably half of my time spent on this game has been
         | ripping up everything I did that I realize clearly won't work
         | nicely once I reach the next tech tree item. Knowing what the
         | end game looks like in advance saves a lot of time.
         | 
         | I think I partly like this game because it reminds me of
         | programming before programming was work. Trying to get through
         | everything as fast as possible sounds like the antithesis of
         | that, but maybe that's just me.
        
           | m463 wrote:
           | I got to the point where I could copy-paste walls with lasers
           | around an area and then develop inside it at my leisure. Then
           | the game was no-worries building therapy.
        
             | DerArzt wrote:
             | No worries until the next bitter wave comes, and oh my god
             | there are 20 behemoths and holly crap this drawing a lot of
             | power, wait why am I experiencing a brown out? Oh no.....my
             | coal mines are electric powered on the same grid as the
             | turrets and the buffer is low......They made it through the
             | wall.....They are destroying the base including the coal
             | mines......Time to start over!
        
               | sudosysgen wrote:
               | Always good to keep a few coal powered inserters, hehe
        
               | fennecfoxen wrote:
               | This is why you have a separate defense grid, and a
               | capacitor farm to serve defense demand, and when the
               | capacitors run low you have a logic network to read the
               | value of `A` (accumulator fill %) and turn off everything
               | that isn't critical (mining, etc). (Of course, you'll
               | need this switch at any satellite installation too.)
               | 
               | You may need to shift-click some electric poles to
               | disconnect them from other poles, and use copper wire to
               | connect them exactly how you want.
               | 
               | Add a lowkey alarm buzzer (the speaker) to let you know
               | this is going on. Try to have a second, louder one that
               | detects whether it's failed and the factory is still on
               | because of a short circuit. Conduct tests by wiring in a
               | constant combinator outputting a fixed value of A
               | (possibly negative).
        
         | FeistyOtter wrote:
         | In what situations did this mantra help? I am the same as your
         | friend, I have like 100 hours and I have never reached the
         | endgame, always unsatisfied with my factory.
        
           | leetcrew wrote:
           | as you unlock more technologies, it becomes increasingly easy
           | to refactor/maintain a large factory. ex: bots are a major
           | inflection point in the game. you could scale up petroleum
           | processing and red circuits before getting bots (you need
           | these two things to make them), but that involves a lot of
           | manual effort. it's usually better to do a barely sufficient
           | (but tileable!) petroleum and rc setup, then immediately fix
           | it after making a few construction bots.
           | 
           | more general tip: clean interfaces are more important than
           | massive capacity up front. in the long run, you will always
           | need more steel/circuits/etc than you can serve with a single
           | production line. but even if the internal layout is a mess, a
           | functional unit with a clean interface can be scaled
           | horizontally forever.
        
             | dragontamer wrote:
             | Cleanliness doesn't really matter, because space is
             | infinite.
             | 
             | -----------
             | 
             | So long as you've unlocked enough military (ie: shotgun in
             | the early game, or tank in the mid-game), you can just
             | clear out more room and then build there. (Shotgun has
             | significant pierce-damage, enough to kill the alien bases.
             | Tank also has significant pierce damage and impact-damage,
             | allowing you to win against small / medium aliens through
             | the midgame rather easily and cheaply)
             | 
             | Don't even "tear down" your oldbase. Just fully abandon it
             | and move elsewhere. Even without bots, there's no penalty
             | to "just leaving".
             | 
             | ---------
             | 
             | Bots / deconstruction planner is more of a thing if you're
             | tired of cleaning out biter-territory and want to "recycle"
             | your old areas.
        
               | storyinmemo wrote:
               | Hi, it's me your local site reliability engineer. I care
               | about things like latency, monitoring, and being able to
               | understand the overall moving pieces. Scaling things in
               | appropriate ratios is also relevant to me. I'd put you in
               | a storage box and nuke if I could, but let's go have this
               | conversation standing on these train tracks.
        
               | dragontamer wrote:
               | > I care about things like latency
               | 
               | Good luck bootstrapping your first Kovarex U235 units!
               | 
               | A properly done Kovarex U235 takes about 2-hours to
               | bootstrap itself. By this point in the game, you need to
               | be able to "predict" how the factory will work in 2+
               | hours of latency and make sure things work as expected.
               | (Or I guess you can blueprint copy/paste from an internet
               | forum... but I find that "my own designs" are what make
               | Factorio fun)
               | 
               | ------
               | 
               | Once you're able to "predict" how the factory works in 2,
               | 3, 4 hour scales, a lot of good designs open up. You
               | focus on throughput and *eventual* designs... willing to
               | wait 3 hours to get things done.
               | 
               | And by "wait", I mean go play somewhere else for those 2
               | hours. There's always more work to do, a design that
               | takes 3 hours to complete _AUTOMATICALLY_, but only 5
               | minutes of manual / human input is superior to a design
               | that takes 10-minutes of human effort but completes in 15
               | minutes.
               | 
               | The #1 resource in Factorio is player-attention. You
               | should be laying out designs, and then _LEAVING_ in most
               | situations. You let the bots complete the area and come
               | back to "verify" when they're done.
        
               | leetcrew wrote:
               | maybe we are talking past each other, but I'd say clean
               | interfaces and bots are very important even if you don't
               | want to tear down the original factory. you want to be
               | able to double production of high volume products with a
               | couple copy-pastes. can't really do this if you have some
               | gnarly IO setup.
               | 
               | I agree clean layouts _inside_ of functional units is
               | unnecessary. land is cheap; just make something that
               | works and cp it everywhere.
        
               | dragontamer wrote:
               | > you want to be able to double production of high volume
               | products with a couple copy-pastes.
               | 
               | In my experience, no.
               | 
               | Any high-volume production needs to be built from the
               | ground up from smelters (or even miners) on downwards.
               | 
               | If you have 1-belts of iron feeding your factory and then
               | want to expand, the easiest way to do so is to build a
               | parallel +1 belt of iron (including the 70+ smelters and
               | 50+ miners somewhere else) somewhere.
               | 
               | The terrain and issues of that other area (ie: water,
               | cliffs, trees, etc. etc.) will be different. You can only
               | legitimately "copy/paste" designs if you have an advanced
               | set of terrain modifiers: landfill to erase water, cliff-
               | explosives to erase cliffs, and flamethrowers to erase
               | trees. (Chopping by hand takes too long. Even bots take
               | too long in many situations to erase trees, especially at
               | low-bot speed levels).
               | 
               | -----------------
               | 
               | If you try to "logically" add it to your factory
               | (originally designed for only 1-belt), you end up with
               | non-obvious starvation points everywhere.
               | 
               | Its far easier to declare the entire "logical belt"
               | region to be a cohesive design (from mines to smelter to
               | assembly machines to science to labs: beginning to end of
               | the entire process).
               | 
               | There's an additional bonus to this: belting the "end-
               | product sciences" is very easy and low-throughput.
               | Instead of "moving your factory" around, it makes far
               | more sense to "move your science belts" around.
               | 
               | -------
               | 
               | Its very hard to turn a "1-belt of iron + 1-belt of
               | copper" factory into a "2-belt of iron + 2-belt of
               | copper". Very very difficult, you really shouldn't be
               | trying to find space for the extra belt or smelters.
               | 
               | Just "soft abandon" the base, and build your 2nd belt of
               | iron + 2nd belt of copper elsewhere. Then build 2-belts
               | of your red+green+blue+purple science (or whatever
               | outputs your old base were doing) to lead to the new
               | science center. "Abandon" the old science center as well
               | (since the "old science" center won't have the extra
               | science to advance forward).
               | 
               | "Abandoning" the science center means that all that space
               | opens up for you to move your science-belts to the
               | necessary location towards the new science center. Maybe
               | you need to plow through some old areas but it'd be
               | easier to do this from an "abandonment" mindset rather
               | than a "cleanup" mindset.
               | 
               | ---------
               | 
               | The only way you "cleanly" have room for that 2nd line of
               | copper or iron, is if you magically remembered to leave
               | room for the 70-smelters before you built the base. This
               | is unreasonable.
               | 
               | EDIT: I guess you use yellow/red belts in the early game.
               | 24-smelters per yellow belt of production. 48-smelters
               | per red belt of production. 72-smelters per blue belt of
               | production.
               | 
               | How do you grow 24-furnaces into 48? Doubling the size if
               | you upgrade from yellow to red? (Or upgrading from 1x
               | yellow to 2x yellow?). Its non-trivial to run that many
               | lines through the middle of already-built factory areas.
               | 
               | And unless you planned for it, 24-additional furnaces is
               | a non-trivial amount of space.
        
               | leetcrew wrote:
               | before I have bots, I usually put down a minimal
               | production line that doesn't saturation a belt. I place
               | them perpendicular to the main bus, so they can be 2x'd
               | or 4x'd before saturating an output belt or fully
               | consuming an input. in the early stages of having bots, I
               | scale them a couple times as needed.
               | 
               | but once I have a good number of bots and a couple speed
               | upgrades for them, I try to switch to remote train-served
               | factories for bulk items. so doubling steel really is as
               | simple as copypasting the original smelters and train
               | stops. with current train mechanics, you don't even have
               | to rename the stops. from here you can either fully
               | transition to block architecture (probably overkill for
               | vanilla) or widen your original bus at the end by
               | injecting materials via train.
               | 
               | if you do it right, the only manual effort for scaling is
               | adding new trains to prevent starvation.
        
               | dragontamer wrote:
               | It sounds like you're inadvertently benefiting from an
               | advanced concept called "compression".
               | 
               | A yellow iron-belt can send at most, 15-iron per second,
               | towards the factory. The player can spend this on 3-steel
               | per second, 15-green circuits per second, 7.5 gears per
               | second, or any such combination of intermediate
               | materials.
               | 
               | However, "steel" has an interesting property, every "1
               | steel" you send down the factory is equivalent to sending
               | 5-iron down to the factory.
               | 
               | ---------------
               | 
               | This means that your singular steel belt sending only a
               | partial belt (maybe 6-steel/second, which is only 40%
               | capacity) is "equivalent" to sending 2-iron belts
               | (30-iron per second).
               | 
               | "Compression" means that you only have to think about
               | running 40% belt of steel, rather than 2x 100% belts of
               | iron. This takes up 1/2 the space and is far simpler in
               | the overall picture, and even leaves room on the belt for
               | up to 2.5x expansion later. (Your 40% yellow belt can
               | "expand" to 100% capacity in the long-game, ultimately
               | reaching the same throughput as 5x yellow belts of iron
               | at 100% capacity).
               | 
               | Playing with "compression" can lead to simplified
               | designs. Similarly, green-circuits are great at
               | compression (1-iron + 1.5 copper per circuit), as are
               | gears (1-gear == 2-iron). But steel is among the best
               | (5-iron per steel).
               | 
               | --------
               | 
               | If you work at the "steel" level and plan around a
               | "future steel belt", you end up benefiting from
               | compression and leading yourself towards simpler designs.
               | 
               | But that's an advanced concept. This isn't something I'd
               | expect a beginner or intermediate Factorio player to get.
               | The beginner/intermediate player would try to brute force
               | the additional iron-lines using iron plates directly, and
               | have a difficult job of doing so. It takes multiple
               | playthroughs before you realize that belting-steel has
               | benefits over belting-iron from a factory throughput
               | perspective.
               | 
               | -----------
               | 
               | The recommendation I put above, to belt your science to
               | new locations, is the ultimate answer to this
               | compression. A blue-science pack consists of 1.5x adv.
               | circuit + 1x engine + .5x sulfur
               | 
               | That is to say: one blue-science pack is 7.5 copper + 12
               | iron + 3 plastic + 1/2 sulfur, or roughly 23-resources
               | per blue-science pack. That's a compression ratio of
               | 23-to-1, superior to steel.
               | 
               | This makes "belting" blue science around a relatively
               | efficient endeavor from a human-labor perspective. (True:
               | the factory has to work 23x harder to "fill the belt",
               | but if we're talking about "eventual consistency"
               | measured in the scope of hours, its not really that big
               | of a deal to wait for the belt of science-packs to fill
               | up to its steady state level.
               | 
               | And by "wait", I mean, "play the other elements of
               | factorio while waiting". I know its going to take 3 or 4
               | hours to happen, but I know it will happen with 100%
               | certainty because I have confidence in the design. So I
               | do it, and move on to base expansion / building more
               | train outposts or other manually-intensive jobs.
               | 
               | --------
               | 
               | In any case, "just expand steel" turns out to be one of
               | the easier tasks. I don't know if you knew steel was
               | specifically a high-compression item worthy of attention
               | like this, but... that's an explicit strategy. One that
               | took me many, many playthroughs to understand and take
               | advantage of.
        
           | dragontamer wrote:
           | Construction Bots can automatically "tear down" your trash
           | areas, and unlocks the "copy" and "paste" buttons, meaning
           | you rebuild the areas much faster.
           | 
           | Bots are roughly blue-science, or the ~halfway point of the
           | tech tree.
           | 
           | ---------
           | 
           | So everything "Before" construction bots can be basically
           | seen as a "prototype" or "throwaway" factory. Everything
           | "after" construction bots is also a prototype, because you
           | can just hit the "deconstruct planner" and tear everything
           | down automatically and reconstruct from scratch whenever you
           | want.
           | 
           | If everything is a prototype, then perfection doesn't matter.
           | Instead, you're "pursuing" perfection, teardown whenever you
           | think you have a better grand plan, and copy/paste the design
           | back if you make a mistake (or Ctrl-z / undo your decisions
           | as needed. Etc. etc.)
        
         | [deleted]
        
         | skipants wrote:
         | That's been my takeaway from these games, too. It really helped
         | with my perfectionism because it makes the negative effects of
         | it tangible; you notice how much more time you lose by trying
         | to be perfect rather than just getting your supply of materials
         | up and running.
        
           | cwkoss wrote:
           | The factorio dev team are such fantastic software engineers,
           | I wonder if this was an emergent feature of building what
           | they want or if there was actually intentionality in making
           | this a common takeaway from playing the game.
           | 
           | If you haven't, read their blog! It's a master class in
           | release notes and development communication.
        
         | fennecfoxen wrote:
         | > great is the enemy of good enough
         | 
         | One-man Factorio is a lot different than big-team Factorio. As
         | a single factory-developer, you need to be startup-like and
         | remember that your time _in the present_ is the most valuable
         | resource.
         | 
         | So _always_ automate everything the first time, because you
         | WILL need more of that component. But do it in a quick and
         | dirty and unscalable manner so you can move on to something
         | else. Start with box-fed production lines; when you 're sick
         | and tired of refilling the boxes, it's time to re-do it better.
         | 
         | Build a system to support this throwaway development, where you
         | can tear things down later and replace them and it keeps
         | working. Start with a narrow bus, not eight lanes each for iron
         | and copper -- but keep it open for expansion downstream. When
         | you run out of space near the start of the bus, don't just move
         | things a few tiles to squeeze in an incremental upgrade: build
         | a much bigger production line further downstream. You'll have
         | more and better components to do it right.
         | 
         | And always, always, always, keep your interconnects separate
         | from your production components. You don't need a single
         | straight-line bus like some people think, right angles and
         | parallels and grids are fine, but if your belts are snaking
         | through something else, it's real hard to tear down that
         | something-else, and it's real hard to scale up. Encapsulation
         | is important.
         | 
         | And when you're finally scaling up like crazy, ready for the
         | big leagues, use a high-throughput component someone else
         | developed and have your robots install it.
        
         | shane_b wrote:
         | In software dev, my team has a "naive, naive, refactor" rule
         | for this problem
        
           | rustyminnow wrote:
           | Could you elaborate on this rule?
        
             | gknoy wrote:
             | My guess is, it has to do with how you handle 1, 2, N. The
             | first time we write something, we write it just for that
             | specific case --- no point overengineering if you don't
             | know you'll need it. (Hence the "YAGNI" advice that is
             | common.)
             | 
             | Now, there are two things that code has to handle. You
             | could put in a simple bit of special-case logic, or a case
             | statement, and move on, OR you could instead spend time,
             | codes, and tests making it robust to handle many different
             | types of input, with a type-specific config system that
             | makes it easy to add new type-specific behavior.
             | 
             | Our predilection on many teams is to skip the middle part,
             | and write robust automation the first time we hit a special
             | exception. ("This used to be about ordering burgers but now
             | we want to also order shakes, and they don't have a cook-
             | time.") It seems like the OP was suggesting that we do a
             | "crappy" good-enough solution to that intermediate phase of
             | complexity, as there's a chance you might not need more
             | than that.
        
               | shane_b wrote:
               | Exactly, great explanation
        
             | shane_b wrote:
             | The first time you implement, the default is to over
             | abstract. The second time even more. By the third, you have
             | a good enough idea of what you need to then build something
             | robust. Each phase is faster.
             | 
             | Second iteration is almost always copy and paste of first
             | with small tweaks. I'd rather that than some kind of
             | conditional.
             | 
             | The best UI almost never fits the most convenient technical
             | solution so we optimize for UI and then technical.
        
             | mceachen wrote:
             | It may be a reference to https://en.wikipedia.org/wiki/Rule
             | _of_three_(computer_progra...
             | 
             | The idea is that you grit your teeth and let code be
             | deduplicated twice (but no more), rather than immediately
             | DRYing up code, so you'll (hopefully) have a better sense
             | of what the common code should look like.
             | 
             | (I personally think it's too hard in practice, as common
             | code can be written sufficiently differently to not be
             | recognizable as common by the Engineers Of Tomorrow).
        
       | caycecan wrote:
       | Recently discovered Satisfactory. It's roughly GTA2 vs GTA3 when
       | compared to Factorio (2d top down vs 3d open world). I'd love to
       | hear peoples thoughts on the two games and what one does well vs
       | the other. What people get out of either.
        
         | benlivengood wrote:
         | Satisfactory is smaller scale (resource patches far apart, most
         | of the build being about transport and linking a few buildings
         | together, power being harder to achieve, and overall feels
         | resource constrained) and Factorio feels like a blank canvas to
         | paint factory on.
        
         | kllrnohj wrote:
         | Having sunk vastly too many hours into Factorio, and recently
         | just about 'completing' Satisfactory, I think Factorio is the
         | far richer factory game.
         | 
         | Satisfactory's unexpected joy is in exploration, such as
         | finding all the alternative recipes. However mid game starts to
         | be a bit of a drag, and late game is borderline miserable (the
         | Smart! mod helps _tremendously_ but I 'm talking vanilla-only
         | experience here). In particular in satisfactory you never out-
         | tech problems. You never get tools to help you start
         | abstracting away details like you do in Factorio with
         | construction bots, beacons, modules, and substations.
         | 
         | Satisfactory makes me want to design & build pretty or well
         | laid out factories. But since it doesn't give me any tools to
         | help with that, I end up with just floating slabs in the sky of
         | endlessly repeated simple connections.
         | 
         | Factorio feels far more rewarding when you come up with clever
         | layouts for things, as you can then copy/paste it. Or design it
         | to be modular for later expansion. There's the metagame there
         | if making things tileable for rapid expansion later on.
         | Satisfactory largely doesn't have that. It's too painful to
         | expand anything, so it's all one & done stuff
        
           | polski-g wrote:
           | The copy/paste/blueprint feature of Factorio has ruined every
           | other logistics game for me. Used to love the Anno series
           | until I got Factorio.
        
         | AnotherGoodName wrote:
         | Satisfactory is more designed for social interaction. That
         | alone makes it worthwhile.
         | 
         | I suspect this is part of my own mindset. Satisfactory is all
         | about watching the sunset over your factory as you goof around
         | with good friends after a real world hard days work. There's no
         | frantic action to be had by design. The factory is slower.
         | 
         | I really didn't like Factorio at all. It's either too frantic
         | with enemies or just a grind with no enemies. I'm always down
         | for Satisfactory and beer with friends though. That game has a
         | relax and chill factor like no other.
        
       | m463 wrote:
       | > (it should probably be renamed "Refactorio")
       | 
       | great observation :)
        
       | DiabloD3 wrote:
       | I have over 5000 hours in Factorio. I am part of a group where
       | several of us are over 5000 hours. Some of us have Autism. Some
       | of us have ADHD. Some of us have both. The majority of us are in
       | the tech industry.
       | 
       | The companies we work at have been made to understand that the
       | factory must grow.
        
         | toomuchtodo wrote:
         | Factorio should be the interview test ;) Tech's Ender's Game.
         | 
         | (factorio fan, but with little time to enjoy it)
        
           | TameAntelope wrote:
           | If you could figure out how to hook up Factorio to AWS APIs
           | and get kids to build/maintain your org's infrastructure...
        
             | kozziollek wrote:
             | There is psDoom [1] to manage *nix processes in Doom. There
             | is Dockercraft [2] to manage docker containers in
             | Minecraft. Managing AWS in Factorio seems like next logical
             | step!
             | 
             | [1] http://psdoom.sourceforge.net [2]
             | https://github.com/docker/dockercraft
        
               | polski-g wrote:
               | There are docker instances for Factorio, I think I made
               | my own at some point.
               | 
               | But someone should figure out how to simplify the
               | Clustorio installation into a docker-based one. Then
               | everyone could enjoy 60k SPM giga-bases. Even better add
               | auto-scaling to spin up a new EC2 instance when UPS drops
               | below 60 on any node in the cluster.
        
             | temp0826 wrote:
             | Here's a Terraform provider for you-
             | 
             | https://registry.terraform.io/providers/efokschaner/factori
             | o...
        
               | TameAntelope wrote:
               | "Sorry about that brief outage, the biters got closer
               | than I realized and I had to scramble to rebuild the
               | defense system before they overran our Aurora cluster."
        
           | pbhjpbhj wrote:
           | >Tech's Ender's Game //
           | 
           | Spoilers!?!
           | 
           | Playing Factorio is actually doing some sort of real-world
           | silicon design, or when you I'll the aliens you're really
           | killing aliens... ?
           | 
           | Not read the book, only watched the movie. Probably someone
           | will come and tell me I misunderstood it.
        
           | cultofmetatron wrote:
           | > Tech's Ender's Game.
           | 
           | I think the last starfighter would be a more apt analogy
        
             | toomuchtodo wrote:
             | Touche.
        
           | cwkoss wrote:
           | I would love to see ~ "Factorio - 524 RPM base, trains only
           | no drones" on a resume
           | 
           | Or heck, even completing either Angels or SpaceEx mods show a
           | serious amount of dedication, "self-starter-ness" and
           | competence in reading documentation. I've put 5000+ hours in
           | and fell off spaceex in the green space science - so much
           | depth.
        
             | rkuykendall-com wrote:
             | Honestly yeah, I'm gonna add a link to my 1k SPM
             | walkthrough to my resume. Down downside seems very low and
             | the upside very high.
        
               | cwkoss wrote:
               | I think that low downside could be a useful company-
               | screening mechanism. Any company who takes that as a
               | negative would probably be somewhere with a poor
               | engineering culture that I wouldn't want to work at.
               | Could certainly be neutral or an eyeroll at some good
               | places, but I'd guess anyone who counts it against an
               | applicant probably isn't a great place to work.
        
             | quirkot wrote:
             | Been playing Space Exploration mod with some friends for a
             | little over a year on the same map now. Mabye ~300-400
             | hours into it and just starting to get naquitie feeling
             | solid. Absolutely enormous scale to it
        
         | Teknoman117 wrote:
         | I started playing Timberborn, which is kind of like Factorio,
         | but with adorable little beavers.
         | 
         | One faction is focused on harmony with the environment, the
         | other is heavily focused on modifying it.
        
         | pram wrote:
         | When I play a new game of Factorio I literally stay up for like
         | 14 hours every day until I get a lot of the rocket launch
         | automated. It's insane, it impacts my health for a month or so
         | after lol
        
           | CyberDildonics wrote:
           | I think most people literally stay up for more than 14 hours
           | a day.
        
           | markedathome wrote:
           | Wait until you see the speedruns; nefrums and wargerr are
           | currently 100% achievements in 6hrs and 5hrs27 respectively
           | (see speedruns.com/factorio #100) Launching a rocket is down
           | to about 90 mins without using imported blueprints.
        
             | Johnyma22 wrote:
             | Worth mentioning AntiElitz too :)
             | 
             | Thanks for the wargerr recommendation!
        
         | BenoitP wrote:
         | AssemblyStorm weekly?
        
         | gmadsen wrote:
         | honest question, but is factorio not a similar itch to
         | programming? I always feel with these type of games, that my
         | time would be better spent working on a personal software
         | project, where i get reasonably similar enjoyment, more
         | satisfaction, and presumably more transferable skills.
        
           | waynesonfire wrote:
           | You have the right intuition. From my point of view, I can
           | easily find higher level ways to scratch my building,
           | thinking, tinkering itches.
           | 
           | I'll have cycles where I'll choose lower levels. For example,
           | most recently I purchased a classic hp rpn programmable
           | calculator and have had fun working through the manual, doing
           | exercises, solving problems with it, and of course, learning
           | to program it.
        
           | dkersten wrote:
           | Its a similar itch as programming _for fun_ , but often that
           | becomes less fun after spending the entire day programming
           | _for money_. Factorio is just different enough to still be
           | fun and relaxing, even though its similar.
           | 
           | Programming also comes with baggage that Factorio can do away
           | with (eg sibling comment mentioned build tools, I've given up
           | on an evening of personal programming before because setting
           | up the build environment was too much effort... looking at
           | you cmake you piece of garbage... Or because I hit a bug that
           | was too much effort to find/fix. Factorio "debugging" is much
           | simpler, its about finding blockages or optimizing things,
           | not figuring out why undefined is not a number in some deeply
           | nested code where the value couldn't possibly be undefined
           | but it turns out some async code changed it without you
           | realizing...)
        
           | [deleted]
        
           | benjaminbachman wrote:
           | In factorio, you have all the information and tools right in
           | front of you. Everything is transparent. There are no black
           | box failures. If there's a problem, you can and will find the
           | source of it and be able to fix it. It satisfies the
           | building+problem solving itch without the painful parts of
           | programming, eg broken dependencies, slow build times,
           | putting an = instead of a ==.
           | 
           | So, yes, programming is of course more productive, but that's
           | not really the point of leisure time.
        
           | bregma wrote:
           | It's like a software project with complete and correct specs
           | and no users. Everything you love about programming and none
           | of the things you hate.
        
           | vineyardmike wrote:
           | Yea, but its def a game, and that is more relaxed than actual
           | programming. And you can do it with friends who may not want
           | to code.
        
           | outworlder wrote:
           | It is like crack for programmers.
           | 
           | > that my time would be better spent working on a personal
           | software project, where i get reasonably similar enjoyment,
           | more satisfaction, and presumably more transferable skills.
           | 
           | Sure. Maybe your time would be better spent working overtime
           | too. Factorio is a game, and focus on the fun parts. Battling
           | NPM dependencies after a full work day is not fun, it's just
           | more work. There are some days when you are just cranking out
           | code and not worrying about much else, but those days are not
           | necessarily the norm.
        
             | tgarv wrote:
             | I felt the same way for a while (this is FUN, this isn't
             | work!), but at one point I came back to the game after a
             | few months off, started a new factory, got to something
             | like "automate green circuits", and immediately felt like I
             | was back to battling some NPM dependency. It had lost all
             | its magic and suddenly felt like work again. This was after
             | about 300 hours of playtime over a few years, but I haven't
             | really been able to get back into it since then. It's
             | really unfortunate because it was one of my favorite games
             | when I was still enjoying it.
        
               | udp wrote:
               | I had a similar experience but the Space Exploration mod
               | has made it feel like a brand new game again. I haven't
               | even reached space yet, but lots of the recipes have
               | changed in ways that are more interesting (e.g. the
               | introduction of glass, stone plate, the extension of the
               | burner phase, etc) than a straight replay would be.
        
               | DerArzt wrote:
               | The biggest hurdle for me getting back in is just getting
               | past the bootstrapping phase to where you can automate
               | the construction of things from blueprints. Luckily the
               | game is made overwhelmingly with mods in mind, so there
               | is a mod for my issue.
        
               | tharkun__ wrote:
               | I'm with your parent. For me there was a progression.
               | 
               | First playthrough I was anxious to get to the automation
               | parts. This continued as I explored more of the game,
               | more of the automation possibilities, blueprinting,
               | trying to make an all solar, all steam or all nuclear
               | factory etc.
               | 
               | At some point and I don't know when exactly it turned. I
               | like the initial bootstrapping phase and at varying
               | points I just get this "ugh, really? This pre-requisite,
               | then this, then this and then finally I can build what I
               | really want?" and then I shut it down and play Dungeon
               | Keeper 2 or something like that instead.
        
               | ExtraE wrote:
               | Yeah, I had basically the exact same experience. Haven't
               | launched a rocket yet.
        
           | Otek wrote:
           | It is, which is why i stopped playing after ~40hrs.
           | "Refactoring" my factory was too similar to refactoring my
           | code, so playing this game after work (and my work makes me
           | tired sometimes) is not a relax I'm looking for on evening
           | after work.
        
           | lowbloodsugar wrote:
           | Winter 2020 I started learning factorio. Winter 2021 I
           | started learning Rust. Same level of frustration at times,
           | same level of joy =) "Bah I'm doing it all wrong! .... Ah
           | that's way better"
        
           | Taylor_OD wrote:
           | I can only speak for myself but factorio is a little bit
           | easier to zone out and enjoy than a side project. It's not a
           | transferable skill but neither is reading sci fi but I enjoy
           | and spend quite a lot of time doing that.
        
           | tekno45 wrote:
           | whimsy makes learning a lot more bearable.
        
         | cgdub wrote:
         | The factory is expanding to meet the needs of the expanding
         | factory.
        
       | daenz wrote:
       | If you want to add more of the human dynamic to resource
       | management and refactoring, I suggest FrostPunk. While Factorio
       | feels more like managing and scaling code, FrostPunk feels like
       | running a startup. It's rewarding, but very stressful.
       | 
       | 0. https://store.steampowered.com/app/323190/Frostpunk/
        
         | buscoquadnary wrote:
         | My understanding is that ForstPunk is more like a Grimdark
         | dystopian climate nightmare than running a startup.
        
           | daenz wrote:
           | You're right, the theme is a dystopian climate nightmare. The
           | resource management, regular sacrifices, and dealing with
           | growing human problems make it feel like a small company that
           | is struggling to grow and succeed, which is more relatable to
           | me.
        
       | annoyingnoob wrote:
       | I think that a Factorio style interface for datacenter layout
       | would be great. Saastorio.
       | 
       | Layout your process and point it at your cloud service(s).
       | Monitoring built in.
        
       | seanhunter wrote:
       | Factorio is my favourite game of all time by a country mile. The
       | thing that is so amazing to me is when you first play it and
       | suddenly you realise that what you thought was the goal of the
       | game (to launch the rocket) is literally completely irrelevant
       | and the goal has at some point just become "to play more
       | factorio".
       | 
       | The factory doesn't have to grow to feed the rocket. The factory
       | must grow because it must grow. And you're there to make it grow.
       | 
       | Then pretty soon you've launched hundreds of rockets and you're
       | still thinking "if I can just get my trains working a bit better,
       | remove _this_ bottleneck then I can expand over _there_... "
        
       | wilg wrote:
       | I famously only play video games that increase GDP.
        
         | thisiswater wrote:
         | Free exploration, experimentation, self-expression, fun?! -
         | only in the name of GDP!
        
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       (page generated 2022-02-11 23:00 UTC)