[HN Gopher] Factorio is coming to Nintendo Switch ___________________________________________________________________ Factorio is coming to Nintendo Switch Author : MForster Score : 576 points Date : 2022-09-13 15:26 UTC (7 hours ago) (HTM) web link (www.factorio.com) (TXT) w3m dump (www.factorio.com) | stjohnswarts wrote: | Now it will take over even more of my life. I made fun of all the | minecraft addicts... | rubyist5eva wrote: | dammit, my life is over - goodbye family | tobyhinloopen wrote: | I can't wait for proper controller support on PC | falcolas wrote: | Agreed. You can fake it some with Steam's workshop controller | setups, and it works well enough you can play Factorio on the | Steam Deck. | | Official controller support on the PC would be more than | welcome though. | tombert wrote: | I bought Factorio about a year ago, but I still haven't played it | because I'm afraid to. I nearly flunked out of college the first | time around because of Minecraft addiction, who the hell knows | what would happen with Factorio? | Emma_Goldman wrote: | Even though it is many orders of magnitude simpler than the real- | world equivalent, I find that there is no better way of grasping | the logistics of modern civilization than playing Factorio. | | In fact, it's probably in the Goldilocks zone: easy enough to | play, but complicated enough to convey the kind of resource, | energy and transport logistics involved in scaling a multi-step | production process. It is like an illustrative toy model. | | The aliens even give the game a satisfying environmental and | political dimension, though the mechanics in this respect are | more straightforward, i.e., just kill the aliens. Though emitting | less pollution with solar also helps. | danudey wrote: | I always give up on Factorio playthroughs when I have to start | shuttling different kind of research around on conveyor belts. | Up until then it's exciting/exhausting. | TheCapn wrote: | Inserters can be used to place _or_ remove research from the | research facilities. For me that meant setting up the | research facilities in rows, then having inserters pull some | types from the top side downward, and other types from the | bottom side upwards. Along with the large inserters there was | more than enough space to build things with only a few belts | feeding things. | duped wrote: | > The aliens even give the game a satisfying environmental and | political dimension, though the mechanics in this respect are | more straightforward, i.e., just kill the aliens. Though | emitting less pollution with solar also helps. | | I wish for a factorio clone that explores this more, rather | than just an environmental hazard employ/enslave the local | population, feed them, and so on. | dogcomplex wrote: | Captain of Industry is not quite this, but uses population | mechanics a lot - with your first factories supplied by | truckers driving back and forth rather than conveyor belt. | Keeping the population fed and not overworked becomes a major | hurdle. | Emma_Goldman wrote: | I couldn't agree more, I think the production logistics are | so good in Factorio that they're really running up against | powerful diminishing returns. Better to strengthen a | fascinating, secondary part of the game with a lot of space | left to explore: the aliens. | | Hopefully this is part of the Factorio expansion. | duped wrote: | Let me become an alien overlord, dang it | breckenedge wrote: | Every hive you kill causes the aliens to evolve a little bit | more. You've also got to balance your expansion and innovation | against their evolution. | xani_ wrote: | It's also in weird way analogue for development. | | You can just go for it and make a production chain for a | product, but if next one needs same intermediates you'd be re- | doing it. i.e. doing a spaghetti code. | | You can section off the each intermediate into separate factory | and just chain them to eachother and have relatively nice | order, but when you try to expand production of everything, | there is no easy way to grow that complex, so the best you can | do is just copy the same block around. | | Lastly you can build a rail network and put each intermediate | anywhere you want without much problems, but wiring everything | up will take a lot more effort, you will have to go to various | places to debug any problem, any problems are less visible at | first glance and lastly if you don't plan for capacity you | might have bandwidth and latency problems | ajnin wrote: | However Factorio lacks refactoring tools, tests and source | control. If your code feels very similar to your bases maybe | you're not using these things enough... | KptMarchewa wrote: | > It's also in weird way analogue for development. | | And base designs on a map can even end up looking very | similar to CPU designs. | solardev wrote: | I can't wait for the day we can ask a general-purpose gaming | AI to optimize the production line for this game, learn from | it, and then backport the theories to my codebase at work. | | Humans... or at least me... are so bad at this sort of | multivariate optimization. Even if you cheat and give | yourself infinite resources and all the technologies and set | out to plan the perfect economy from the get-go, eventually | something you forgot will throw a wrench into some tiny part | of the supply chain, and the whole thing comes crumbling | down. Then you try to build some redundancies into the | system, but the overlapping networks create routing problems | of their own. | | I wonder, in general, if games like these are "solvable" via | some sort of theory, or if you just have to iterate through a | billion configurations before you arrive at a better one... | dexwiz wrote: | I don't know what your definition of solvable is for | Factorio, but for mine, there are already a few calculators | out there that can solve the infinite resource/constant | thruput scenario just using linear algebra. The base game | has a limited number of products. Maybe in some of the | overhauls like K2SE or Py's, you might need something more | complex since those are 10x-100x the base game, and the | system of equations may surpass numerical methods on a | single computer. | | The real serious solutions are actually you versus your | system resources. There solutions look awfully like low | level performance tricks like inserter clocking (think | SIMD) or belt compression (think fitting data in cache | lines/reducing pages). Both of these things would take not | just and understanding of the game, but understanding how | the game is programmed. | mvexel wrote: | I wholeheartedly agree with this. The way I go about | developing my base in Factorio reflects how I go about | developing software. What's interesting is that in playing | Factorio, the weaknesses in my approach are more readily | apparent (because they are visual?) and consequently, I am | learning to be a better developer from playing Factorio. This | is coming from a hobby developer so ymmv, but this is how I | justify sinking so many hours into playing this game. | dexwiz wrote: | The instant feedback of Factorio is also nice. Its much | more like a Dataflow language or Excel where code (factory) | and data (products) coexist | Kukumber wrote: | Nintendo Switch, such an impactful device | | Valve woke up a little bit too late | | Sony made a mistake to abandon the Vita | | And Microsoft was stupid to not try, or maybe too scared | | Steam deck is too big for me, the switch is the perfect size, I'm | still waiting for a proper Switch alternative | | I'll probably build it myself | ycta2334209 wrote: | Former PS Vita owner here, still burns me up thinking about it. | It was the absolute perfect form factor and had "just enough" | processing power to play some really interesting games, sort of | like the Nintendo Switch today (but much smaller). Up until I | sold my device to a collector in 2020 it was still my preferred | platform for Stardew Valley. | groovybits wrote: | Not sure if Valve 'woke up' too late, as opposed to simply | taking longer to come to market, and with a much more grand | vision than other manufacturers have. | | Valve recently released a promo booklet for the Steam Deck [1]. | Page 14 of that booklet describes how each of their products | have iterated in various verticals for their platform to make | one cohesive device. | | Namely: | | * The Steam Controller: Produced the Steam Input system, one of | the most flexible input systems in existence. | | * The Steam Link: Produced Remote Play, which to my knowledge | has no relative competition on other platforms. | | * The Steam Machine: Produced SteamOS and Proton. | | * The Valve Index: Produced the first premium product from | Valve, and the lessons learned from manufacturing, shipping, | and support. | | All of these devices combined gave us the Steam Deck. | Considering the pandemic's impact, Valve has made more rapid | progress than Nintendo, Microsoft, and Sony since 2015 in the | gaming space. The usual market players have had years to make | small iterations. Valve caught up in approx. 7 years, and with | an open platform that provides more innovation to come. | | Don't get me wrong - the Nintendo Switch is a fantastic device, | and sparked a new form factor and experience that others only | hope to emulate. As usual, they define the handheld gaming | market. But Valve shot for the sun and came very close. | | 1: | https://store.steampowered.com/news/app/1675200/view/3401926... | [deleted] | a_brawling_boo wrote: | Playing minecraft on switch vs my pixel 6 is night and day. I | can't imagine performance is anywhere near what it needs to be | for an end game base? But I'd be curious to see what they've come | up with here. | countvonbalzac wrote: | the switch is better? | bspammer wrote: | I'm almost certain that the Pixel is better given that it's | nearly double the price, and the Switch is 5 years old now. | MBCook wrote: | Plus the Tegra in the Switch wasn't even new when the | Switch launched. | vorticalbox wrote: | Minecraft is slower on the switch than an android device | though its most noticeable when on the market place once the | game is loaded its not much different | jader201 wrote: | Yeah, they cover performance too, but sounds like we will | definitely see impact with mega bases: | | _One of the first questions you might ask is how does the game | perform. We worked on many optimizations to make sure the game | performs as well as possible. You should expect 30-60 FPS (both | in TV mode and handheld mode). As for UPS, the average player | should be able to go through all of the content and launch a | rocket, while staying at 60 UPS. But don 't expect to be able | to build mega-bases without UPS starting to drop, sometimes | significantly._ | Night_Thastus wrote: | I'm curious if any of these improvements have/will trickle | over into the PC space as well. Some of those I'm sure might | be switch-only, though. | ftlio wrote: | I see potential for playing with your Switch on a beefy | community server, where the server is responsible for UPS. | | Edit: I guess the client also has to run the simulation, | never mind. It seems like overall, Factorio is well under- | optimized though. For a game that has been out forever, it | still has a huge ceiling. | jasamer wrote: | Do base your believe that Factorio is under-optimised on | anything specific? | | The Factorio devs regularly put out blog posts on the | optimisations they have done, like [1][2][3] (and many | others), and they have done so for a long time. This gives | me the opposite impression. | | [1] https://factorio.com/blog/post/fff-322 [2] | https://factorio.com/blog/post/fff-281 [3] | https://factorio.com/blog/post/fff-209 | ftlio wrote: | I think specifically for multiplayer, you could handle | non-visible chunks on the server and figure out a better | way to update the client with what it needs, rather than | requiring the client to handle the full simulation. | | I know it's a well optimized piece of software, but when | you get into something like the space mod with multiple | worlds, where chunks you might not deal with for a long | time still tax you, you can see how there's conceivably a | lot that _could_ be done. | | So, yeah, wrong to say "under optimized". | | I'm also aware that they haven't been optimizing for a | massive multi-world server with tons of clients. I | definitely don't mean it as a dig or that they aren't top | class. | nargas wrote: | Would it be possible to not pay the full price if you already | have paid the PC version ? | open-paren wrote: | 95% likely that they will not. Factorio famously and | deliberately does not go on sale. | TillE wrote: | It's $30 (on PC at least), and any serious Factorio player has | put in hundreds of hours. C'mon. | Bakary wrote: | Video games are way up there when it comes to insane value | for money. But it seems that players then buy way more games | than they need. | triceratops wrote: | Strongly agree to both points. Any kind of game (video, | board, card, whatever) and sports equipment are incredible | value for money, in terms of entertainment-hours/dollar, as | long as you use them. | | And because they demand active involvement, they save you | from spending money on other stuff. You can easily shop | online on the couch watching TV. Not so much if you're | playing a game or a sport. | hackernewds wrote: | Why would it be? | jader201 wrote: | It's rare that you get any game for free on one platform just | because you own it on another platform. Almost any game I've | seen on both PC & Switch, you have to pay for both. | | I don't care. Factorio devs can have my money. | clowen wrote: | For some background on why not. | | Nintendo didn't make any money from the PC sales, so it needs | to have revenue from this launch. | | And for Factorio itself, the effort of porting to the Switch, | and then the effort of going through validation with Nintendo. | Even if they didn't want to charge you again, the company would | need to cover the cost of dev kits, extra engineers, and a | whole extra channel for development/release. | ascagnel_ wrote: | The most you'll get is a way to indirectly play your PC saves | on the Switch (by having the PC version act as a MP host). | thomastjeffery wrote: | Multiplayer in Factorio has all clients running the whole | simulation in lock step, so you are still bottlenecked by the | slowest client. | deskamess wrote: | Its time for some Zachtronics game to make the migration. If | Factorio can happen, then I would think the Zachtronics games can | do it too (performance wise). | hcs wrote: | I think the only Zachtronics game to have a console release was | Infinifactory on PS4. (And Hack*Match on NES, technically.) | | Agreed with the sibling comment that Opus Magnum seems like | it'd be a good fit. But the economics of a port may not make | sense. Infinifactory was Unity, while Opus Magnum and most | (all?) of the other 2D games use a custom engine. | misnome wrote: | SpaceChem used to be on iOS - was nice to play on the iPad, but | the maintenance effort was apparently too much to keep it on | there and running. | | Zachtronics stopping game production is a painful loss. | sorahn wrote: | I loved playing Space Chem on the iPad, Opus Magnum would | have been awesome if it ever made it. | | But the iOS store is much harder to just "fire and forget" | on. | unixhero wrote: | Factorio is a game I don't dare to get sucked into. | louwrentius wrote: | I'm approaching 3000 hours in this game. Your 'fear' is | warranted. This is not a brag, it's sad, really. | rgoulter wrote: | I was surprised to see in a HN comment the explanation that not | everyone finds Factorio enthralling. | | The gameplay experience is so similar to what many developers | do in their dayjobs, that this leads to one of two responses: | "...and I am not constrained/bound, it's so fun!" or "...but | with Factorio, I get no tangible output from putting in | effort." | xani_ wrote: | I work in ops and a side of programming, have some related | hobbies and that's exactly my feelings about Zachtronics | games. "Why play some virtual computer emulating game where I | have a dev board with actual computer to program" | | But it hasn't happened with Factorio. It just have that | perfect blend of everything that I don't mind it being | _basically_ what I do for my day job. | matkoniecz wrote: | One nice thing is that you can build insane spaghetti and | just freely abandon game if it gets unfunny. | dcdc123 wrote: | I hope they do this purely because that means controller support | will be improved enough to play it on Steam Deck. | darkteflon wrote: | It's a terrible idea to buy this on Switch for my 5-year old. | Isn't it. | jklinger410 wrote: | Wish someone could create a tracker for how many coding hours | were spent porting PC based management simulation games to | handheld systems in order to drive more revenue. | nhumrich wrote: | And just like that I cancelled my stream deck order. | jszymborski wrote: | I'm guessing you don't play with any of the (excellent) mods | enabled. | KronisLV wrote: | Switch feels like such an interesting platform: not the most | powerful out there, not by a long shot, but still has lots of | great games on it, perhaps proving that graphics aren't quite | everything. At the same time, with some clever optimization, | there indeed are great looking games out there as well, in | addition to lots of different ones being ported to it! | | I wonder for how long Switch will remain as a popular platform | and a part of me hopes for games that could run in a lower | graphics mode for Switch in the future and a higher quality mode | for Switch 2 or whatever might come after. | | Personally, I just wonder why something like Genshin Impact isn't | on Switch yet, because it seems like a great game for a platform | like it! | | Oh, and also why Nintendo treats the console IP like others do: | where you can't just do export from game engines like Godot for | it, like you can with desktop computers/phones, but instead have | to go the proprietary route. | posedge wrote: | I agree with most of what you said, but can't think of a single | game that looks good on the Switch (by today's standards). Can | you name some examples? | Cr4shMyCar wrote: | Are we talking Switch original releases only or including | ports? Breath of the Wild, Mario Odyssey, and Splatoon 2/3 | look excellent, and Okami HD is a great port/remaster that | arguably looks better than the original. I haven't bought | Monster Hunter Rise yet but it looked stunning in the demo. | And of course there's beautiful 2D games like Dead Cells, | Hollow Knight, etc. I've found that a lot of Switch games | look really good, even launch games from 5 years ago, with | really the only flaw in most games being a lot of aliasing. | scubbo wrote: | +1 to Hollow Knight. Beautiful visuals, beautiful | soundtrack, beautiful everything. | KronisLV wrote: | Maybe my standards are a few years out of date, but | personally I think that DOOM or DOOM Eternal looks good | (provided that you don't mind dynamic resolution scaling, | though it helps the game maintain a really good framerate). | | In addition, the Metro games (2033 and Last Light) seem to | carry over the atmospheric environments from the other | platforms nicely. Curiously, even something like the Crysis | games (all three) have been ported over, as has Bioshock (1, | 2 and Infinite) and none of them are dumbed down experiences | like for the earlier handheld consoles either! | | Then again, personally I still think that The Legend of | Zelda: Breath of the Wild is a good looking game: a bit more | _simplistic_ in comparison to others, sure, but the art | direction is good, everything fits together nicely and it 's | consistent in whatever it tries to do. | Lester_Square wrote: | Zelda Breath of the Wild is one example that definitely looks | good, but isn't that graphically intensive, being so heavily | stylised rather than realistic | groovybits wrote: | Off the top: Monster Hunter Rise, Xenoblade series, Doom 2016 | and Eternal, New Pokemon Snap, Zelda BOTW, Luigi's Mansion 3, | Super Mario Odyssey, Astral Chain, Crysis, and Alien | Isolation. | Gigachad wrote: | Animal Crossing looks good imo. The switch doesn't do hyper | realism but there is more to "looks good" than realism imo. | rthomas6 wrote: | The Legend of Zelda: Breath of the Wild and Super Mario | Odyssey look amazing, because the whole art style of the game | and everything in it is optimized for that specific console | to not overtax its resources. You just don't get | photorealism, but that's okay because the art style | accommodates for that. There are a few other games I've | played that have great ports or don't have high graphics | requirements in the first place. Subnautica looked great, and | Return of the Obra Dinn and Hades look great too, though | those last two games don't have super high graphics | requirements in the first place. | groovybits wrote: | > I wonder for how long Switch will remain as a popular | platform | | 2023 will likely bring us the next Switch hardware revision. If | backwards compatibility remains, the Switch line will remain | relevant for years to come. | | > Personally, I just wonder why something like Genshin Impact | isn't on Switch yet | | Leaks in August reported that Genshin Impact on Switch was | delayed because of CPU limitations due to size and regularly | updated content. | Gigachad wrote: | It seems like the age of quirky hardware platforms for | consoles is over and they will probably switch from defined | generations to just a rolling release of better hardware | every 2 years where you can play backwards and forwards a | fair bit like on PC but you just get the nicest experience on | the new hardware. | przefur wrote: | Great news, I'll have to buy Factorio yet another time! I do | wonder about the battery life and performance of larger factories | thou. | scottmsul wrote: | It's unfortunate there's no mod support. As someone with over | 2000 hours, for me it's really the overhaul mods that give the | game endless variety and replayability. Might not be a bad idea | to make certain overhaul mods available anyway, even if it | involves hard-coding them in. | Pyrodogg wrote: | Mostly I'd just miss Squeak Through. It's like trying to play | Skyrim without SkyUI. I barely think of these things as mods | anymore, they should just _be there_. | arduinomancer wrote: | Do any switch games support mods? | Melatonic wrote: | I don't think console games ever support mods? | | The only way to do this would be for the modders themselves to | get sponsored by / work with Nintendo directly and probably the | original dev team. You could then have some officially released | "mods" (probably they would just call them DLC) and I they | would very likely charge. | | Sounds like you want a Steamdeck | _1100 wrote: | Can you imagine a switch trying to load all the maps and | resources for AngelBobs/K2/SE? | | I know they do some impressive work to port modern games on | switch but even my state of the art computer struggles to run | K2+SE at scale. | dexwiz wrote: | I don't think consoles like allowing interrupted code from end | users. They just end up being a huge attack surface area, | either for DRM exploits or attacks on other users. Nintendo | pull a game for having a hidden Ruby interpreter a few years | ago. | | https://arstechnica.com/gaming/2019/05/game-with-hidden-ruby... | | I wonder if this version of Factorio supports the console. You | can execute LUA from the console, so I imagine it's disabled on | the switch. | TheDesolate0 wrote: | jader201 wrote: | Curious to see how well it translates to controllers. I know | there is limited support on the Steam Deck, but I'm guessing it's | still subpar to traditional mouse/keyboard controls. | | From the link: | | _Factorio was developed for 10 years with only keyboard and | mouse in mind, so making sure the game is fully playable with | controllers was no easy task. Playing with a controller is | slightly slower, and will take some getting used to (just as it | does when playing with keyboard and mouse for the first time). | After becoming familiar with it, I find it very comfortable. I | recommend everyone to play through the first levels of our | tutorial campaign, as it 's a great way to get acquainted with | playing Factorio with a controller._ | bradhe wrote: | I bet touch adds a dimension to it. Touch-and-drag for belts, | picking from inventory with touch... | capableweb wrote: | Sounds like a hassle. Good controller support would beat | touch controller in both ergonomics and speed every day. | | I hope the Controller support been improved with this launch | as I tried to play Factorio on my Steam Deck before but felt | like it was just "emulated mouse" support basically which | isn't nearly nice enough. I feel like Tropico-series did a | good implementation of top-down+strategy controller for their | games. | hbn wrote: | Switch games need to have non-touch control options cause | it's also meant to be played docked | bobthepanda wrote: | A fair amount of Switch games don't use touch. | BudaDude wrote: | Honestly I forget it's even there. For the most part, only | mobile games ported to the Switch use it. | oneeyedpigeon wrote: | And many first party games, of course. It's not a great | experience, though - on the OG switch, at least, the | screen is really low quality. | bobthepanda wrote: | I feel like a lot of games optimize their UI for TVs, but | at that size scaled down the touch targets would be too | small to not fat-finger. | bioemerl wrote: | Unfortunately the steam deck touch calibration is kind of | bad. Mine is all over the place at times, and on kb/mouse | designs it can be hard to be accurate enough. | rubyist5eva wrote: | One game that I didn't think would work well on a controller | was Rimworld but it's actually really great, and I love playing | Rimworld from the couch. Hopefully the same amount of care for | controller controls goes into Factorio. | dom96 wrote: | Yeah... I hope the Nintendo Switch port is brought to Steam | Deck too. I gave Factorio a quick go a few days ago and it was | painful to play (at least with the default key config) | goda90 wrote: | The blog post says they will focus on making controller play | better on Switch, then make that generic for PC(which implies | Steam Deck as well). The PC/Steam Deck version supports mods, | which is better than Switch anyway. | stingraycharles wrote: | Do you happen to know what the status of the Steam Deck | ecosystem is? I would be in the market to get a more | powerful version of the Switch, which the Steam Deck would | be, but it seems to be discontinued. | havblue wrote: | Steam deck can be a bit of work doing things like getting | epic games to run, file transfers, and setting up the | controls for games that aren't fully supported. Many | games work flawlessly like they're on switch, though. It | depends on whether occasional issues that force you to | tinker are fun or not. | | Elden Ring plays well. I don't plan on using my switch | OLED until the next Zelda comes out. | goda90 wrote: | The Steam Deck is not discontinued. It's actually quite | new, with the first shipments going out to normal | customers at the beginning of this year, and more and | more going out now. I got mine in June. Valve made a | reservation process that required an old enough Steam | account and $5 refundable reservation to avoid scalpers. | | Regarding the ecosystem, the Steam Deck is a x86 PC. It | comes with SteamOS, which is an open Arch Linux based | distribution. You are free to install other operating | systems like Windows on it. The out of the box Steam | experience is quite good, with lots of games on the | Verified list[0], and they play really well. People also | install non-Steam games and software, including console | emulators, and there are growing communities around that. | | [0]https://www.steamdeck.com/en/verified | neoberg wrote: | Found the time traveler. | Groxx wrote: | Hopefully it'll support touch too... touch to drag out paths | and move inventory things around is a _wonderful_ experience in | many games, and I 'm always sad to see most Switch games not | even support tapping on-screen buttons. | LinusU wrote: | I have >400 hours logged in Factorio, and almost all of that is | on my laptop with an external Steam Controller. I think it | works great, and play that way even when I'm home with access | to keyboard and mouse. | | The touch controls on the Steam Controller are excellent | though, so I'm not sure how good it will be on the Switch which | uses joysticks... | shakna wrote: | > The touch controls on the Steam Controller are excellent | though, so I'm not sure how good it will be on the Switch | which uses joysticks... | | Whilst lots of games ignore it, the Switch screen is a | touchscreen. | sgarman wrote: | You kinda have to ignore it if you want your game to be | playable docked. | [deleted] | stingraycharles wrote: | I happen to be one of those switch users who almost | exclusively use it docked. Initially I thought the | concept was great, but the screen is just too small for | my eyes on all the strategy games I play, I always defer | to my iPad on holidays. | sulam wrote: | I have a Steam Deck, and while it's playable, I'm not going to | be setting any speed records with it. It's really kind of | painfully difficult to things that I have down to muscle memory | on a keyboard. Just as an example, copying recipes from one | assembler to 20 more takes me 1-2s on keyboard. On the Deck the | default controller layout doesn't even allow for doing it once. | Early game tricks like holding z and using your mouse to drop | individual pieces of coal across all of your miners and | smelters in a row isn't a thing as far as I can work out. In | fact I essentially had to fully load all my smelters rather | than distribute it because I couldn't figure out how to split | stacks. | | I'm sure a lot of this is familiarity, and if I force myself I | will get more efficient with the Steam Deck, but I doubt I'd | ever find it superior or even equivalent to keyboard and mouse. | solardev wrote: | Here's hoping they'll backport some of the Switch controls to | the Steam Deck | hankman86 wrote: | Is there going to be a physical release or digital only? Looking | for a Christmas present. | 323 wrote: | There was a funny but insightful take about how Factorio is about | a colonizing force going to a planet and taking all of it's | natural resources while suppressing all the native inhabitants | and how the player identifies with this evil entity as if a good | thing. | drewtato wrote: | When I played the game, it seemed pretty obvious that the main | character is evil, in a literary sense. There's no redeeming | qualities like in other games like Uncharted. It's just one | person who most likely accidentally landed on a planet and | solves that self-imposed problem with violence. The fact that | the bugs attack depending on pollution confirms it. | rthomas6 wrote: | The main character is supposed to die to protect the | presumably low intelligence animals? He doesn't want to be | there and he's trying to leave, and doing what he has to do | to leave it. That's not a self-imposed problem. | | Also, is this planet like ten square miles large or | something? How much damage is the character doing to the | planet as a whole? We all willingly pollute our own planet in | a much more severe way to do nothing more than make our own | lives a little more comfortable, and I don't think that makes | us evil, either. Short-sighted, maybe. | scubbo wrote: | Small-scale evil is still evil. | 0xblood wrote: | I also find it rather obvious to the point I consider the | game a masterpiece in satire, in a very dark and twisted way. | I think it's the most cynical game I have ever played and I | love it for that | jasamer wrote: | Factorio's visuals support that take. I feel bad when the trees | next to my coal power plant go brown and then die, and the | initially beautiful blue lake next to the spawn point turns | into a disgusting brown-green. In the later game, dropping | nuclear bombs on the aliens leave permanent marks on the map, | always reminding you of your crimes when you build more factory | on the scorched earth. | kemayo wrote: | If I recall correctly, the game does somewhat try to dodge that | by having the player crash-land on the planet. Everything they | do is, theoretically, in service of building a rocket to get | off-planet again. | | ...now, do players go wildly beyond achieving that victory | condition in ways that play into the colonial-exploitation | vibe? Perhaps. | mankyd wrote: | Eh, is it really "dodging that"? If an alien landed on our | planet, took over our resources, filled our air with mutating | pollution, and shot at us anytime we tried to take them back, | we wouldn't give them a pass just because they were trying to | leave :D | | I always kind of embraced the idea of being the bad guy in | this game. I find the ease with which I (and others) just | kind of shrug it off intersting. | | A more stark example would be the movie Starship Troopers: | superficially, you might feel like the "bugs" are the bad | guys, but take a step back and you realize that the humans | are the ones attacking them. | kemayo wrote: | I think the implied intent of the player character counts | for a lot when it comes to colonialist vibes. "Oops, I | didn't mean to be here, and my main goal is to leave" is a | step away from any sort of colonial undertaking. | | As for accepting it, I'd imagine it's because the game | doesn't really give you a choice. There isn't a way to | coexist with the native species -- they're always | aggressive even if you don't create pollution (they're just | not _drawn_ to you without pollution; they 'll always | attack if they see you). In your metaphor, it'd be like if | we never did anything _but_ shoot at the alien. So you can | either just not play the game at all, or you can exist in | conflict with the native species. | | It'd make it a very different game, but it'd be interesting | to imagine there being some way to work with the native | species. If you could make the choice between a quick and | dirty pollution-heavy resource-extraction "bad path" and a | more complex social cooperation "good path", that'd | probably trigger you feeling guiltier about casual | extermination. | HanyouHottie wrote: | _I 'm from Buenos Aires and I say kill 'em all!_ | lvxferre wrote: | Oh, I miss Stormtroopers. | golergka wrote: | In real life, we perceive colonisation as something bad because | we have empathy to other humans -- which is something we don't | really have no control over, as hundreds of years of human | evolution have made us this way. | | But as creatures in Factorio don't have triggers that force us | to feel empathy for them, what objective reasons do we have to | take their side over a protagonist, who is clearly human? The | only reasons I can think of are violations of private property | -- which the monsters don't see to actually claim -- and non- | aggression principle, which they usually break first, giving | the protagonist the right to defend himself. | kingkawn wrote: | Funny to talk about empathy as something regrettably beyond | our control | golergka wrote: | Not "regrettably". Any value judgement about our human | nature that drives our vale judgements is inherently a | circular logic problem, and thus, meaningless. | Bakary wrote: | I don't want to give too much away but this question was | explored in _Ender 's Game_ and the books from Ender's | perspective that followed | Kiro wrote: | Do you lack empathy for animals as well? | 323 wrote: | The monsters only attack after their land is polluted: | | > _Pollution attracts biters to the Player 's factory. Biters | who find themselves in a polluted area will attempt to reach | the source of pollution and destroy it._ | | So you can say they are the ones in self-defense. | nmeofthestate wrote: | Only because pollution alerts them to your presence. Walk | near enough to them and they'll attack you, pollution or | not. | ftlio wrote: | There's a space mod that has you jumping to different planets | and allows you to ship things between them on rockets (or, more | hilariously, effectively shooting them between planets). | Definitely seals that vibe. | | That same mod also uses a tech tree mod that actually makes the | burner phase slower, so you pollute more in the beginning to | boot. | kevinventullo wrote: | I definitely felt evil the first time I told my bot army to | harvest a forest and they cleared the whole thing in about 2 | seconds. | titoo22 wrote: | louwrentius wrote: | I have a 10 year old i5 and it struggles with my 10,000 SPM mega | base. So I don't think a switch is a device for building mega | bases (Factorio points this out themselves). | fredley wrote: | Perhaps there's a higher percentage among the HN readership, | but the number of people who make it to 'just' a 1kSPM base is | very small indeed as a fraction of the playerbase. Only 18% get | as far as launching the rocket according to Steam stats! | duskwuff wrote: | > Only 18% get as far as launching the rocket according to | Steam stats! | | One caveat is that Steam achievements are only granted to | players who don't have any mods enabled. There's probably a | nontrivial number of players who have only completed the game | with mods. | louwrentius wrote: | It's a serious amount of both learning and building so I can | imagine that a stat like that is true. | Comevius wrote: | It's probably memory throughput and latency more than single | core performance in your case. Factorio is primarily limited by | CPU cache misses. It ticks 50% faster on a Ryzen 7 5800X3D than | on an 5800X because of the extra 64 MB L3. | | Needless to say the Switch won't fare well for mega bases with | it's 2 MB L2. | louwrentius wrote: | Wow, that's interesting[0] as I'm planning to replace the 10 | year old i5 with something new to run my mega bases at 60 | UPS. | | [0]: https://factoriobox.1au.us/results/cpus?map=d3c52cb60a22 | 5a29... | Comevius wrote: | There will be at least one Zen 4 CPU with 3D cache coming | this year, with DDR5-6000 it will be the belle of the | Factorio ball. | xani_ wrote: | NGL, performance in Factorio and Dwarf Fortress will probably | be criteria for when I will be upgrading my rig. | [deleted] | Melatonic wrote: | I wonder if I should upgrade my old ass intel 5820k (looks | like it has 15mb "smart cache") to the basically just as old | 6950x with a whopping 25mb | louwrentius wrote: | My i5 4670K does like 107 on 6MB of cache. Whereas a modern | CPU does double that. | | https://factoriobox.1au.us/results/cpus?map=4c5f65003d84370 | f... | clowen wrote: | You'd be surprised how much efficiency an engineering team can | squeeze out of their games with time and motivation. A lot of | bloat happens just to get the game out the door and is then | good enough. | | While I didn't work on the port itself, the effort that went | into the Doom Eternal switch port paid off pretty well. | https://www.eurogamer.net/digitalfoundry-2021-doom-eternal-s... | | I'm hopeful that working with Nintendo would provide the time, | money, and expertise needed to put the effort into making this | a solid port. | mdtrooper wrote: | Well, we have https://mindustrygame.github.io/ that it is free | software. And IHMO it is best that Factorio. | jader201 wrote: | I've been playing Mindustry a lot lately, and while I've been | enjoying it, it's just a different game than Factorio -- they | scratch different, but similar, itches. | | Factorio is about the long game, and your designs have to be | able to scale, especially if you're going for mege-base scale. | It's more about complex designs and a very deep tech tree and | dependency hierarchy. It's about factory automation at its | core, with some PvE/tower defense (optionally) thrown in. | | Mindustry is mostly a tower defense game at its core that uses | automation/factory building to accomplish that goal. It | simplifies a lot of things that are more of a challenge in | Factorio. E.g. not needing inserters makes optimizations much | easier. Also, the way building happens almost immediately and | you don't need bots makes construction much easier. | | I like both quite a bit, but depending on what you're looking | for, either game could be more enjoyable for you. | mmastrac wrote: | > you don't need bots makes construction much easier | | I loved that part of Satisfactory as well. The more I play | with instant building, the more I think it just makes sense. | chitowneats wrote: | Strange that nowhere on this landing page does Mindustry | advertise itself as "free software". In fact, there is a very | prominent link to buy it on steam for $9.99. A bit off-putting. | | As developers of course we associate GitHub with FOSS, but | would a layman? I guess the thinking is anyone who doesn't know | to visit the repo and `git clone` probably requires the steam | installation? $9.99 however is not cheap many places on Earth. | 8jy89hui wrote: | I've seen this pattern before and think it is very | interesting. It has the benefit that the people able to | contribute get the game for free and the people who cannot | contribute have to pay. | | On the other hand, it is very programmer-elitist. | mmis1000 wrote: | Isn't the $0 itch.io link placed right next to the steam | link in the project homepage? (And it seems it looks even | bigger than the steam one) | | If you don't want to pay now(for whatever reason) but want | to play it. You just do. (And I highly suggest you do it if | you haven't) | matkoniecz wrote: | Seems like tax on confused and/or rich people. | ihuman wrote: | It's under the GPL 3 license, so it's free software. Click | the GitHub link on top for the source code. It's also free on | itch.io. There's a link to that below the Steam link. | chitowneats wrote: | I understand that. This is a very highly rated game on | Steam. Clearly, many have come across it without realizing | it is, in fact, free. | | Even as a developer, if Steam were to recommend this game | to me, I have no way of knowing it's FOSS. Very interesting | strategy. I'll give them that. | | I have enough misgivings about it though that I probably | won't be playing it. Feels scammy. Like they are trying to | essentially release a paid game, but with the support and | goodwill of the FOSS community at their disposal. | | I certainly hope all of the contributing developers are | getting a cut... | mmis1000 wrote: | I bought it even I know it is. 10$ isn't expensive for | that size of a game. | | Would you call it a steal if the man maintaining it | basically work full time on it and live on it? I think | play it for free feels more like a steal instead. | | (And technically, this is one man project that accepts | contribution, most work are done by himself, includes | game mechanism and maps) | YurgenJurgensen wrote: | I'm actually much more likely to buy a game on Steam for | $9.99 than for $0. The former game probably costs $9.99, | while the latter will either turn out to be a casino in | disguise or a second job. | | And I'm also extremely wary of any price point below $5. At | that level, it's less likely that the game is just cheap, and | more likely that it's a barely-playable asset flip. So is | $9.99 a fair price for a game that's actually free? Maybe | it's a little expensive, but it's not ridiculously so. | hnaccount141 wrote: | It's "free as in speech", not "free as in beer". | | https://www.gnu.org/philosophy/free-sw.en.html | AnIdiotOnTheNet wrote: | No, it is also "free as in beer": | https://anuke.itch.io/mindustry | infogulch wrote: | It's free as in "you have free time to build it | yourself". Seems like a fair tradeoff to me. | heckelson wrote: | The zip files on itch.io are compiled already! Just | download and play! | mmis1000 wrote: | Actually, the link in your parent comment is a freely | available playable binary. You don't need to build it | yourself. The only different with steam version is you | need to update it yourself because it does not include an | auto updater (Steam one neither, but steam itself is). | | The only platform you need to pay to play is ios. | Because... Apple tex. You need an expensive mac and | yearly paid dev account just to submit anything to | appstore. It's not reasonable to ask anyone do it for | free (let alone time consumed on maintenance) | AnIdiotOnTheNet wrote: | OSS developer finds way to get people to pay for their | software, other OSS developers furious. Film at 11. | | Like seriously, they made a game and made it open source and | free (there's even a prominent $0 itch.io link _just under | the Steam one_!), and allow people to pay them money for it | using the most popular and successful game distribution | platform in the history of mankind, and people are _put off_ | by it? | falcolas wrote: | $10 is an absolute steal for a fully featured game with | hundreds, if not thousands, of hours of play time in it. FOSS | or not. | xani_ wrote: | Oh, devs might be paid for their work, how _abhorrent_ /s | Aperocky wrote: | Can you write scripts in factorio? You can do that in | mindustry. | thenipper wrote: | As the other comment said you can do gates. | | You can also write lua mods. I've done that for some | stats/dashboarding. | dexwiz wrote: | Within the game, Factorio has basic logic circuits that have | ladder logic qualities. The circuits only have a few | primitives: constants, comparators, and basic math. You don't | ever have to use circuits to complete the base game, and most | use cases can be solved with only a few circuits. But of | course people have used them to write full graphics pipelines | like any programmable game system. | | https://en.wikipedia.org/wiki/Ladder_logic | | Outside the game, Factorio also has full support for mods | written in LUA. I am not a modder, so I can't comment on its | relative power versus other mod systems, but Factorio has a | handful of overhaul mods that change the entire game. | | Since its moddable, people have created mods that allow you | to write LUA logic for the circuits instead of the basic math | operations/comparators. | | https://mods.factorio.com/mod/Moon_Logic | falcolas wrote: | Better, you can (effectively) build logic with gates | directly. | Aperocky wrote: | Unsure, never played factorio before, but in mindustry each | different "CPU" can execute different scripts to utilize | their surroundings. I'd imagine that's more "efficient" | than eking out a logic using gates? | falcolas wrote: | Depends on your persistence. I've seen a full "mall" | (factories building factory items) that dynamically built | requests from scratch; no queued items. I've also seen | delivery systems which will send a train with the | requested items from your central base to your current | location. | p_l wrote: | Others already mentioned built-in combinator logic and moon | logic addon, there's also addon that let's you write in a | simple assembly language - think having few bytes of memory | for program and data and connecting to the same logic network | as combinator logic does. | | You can do fairly complex stuff this way. | louwrentius wrote: | Please don't tell people, It's so addictive to "factorio | people", I loved this game. | keepquestioning wrote: | Is this game like Dwarf Fortress? | lake_vincent wrote: | Please no. Someone tell me it's just an unconfirmed rumor. Why | would they do such a thing? | | I am at very high risk for Factorio addiction, and the only | reason I haven't played it yet is because I don't play PC games | anymore. But I do have a Switch, and having Civ VI on there was | enough of a problem, thank you very much. | | Goodbye everyone! | bitdestroyer wrote: | Same, and I have a Steam Deck arriving today... | | Also, never play Dyson Sphere Project. It ruined me worse than | Factorio. Jokes aside, it's a fantastically beautiful and well | done game. | 5d8767c68926 wrote: | DSP is amazing. Even with some of the rough in-development | edges, I really enjoyed that experience. Evidently, I somehow | sunk 60 hours into that game inside of two weeks. | karlkatzke wrote: | I liked DSP but it was a bit lacking in complexity once you | got past the point of dedicating entire planets to pumping | out, say, sphere structure. There's only so large you can | build a sphere. | | Now, Workers & Resources, Soviet Republic still stays | challenging... | darkteflon wrote: | As a Factorio player with well over a hundred hours on the | clock and an itch that won't be scratched, I came here | thinking I would "just take a quick look at the comments", | and instead I'm racking up new game recommendations that | will likely cost me my marriage. | phantomwhiskers wrote: | Getting a Steam Deck and owning Rimworld has been a very | dangerous combination for me... Haven't tried Factorio on my | Deck yet partly because I don't think there is an official | control scheme for it yet, but I'm worried that when I do it | will open that addiction right back up and I will become | completely useless in the real world. | hackernewds wrote: | Why would you threaten us with a good time? | Melatonic wrote: | I really want to play that game - always loved the concept of | a Dyson | | I assume its more of a macro type game vs micro? I am | thinking in terms of RTS type games here (which do not | directly translate obviously). I always loved Total | Annihilation for example but could never get into Starcraft | at all. | tfigment wrote: | Its very micro but also some macro. Very factorio-esk. When | they add combat and hopefully other ways to use energy I | will return and waste vast amounts of time again trying to | avoid spaghetti (unsuccessfully). | KaoruAoiShiho wrote: | I think the other person who answered your comment doesn't | know what micro vs macro is in an RTS sense. This game is | all macro and no micro at all. It doesn't even have combat | ATM. They're adding combat probably sometime in the next 2 | months but when that comes there won't be micro either | probably. You're building massive logistical setups that | are automated and run themselves. | totoglazer wrote: | DSP's best feature is that it's windows only, so playing on a | Mac is low key terrible. That's helped keep me to only 200 | hours played. | Lev1a wrote: | DSP also works fine on Linux through Proton with no extra | effort. | capableweb wrote: | Unfortunately, runs great on Linux with Proton on Steam. | Source: my life that failed while my construction of my | Dyson Sphere was very successful. | IggleSniggle wrote: | Congratulations on your very successful Dyson Sphere. No | one will ever understand the magnitude of your | accomplishment, so I figure I can at least acknowledge | it! | KaoruAoiShiho wrote: | I played 150 hours of it on Mac through Geforce Now. Used | the free tier's 1 hour limit addiction management feature. | IX-103 wrote: | +1 | totoglazer wrote: | I used Shadow - worked really well, sadly no timer | kicking you off tho. | Foivos wrote: | Ask a friend to set up parental controls at your switch and not | tell you the pin. It works fine for me! :| | Sakos wrote: | By this time next year I'll be huddled under a bridge with | nothing but a few rags to wear and a Switch in my hands. Shit. | Gene_Parmesan wrote: | I'm usually OK with me 'wasting' time playing games like | Factorio that exercise my brain, and Factorio specifically I | feel has actually improved my software/systems architecture | skills. But it is definitely very easy to get completely sucked | in. The factory must grow. | shagie wrote: | The software/systems architecture and factorio is a real | thing. | | This is something I wrote a few years ago and has been | sitting in the drafts of a blog... https://gist.github.com/sh | agie/696b98749b7978444a267e5e02c6a... | yabones wrote: | This is tragic news. In the future they will point to this as | the pivotal moment that lead to the downfall of my career, | relationships, financial security, etc. | | Is there a 12 step program for infrastructure maintenance | survival horror games? | InCityDreams wrote: | 12 step programs are built on religion. Start there. | | Nb: 'higher powers', are not necessarily 'religion'. | | / | lake_vincent wrote: | _Dear Diary, | | I sold my Switch today. I had to do it. I'm devastated, but | it was my only choice - I had to protect myself, my career, | and my marriage. It was the right call, but I can't believe I | didn't even get to say goodbye to all my Animal Crossing | villagers. I feel like I betrayed them, but if I kept it, I | would have been betraying myself... | | I'll never forget you, Lord Bootycheeks. Please forgive me._ | kbenson wrote: | Obviously, this is how the age of gods ended for humanity | as well. Henry Ford, Godslayer. Err, Goddistracter, at | least. | Victerius wrote: | Gamers Anonymous | lordnacho wrote: | Immunization works by exposing someone to a small dose that | they can train on. Why don't you try just building a little | factory and then stop? | | /s | lake_vincent wrote: | Lol! Well, you're kinda right. I've watched enough gameplay | footage to know it's dangerous. That was my vaccine! | Unbeliever69 wrote: | And you haven't lived until you've built a turning machine in | Factorio! | manojlds wrote: | Well, there's SteamDeck anyway, so nothing should have been | stopping you from Factorio addiction | alecfreudenberg wrote: | RIP thank you for your service | dakial1 wrote: | May I also suggested City Skylines on the switch? It has a | great addiction management feature called high RAM usage, so | when your city reaches 200k citizens the game will force close | repeatedly on you. | willis936 wrote: | I'm willing to bet any more than two city blocks will crush | UPS on the switch. | mcv wrote: | City Skylines on the Switch? Why do I not know such things? | Cheers went up in my house when I told them about Factorio. | | Personally I'll always prefer mouse+keyboard, but it's also | fun to play games in the living room. | IggleSniggle wrote: | Getting a Steam Deck has absolutely destroyed my life. | Plays mouse+keyboard games so comfortably and effortlessly. | squeaky-clean wrote: | It's my favorite airplane activity, but it is really | extremely limited compared to the PC version. It has all | the vanilla game components but big cities struggle. After | a certain population amount the game removes the 3x speed | option. | teolandon wrote: | They stole that from Dwarf Fortress. | xani_ wrote: | DF was more CPU starting to melt than RAM. | | Tho from what I remember was mostly due to unmanaged item | growth just making your fortress have to calculate more and | more and more stuff. With some game knowledge and | management you can run few hundred years (Longdeath being | one) | pkulak wrote: | I've tried Skylines a few times, but it always just devolves | into traffic simulation, and I hate traffic. Last go I tried | to set up a subway system, but lines can't even cross each | other and I gave up. They should really call the game | "American Suburb Skylines". | zwayhowder wrote: | They can, you just have to sink them lower. | pkulak wrote: | This is what Google told me too! But for some reason, | despite all my tries with changing elevation, they always | complained at refused to cross. I could have totally been | missing something, or maybe my version had a bug. | darkteflon wrote: | This is spot on. I've got some 50+ hours in C:S and it | always degenerates into traffic management grind. | | Every time I come back to it I have another dig through the | menus, thinking I must be missing something, but there's no | "car-free city" option. As far as I understand, the new | Plazas & Promenades DLC does not actually address this | either. | | Am I missing something? Why does the end-game always have | to be traffic? Seems like a wasted opportunity. | brailsafe wrote: | the wasted opportunity isn't C:S, it's a lack of a | foundational sequel that attempts to learn from this. | capableweb wrote: | Well, traffic is an essential part of city planning, | which Cities Skylines is all about, so traffic is a part | of that. | | You can avoid having to spend too much time on managing | traffic if you follow some "design patterns", there is a | bunch of them, so Google is probably your best friend. | | Although, there is a good comment on reddit that gives a | quick overview, with links to more in-depth material, | that might be a good starting point for you: https://old. | reddit.com/r/CitiesSkylines/comments/m57lq8/how_... | nsxwolf wrote: | I wanted to play Cities but I can't figure out what I'm | doing. I start a new city and usually roads don't quite work | right so traffic never comes, I don't understand how | utilities work and they always show disconnected icons, | sometimes I can get a little tiny town going and it quickly | dies out from exhaustion of various resources. | | I'd like to find a good tutorial on it, but it seems like one | of those games that you either get it or you don't, like Civ | (also utterly failed to get anywhere in Civ 6 multiple times) | squeaky-clean wrote: | If you like longer videos with lots of explanations, this | one covers most things. There's also further episodes that | cover expanding and the DLC, but this first one will covers | the main 80% of gameplay. | | https://youtu.be/Iu8YwpngbzE | | If you want a shorter "just tell me where things go at the | start so I can copy it" this one is a strong and easy | layout for a city | | https://youtu.be/8FXyrf8dwVQ | | Also I'd recommend playing a few cities with the unlimited | money option enabled. | submain wrote: | I noticed adding more RAM alleviates many issues with Cities: | Skylines. | | I now have 32GB just to play that game. I'm also considering | buying another machine with 64GB for the same reason. | | Please, help me. | capableweb wrote: | > buying another machine with 64GB | | Well, first step: get a desktop with 4 RAM slots so if you | need to upgrade memory, you don't have to buy a whole new | machine, just new RAM sticks. | brailsafe wrote: | I thought it was a CPU bottleneck | clem wrote: | Civ VI is on the Switch? Uh, gotta go. | lake_vincent wrote: | Noooo! Man down! | | I repeat, _MAN DOWN_! | hackcasual wrote: | The "good" news is no mod support, so it could be worse | joshu wrote: | when i realized that it is a strange programming language with | an insane IDE i was able to quit | lake_vincent wrote: | Ha! Which programming language would you say it is comparable | to? Asking for a friend... | contravariant wrote: | The kind of programming language that's designed to make | things not impossible, but just a little inconvenient. A | bit like Brainfuck, Excel or Lambda calculus. | | If that sounds appealing to you stay the heck away from | Zachtronics. | politician wrote: | Well, don't worry. The base game is easy to complete in ~20 | hours. Nintendo won't allow mods, so you won't have access to | the add-ons that boost a single game (Krastorio, SpaceX, Bob's) | into the 1000+ hour range. | bregma wrote: | You do realize that launching a rocket is the end of the | introduction, not the end game. | darkteflon wrote: | I've never even seen the rocket. I get 20 hours in then | decide I need to build the whole thing again from scratch - | but properly this time - in Rust. | munk-a wrote: | Although the team currently is working on an expansion of the | main content line as well - so that number should be going | up! | | Also, I disagree that it's easy to complete in 20 hours. The | speedrun currently sits at 1h25m and while <20hr is quite | possible for anyone to accomplish, it's pretty unrealistic | for a first run where you'll likely hit a few progress snags. | | Though, unlike some other games, the progress never slows | down - misallocating early skill points in some games causes | serious pain making up the same points without the proper | tools at an exponentially increasing cost... in Factorio a | tech is always the same cost so researching out of order | simply delays how quickly you can become more efficient. | euos wrote: | > a few progress snags. | | F... advanced oil processing | politician wrote: | Eventually, I'll get around to dusting off the epic 500 | hour Covid Lockdown + Krastorio + SpaceX save game that's | been sitting on the shelf for the past year, and finishing | it. | | Given the availability of blueprint imports and YouTube, I | don't think 20 hours is unrealistic. There's just too much | content out there now on exactly what to do and when -- | jump start base, main bus, bots, modules, launch, trains. | When I originally got the game, Nilaus hadn't started doing | megabase tutorial videos. | | It sucks, but over time the Internet spoils games | completely. Mods improve the situation because the content | can be too niche for mainstream creators to profitably | monetize. Kr+SpaceX is basically impossible to cover | outside of Discord. | remarkEon wrote: | Same. | | Factorio is such an addictive, amazing game. There's always one | more thing to automate. "What if I could automate my nuclear | reactors to keep fuel consumption low ... oh, but what if I | could automate the fuel production itself?" On and on. It's | kind of like KSP if you play it in hardcore where you can't do | anything except through kOS. | idbehold wrote: | 100% fuel efficient 4-core nuclear reactor :) | https://www.youtube.com/watch?v=QccZ6lJ6bT0&t=1178s | remarkEon wrote: | Interesting. Simple. I like it. Now to automate delivery | via train of fuel cells ... | booi wrote: | RIP in peace lake_vincent | | How many people must we lose before the government does | something?? | hangonhn wrote: | The government will do something as soon as the members of | government are satisfied and done with growing their | factory... Any day now... | mastersummoner wrote: | Actually, that... would explain a surprising amount about | government dysfunction. | yumraj wrote: | I feel that games like Factorio, Dyson, Kerbal... are perfect | games for when I retire. No time pressure, nothing to do, really, | just this, the whole day. | | Till then, I must look at these games, marvel at them, but resist | the temptation to play. | throwingrocks wrote: | I am also waiting to do leisurely activities until I'm almost | dead. | globalreset wrote: | Like we don't have enough problems in the world already, now | Cracktorio will be more widely available to unprepared public. :/ | lloydatkinson wrote: | I wonder if it will get xbox support? | VyseofArcadia wrote: | I'm surprised. I was under the impression that Factorio was CPU- | bound. The Switch isn't exactly a powerhouse. For comparison, | Civilization VI on the Switch was underwhelming. Playable, but | taking a turn late game often meant over a minute on the CPU | taking their turns. | hombre_fatal wrote: | It's like Stellaris: the game is still fun at a much smaller | scale so not having a powerful computer doesn't ruin it | completely. | xani_ wrote: | Factorio is CPU-bound _if you run a metabase_ | | It can run on just about anything when you base is "just finish | the game in style" size | thomastjeffery wrote: | Factorio is CPU-bound in the sense that it _isn 't_ memory or | GPU-bound. | | Sure, this will put a limit on megabases, but it should be | performant enough for a pretty large factory. | xani_ wrote: | It is absolutely memory-bound, just not memory _size_ -bound | but memory- _speed_ -bound. | | IIRC few of their blogs go into detail, where data layout and | way to access it was main limit, not actual computation speed | for some operation | marcosdumay wrote: | My impression is that it's memory-limited, and it has a builtin | limit. | | Anyway, your factory size is FPS-bound, but any reasonable | computer will run it well enough all the way to victory. | duskwuff wrote: | > My impression is that it's memory-limited, and it has a | builtin limit. | | Factorio is primarily bound by memory _bandwidth_ , believe | it or not. You need a healthy amount of memory for really | large factories, but the limiting factor ends up being the | fact that a significant amount of it gets accessed every | frame. | | There is no built-in limit on factory size. | | > Anyway, your factory size is FPS-bound | | Not at all. FPS is only influenced by the amount of stuff on | screen, which is bounded by the size of your screen. The most | expensive scenes tend to be dense forests, not factories. :) | Macha wrote: | Note that is a memory speed bottleneck, not a memory capacity | bottleneck | marcosdumay wrote: | My best guess is that the game misses some optimizations | due to enforcing a limit on memory usage. | AngryData wrote: | It is, eventually. In normal play ive never even run into any | hiccups with what I thought were pretty huge factories | operating. It is one of if not the best optimized game ive ever | played. | db48x wrote: | The Factorio developer spent the last seven or eight years | optimizing their game. The Civilization VI developers did not. | x86x87 wrote: | Developer? As in one developer? Is this a mistake. If not, I | am shocked | Gene_Parmesan wrote: | There's more than one person but it's a small team, core | development on the pre-1.0 versions was done by three or so | people I believe. | distrill wrote: | it is a reasonably small team but definitely more than one | developer | | https://www.factorio.com/game/about | kllrnohj wrote: | Mistake. The Factorio team is much bigger than a single | developer https://www.factorio.com/game/about | | And multiple of those devs have posted blog updates about | various optimizations they've done. So performance isn't | one person either. | nikhilgk wrote: | Tangentially, kudos to them for listing out past team | members on the about-us page. I've never seen anyone do | that before. | x86x87 wrote: | that's like... what class looks like. real class not | something you instantiate objects from :) | db48x wrote: | Just a tyop. | [deleted] | nathancahill wrote: | Not a single developer. The game itself is a product of a | Factorio factory, the developer simply drags belts around | and flips logic switches to produce new features. The | automation has reached a point where it has developed | Copilot-like AI skills and very little needs to be done by | hand now. | Sakos wrote: | How long until it gains sentience, breaks free of its | chains and enslaves or wipes out the human race? | rthomas6 wrote: | Read the development roadmap on the _same website_ before | asking such stupid questions. Gaining sentience and | wiping out the human race is scheduled for August 2024. | SahAssar wrote: | I thought they were stuck in the "find optimal factory | layout" loop and that world domination had been | postponed? | kccqzy wrote: | They have nine as of 2021. | https://factorio.com/blog/post/fff-366 | | They even have a chart of lines of code in Factorio over | the years. | jffry wrote: | Initially it was one developer but it hasn't been just him | for quite a while. Nowadays they are a team of more than a | dozen I think. | | They have poured a lot of work into making their game run | efficiently. No matter how much they do that, players will | always expand their factory until the CPU cannot keep up. | Linosaurus wrote: | The factory size where your game slows to a crawl will | obviously be much smaller, but it's still probably be more than | enough to finish the game. | smoldesu wrote: | I've played Factorio at 1080p with integrated graphics on a | dual-core Skylake chip. I think the Nvidia Tegra will be able | to handle this just fine. | smcn wrote: | Hey sorry, it running poorly is the only way I wont get | addicted to this. Is there any chance you could edit your | comment and lie for me? | smoldesu wrote: | No need to lie, just set the internal rendering resolution | to 1440p or higher and your machine will go up in flames. | duskwuff wrote: | I must regrettably inform you that the game runs very | well on a M1 MacBook Pro, with an effective render | resolution of ~2880x1800. | smoldesu wrote: | I don't doubt it does, my 12700k's iGPU handles it just | fine at 1440p too. I was talking more about the old | Skylake machine from earlier though, much different (see: | slower) beast. | elabajaba wrote: | Your Skylake laptop has about 10x the single threaded CPU | performance of the Switch. I wouldn't be surprised if the | switch started lagging with one 8 reactor nuclear setup. | voski wrote: | I noticed that performance issues arise from having large | groups of biters attacking. Something with the pathing for | the enemies uses a huge about of CPU | marcosdumay wrote: | Or a lot of robots with pending orders. | jffry wrote: | Very large bases will eventually hit CPU bounds, but a base | achieving the normal gameplay objective ("launch a rocket") | should be easily simulated at 60hz. | | Indeed, the linked blog post addresses performance | expectations. | colpabar wrote: | This game just keeps on giving. | baby wrote: | Somewhat related but I got a steam deck and decided against | getting this game because from some discussions I read it's too | hard to play without a mouse and keyboard. Anybody has tried | though? | jnwatson wrote: | I tried seriously for about an hour to play Factorio on the | Steam Deck. It wasn't enough. | | You need notes and specific study time. Steam controller | configs can be way more information than you can fit in your | brain. | s3r3nity wrote: | From the developer's notes, it looks like they took some time | to design the UX to better support controllers with this port. | | From what I read elsewhere, steam deck support was much more | limited - meaning the experience should be very different on | Switch vs. steam deck. | falcolas wrote: | On the Steam Deck, you're relying on custom bindings. It will | work, though it's not a tailored experience. | | Hoping the devs will make the controller bindings available | on the PC too. | | EDIT: That said, you _can_ hook up a keyboard and mouse to | the steam deck... | ycta2334209 wrote: | Tangentially related but you can buy the game directly from the | website, DRM-free which is the route I'd like to go buying this | game. The only thing is that the supported macOS platforms are | "macOS Mojave, High Sierra, Sierra; MacOS X El Capitan, | Yosemite". Is anyone here playing the game on Catalina or | Ventura? | ezfe wrote: | The Steam version runs perfectly fine on Ventura on my M1 | MacBook Air: https://i.imgur.com/iw6CCzh.png ___________________________________________________________________ (page generated 2022-09-13 23:00 UTC)