[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)