Factorio – a game where you can automate basically anything
factorio.com
factorio.com
I have one warning to you which I am not aware of seeing elsewhere for it: something about the color palette gives me severe eye strain, to the point of "physically painful to play", in a way I have never experienced before or since.
There exist several other games on Steam these days with the same core build-a-(semi-)autonomous-factory mechanic. My favorite of those that I've played so far is Big Pharma. It's substantially less advanced in terms of factory mechanics than Factorio [+], but the strategy is very, very deep, much deeper than you'd expect from looking it it. (For spoilers on that score, see my Steam review, which is the topmost one on the page. Capsule non-spoiler summary: best $20 I spent last year.)
[ + ] A fairly key skill for Factorio, which is present in Big Pharma but not relevant except at the highest levels of play, is timing the production of multiple subcomponents (which might happen in different quantities, at different rates, at variable distance from where they are consumed) such that one's production line never starves, blocks, or overproduces. It's Totoya Factory Simulator 2016 in this respect. When you get it right you get visual feedback (absence of congestion on your production line as e.g. coal stacks up because your furnaces aren't burning it because they're blocking on insufficient supplies of ore because you have insufficient electrical capacity because...). It feels like you're playing a symphony of borglike capitalist efficiency.
I think that distinguishes them from other kinds of puzzle-games where you're hunting for "The One Predefined Secret" to make your solution.
I liked TIS-100 a lot too, and Infinifactory is kind of like a visuospacial, high-production version of it.
Zachtronics in general seems to be pretty great with this.
Von Neumann model?
Von Neumann J 1945 Rev. Econ. Studies 13 1
Can't find the full text at the moment, sorry.
If you ever enjoyed Tekkit (minecraft) or the more automated part of Dwarf Fortress, you will like this game a lot.
My favorite part is that basically any action or building (up to the far late game) usually pushes you to build it by hand once or twice, and then automate the process forever.
It is extremely satisfying to build your first solar panel array while fighting for every resource, and then a few hours later have your 5000 strong robot army assemble a blueprint of that same array in 5 seconds while you watch.
The game also has a really great mechanic where you are constantly unbalanced for what resource you need to build up, but only because you decided to expand and create, so that your plans always digress into other plans and other problems to solve.
Also, the multiplayer is great and works really well, though it has a weird setting where you can set your own latency, and it seems like the host and clients are in lockstep not allowed to skew (so if you have a laggy client its a problem.)
This is one of those games where it starts innocently enough, a few hundred hours of gameplay accrue, and the next thing you know you're wondering where the last two months went.
Part of the reason for this is related to the decline of the SimCity franchise over the years. Cities: Skylines was pretty, but it didn't really hit the same notes in terms of gameplay. The last real SimCity game was 2004, so it's been well over a decade of waiting for the next truly addictive builder/simulation fix to arrive. Based on the amount of people I know having sunk triple-digit hours into Factorio, it's the closest we've come to a real SimCity game since.
That said, it seems like a fantastic game and I look forward to playing it some day.
Even with very big factories, the game performs well. The improvements to be made are really just related to the UI and some game mechanics that could be modified or extended. Generally, there are lots of mods that will hopefully make it into the base game (e.g. rail tanker cars), but good mod support is part of the game.
It's quite different from SimCity, but I agree that both games are enjoyed by a similar audience for similar reasons.
Definitely. Factorio has a crafting system, so that's a major difference.
I'd say the "similar reasons" you mentioned above are twofold:
a) You design systems and observe how they behave. There's kind of an awe or wonderment associated with watching how living, breathing systems behave within a complex simulation.
b) There's also a feedback loop where the player attempts to make their systems more efficient. This kind of massages a specific part of the brain in people with OCD tendencies, generating huge amounts of pleasure.
You might also like our Minecraft Modpack, Resonant Rise. You can grab it on the ATLauncher (just search for ATLauncher). It's designed around complex and interesting engineering challenges.
There's a similarly REALLY cool Minecraft mod on the scene for Minecraft 1.8 called "Psi" that you can try (available here: http://psi.vazkii.us/). It lets you use a visual dataflow language and trigonometry to create "magic spells" that are very technical in nature. It's a very fun exercise, and it's neat to write a program (with almost NO flow control!) that does things like dig a tunnel or build a bridge or throw zombies skyward, all by magic.
I've been playing Infinity Evolved recently but Resonant Rise is also amazing. Thanks for that work.
When playing with others, it's comparable to programming with others. It's about communication, people will try to optimize stuff that already works, people will argue about how to build stuff or when to refactor stuff. Sometimes they will build something in a weird way and argue why this is the best way etc.
It can be a nightmare with the wrong people or a lot of fun with intelligent people who can control their emotions.
Also, the community is amazing and there are tons of mods.
Playing this game in coop is like programming in many ways. You see the result of your design mistakes, and you have to be able to communicate well but not overcommunicate. To be independant but a team player at the same time, etc...
Is Factorio the new programmer interview?? ;)
It just works, and it's smooth as silk. It seems like they've concentrated heavily on the game engine and now are focussing on content, but there is plenty of content already to play with.
It's not to say that many indie (and not-indie) devs produce good games under this model, it's just there's been a huge shift in what players and developers expect from each other, as well as how they market it.
Similar parallels can also be drawn to the pre-paid kickstarter systems which were originally intended to help pay for upfront costs like manufacturing, but are now really used as risk-management tools to help ensure a certain number of sales before a project starts in earnest. There's no reason Peter Molyneux should need to ask players to pre-fund a game [1] of unknown quality and even scope, for example.
PROTIP: Try multiplayer. Unexpectedly, my girlfriend loved it and we had a lot of fun there.
Also, they are hiring: http://www.factorio.com/jobs
I disagree that it's a way to shift responsibility. The devs are responsive and the game is very stable. I can't tell you the number of times I've watched a bit of an older let's play series and some minor complaint or wish has since been addressed.
Many games are like that, but not Factorio. So, it just comes down to semantics and what EA means, vs. what perhaps it should be.
(On the other hand Minecraft released one day, but is still changing quite a lot. I don't know what a good label for "well-playable, but evolving" is... )
Factorio is not one of them, IMO.
I can forgive them since that often means that they focus on realising their big dream instead of making a big buck out of half their dream. Imho not good for them but quite good for me, since I get to play deeper games.
By the way, thanks for supporting this on Linux! Wouldn't play it otherwise.
This has been the most popular game at my LAN parties (http://kentonshouse.com) for the last year and a half. Here's a review I wrote in December 2014 that still applies (original at https://plus.google.com/+KentonVarda/posts/YHayo6sj42n):
My new favorite game is Factorio (http://factorio.com). It's like a cross between Minecraft, SimCity, and Civilization, and the result is massively better than any of them. The game is currently in "alpha", but I'm not sure why; it's far more polished and less buggy than many finished professional games I've played.
Overhead view. Like Minecraft, you start out punching trees for wood to craft a pickaxe with which you can then mine some ore to craft other things. But soon, you are building an automatic mining drill, then a conveyor belt to bring the ore to a smelting furnace, then robot arms to insert the ore into the furnace and take the smelted bars out, then more conveyor belts to bring those to other places where thy can be used. Eventually you can build power plants, labs to research new technologies, walls and turrets to defend against attackers, oil refineries, robot delivery drones, trains, and more.
The game is incredibly addictive (especially for programmers?). But what really impresses me is how the game illustrates the complexity of the real world. Factorio is a lesson in how logistics trump tactics and strategy ("strategy is for amateurs, logistics are for professionals"), and in how to build a complex system for changing requirements. The lessons are broadly applicable to the real world.
It's fairly easy to analogize Factorio to city planning. In your first game, you will quickly discover that the city you built for the early game is all wrong for the late game -- and then you realize: every real-life big city is a horrible mess and this is exactly why.
I also find myself comparing Factorio to software, especially distributed systems and networks. I find myself constantly using phrases like "buffer", "flow control", "back pressure", "throughput", "refactor", "under-utilized", etc.
One transition I find particularly interesting: around the middle of the game, you research the ability to build "logistics drones", which are basically like Amazon's quadcopter delivery drones. They can transport materials from point to point around your base -- you set up "request" points and "supply" points, and the drones pick up whatever items land in the supply points and bring them directly to whichever requester is requesting that item.
Up until this point, you mostly use conveyor belts for this task. When you first get logistics drones, you think "These are WAY more expensive than conveyor belts and have much lower throughput. Why would I ever want them?" But you quickly realize that the advantage of drones is that they are rapidly reconfigurable. Once your base is entirely drone-based, you can switch factories to build different items on a whim -- no need to re-route any conveyor belts. This gets more and more important in the late game as the number of different types of things you are building -- all with different input ingredients -- increases, and maintaining a spaghetti of conveyors becomes infeasible. This is tricky to grasp until you do it.
For a while, of course, you'll have part of your base running on drones while another part is still based on conveyors. It's like using Google Flights in your browser to search for airline tickets, while on the back end it is integrating with 60's-era mainframe-based flight scheduling software.
I can't help but imagine that conveyor belts and logistics drones represent two different programming languages (or, maybe, programming language paradigms). Choosing your programming language based on how easy it is to do something simple is totally wrong. The true measure of a good language is how it handles massive complexity and -- more importantly -- reconfiguration over time.
Another thought: In 10-20 years, when we have everything delivered to our houses via drones and self-driving taxis populating every major street, will we be able to just get rid of small residential side-roads? You won't need to drive a car up to your house anymore: it's easy enough to walk a couple blocks to the nearest major street and hop in a cab, or better yet to a train station. You don't need to carry cargo since it's delivered by drones. Delivery trucks: also replaced by drones. Will we suddenly be able to reclaim a ton of inner-city space? What will we do with it?
In any case, thanks to +Michael Powell and +Brian Swetland for introducing me to this game!
PS. Factorio is multiplayer! We've been having a lot of fun with it at LAN parties, and I just completed a coop game with +Jade Q Wang, who is also addicted. We tend to forget to do things like eat or sleep when we're playing.
This is going to be a shameless ask but if you ever need an extra person for a lan event I would love to fill that spot.
Cheers!
> Another thought: In 10-20 years, when we have everything delivered to our houses via drones and self-driving taxis populating every major street, will we be able to just get rid of small residential side-roads?
To nitpick one small part, yes, we will, because ambulances and fire trucks still need to be able to get around, and helicopters are typically cost-prohibitive.
In the last year of playing Factorio I've learned that it's much more efficient to build your base in units of several factories that are directly connected to each other and balanced such that each factory is consuming inputs at exactly the rate the producers are producing them. Within these units, you can often avoid having either belts or drones, because you're moving items directly between neighboring factories.
With this approach, the problems of flow control, congestion, etc. are vastly reduced (they only matter between units, not within a unit). If you're using drones, you need far fewer of them. But honestly I usually prefer to just use belts because it's really hard to understand and debug throughput issues in logistics networks (... much like Haskell).
I'm pretty sure there is a programming analogy here but I'm not going to think too hard about it right now. :)
I have a degree in logistics, but I work as a scripting-heavy systems engineer. My hobby is home construction, especially building systems like drainage planes, vapor management in walls, and structured wiring and plumbing. It's literally all the same thing with almost identical sets of problems.
When I have been programming the whole day at work, cranking my stress/anxiety levels up, then playing an "automation game" does not sound very compelling, to be honest :)
Does this mean: not significantly more addicting than other games but used primarily by a minority so punishment is 100 times worse due to scare stories bred by systematic racism?
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I think a very good extension would be to provide new technology for sustainable energy generation and even further the ability to harness and excel the planet as a super living thing (as Asimov could imagine in its Foundation series).
This would provide an even more constrained and challenging environment as to maintain planet's equilibrium on one hand and progress on the other.
Maybe, those aren't really valid concerns from the beginning of a game. But afterwards, it'll be important as massive industrialization reaches ecological relevance.
It's actually worse, your machines produce pollution which drives the local creatures mad and they start to attack you.
I think reaching an equilibrium with the planet's environment/creature makes for a great end game milestone.
It's planned, but it looks like it won't make it into 1.0: http://www.factorio.com/blog/post/fff-111
- The "no crafting challenge" mod, where you can't build anything by hand, only in factories. You get a factory to start with in order to bootstrap. Playing in this mode actually taught me that I had been relying on hand crafting way more than I should have -- it turns out that automated crafting of a lot of the stuff you normally hand-craft can actually speed up the game a lot. (Incidentally, I tried to create a "no inventory challenge" mod, where you start with a mobile roboport train car and have to use robots to build everything, but I found the modding API wasn't quite powerful enough to make this work well. But it worked well enough to allow me to conclude that this would be a pretty interesting mode of play if it worked.)
- Use a mod that makes resources spawn further away, so you have to build more trains. Trains are like a game in themselves.
- I hear people talking about "bob's mod" a lot, which apparently adds a bunch of new resource types and things to build with them, basically multiplying the game complexity.
This looks right up my alley, downloading it now.
I'm wondering if playing a game like this can help train a habit of automation. Thoughts?
Yeah, potentially. I've found the automated trains to be particularly effective at illustrating deadlocks and resource contention. Your early factory will (by the early mid-game) have no doubt taught you all about technical debt. :)
> I'm wondering if playing a game like this can help train a habit of automation.
Sure, why not?
The way you grow a habit of automation is to determine if you're spending "too much" time on a task, and if it would probably be worth the effort required to automate that task.
However, in Factorio you have no choice but to automate if you want to reach the main scenario's end goal in any reasonable amount of time. In real life, it's often not so obvious that this is the case.
Strong suggestion: Don't play in Peaceful Mode. Getting your projects interrupted by P0 drop-everything issues (and figuring out how to effectively deflect those issues) makes life so much more interesting.
What I also need to work on are the intermediate steps where I do things myself, but have a process written where someone else could do it.
I'll try the demo.
The big difference is the endgame: 0.11 had a placeholder "Rocket Defense" and 0.12 has a multi-step rocket and satellite assembly process. You would play several hours before encountering this. There are also a lot of performance improvements and quality-of-life things like personal roboports and more detailed logic combinators.
I'm looking forward to 0.13 which will have much nicer train track placing, fire that spreads, and maybe new vehicles and chest-loaders.
I've made two mod that suits well the engineering mindset: static difficulty stop time based increase of enemy difficulty https://forums.factorio.com/viewtopic.php?f=87&t=6433
endless resource makes deposit endless (with diminishing return) so all your railroads don't suddenly vanish https://forums.factorio.com/viewtopic.php?f=94&t=3130
check them out :)
I... may have consumed copious amounts of hotel wifi playing it over VPN one night. ;)
Maybe someone should add Factorio
Unless a game delivers hundreds of hours of play in both single and multiplayer, is moddable, gets at least an 85 on Metacritic and the devs have signed a contract to ship free updates and content quarterly for 10 years, it's a casual game and you should seriously think twice before spending even 99 cents on it.
Or you should buy it on Steam, play for an hour and 59 minutes, then get a refund and proudly proclaim how it didn't meet your standards, alongside the other four games you refunded in the last couple weeks.
Or pirate it, because you like the game but you don't want to support the industry's high prices.
There are some other suggestions in there as well, though I think I'd start with Factorio first.
I rather like its graphic design. It reminds me of many of the factories (and surrounding areas) I've had the opportunity to walk through.
As for third-party skins, you can probably author a mod to replace the existing graphics with ones that are more pleasing to you: https://wiki.factorio.com/index.php?title=Modding
http://t-a-w.blogspot.com.au/2015/08/happy-factorio-mod-for-...