What is interesting about Factorio
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fuseki.net
Factorio seems like the type of game I would've liked as a teenager, but now it just feels like work to me.
As do most interesting games. It seems like there's a learning curve to games that I don't want to spend the time dealing with anymore.
For me, the best feeling is working hard for something and really getting into the details and enjoying all the complexity of the experience / challenge.
I think that most human beings are wired to enjoy this kind of activity if they can get past the energy activation barrier.
I've been in situations where I did not value the above. Looking back, I believe I was:
- too mentally drained to enjoy anything
- any free time goes to diving into Random Access Media (reddit, hnews, youtube, etc)
- Never feeling full of energy or excitement and unable to find meaningful recharge
I saw a psychiatrist and got diagnosed with depression (systematically defined as not wanting to do anything at least once a week). Since then I've taking an active approach to monitoring and improving my mental state. Specifically:
1. Identifying true energy restoring activities: 3 of them are - 1) engaging in conversations where there's a decent amount of laughter 2) Sleep / naps and 3) exercise
2. Identifying energy traps - things you do when you have no energy but don't restore energy. Several examples: 1) Netflix, 2) social media, 3) reddit, 4) youtube
3. Figuring out my mental health dietary needs (what is it that you're longing for that is unconsciously affecting your decision making) and making active plans to get them in a regular way. This could be social validation, laughter, new engaging experiences, feelings of accomplishment or accolade, etc.
Instead of feeling like I don't want to do anything when I wake up, I more often find life as exciting and looking forward to the challenges and new experiences of each day. And yes, I enjoy Factorio a lot when I have the time to play (which is rare).
I generally tend to avoid things like (3) unless sharing them with someone else, and this feels like the reason why, moreso than being a waste of time or generally "not helpful for my mental state". There are plenty other things that I still do, which click as "energy traps" now that I read this - gonna reframe into sources/sinks internally, but still. Thank you.
I will likely lose the location of this comment by the time I've really tested cycling between sink and sources (which should take a few weeks or so at least), but I'm going to spend some time exploring my energy landscape today and see where it takes my well-being.
[0] Work has been nuts, so some of the overwhelm is just normal, but I suspect another portion of overwhelm is well explained by the energy metaphor.
So, do you avoid them now? If so, what do you do when you're tired after work? It's hard to feel entire afternoons with exercise, sleep and conversations...
In my experience, it's not that you replace energy traps with energy recovery - you instead create plans that allow for more focus, rest, focus cycles throughout the day.
If your work drains you completely when you go home, maybe you can try to create some plans for how to approach work holistically, sparing some energy for life outside of work.
For instance, create a plan that ends the work day with a lot of energy to spare by adding in a lot more rest cycles, including naps (laying down with eyes closed also restores energy) and walks. I also find creative outlets like writing or music quite restful, and as others have mentioned, a surprisingly lot of things restore energy - you just have to discover and note them down.
I have a foot injury right now and the mental adjustment to sitting more instead of being up and around is...significant.
I am not even tempted to play games that are work, or longer endeavor. To the point, that while I love the Witcher universe (read all books before it was cool; like, 20 years ago) I decided to rather watch all cutscenes than play. (I call it gaming porn.) With Factorio - I know that 15 years ago it would totally addict me (I was to SimCity, and Transport Tycoon Deluxe; I have a kink for building and maintaining systems).
Now... emotional catharsis, or intense flow of shooter, is what I play for. Working for dozens or hundreds of hours - I prefer to spend the time creating something. It is not (only) "I am adult and blah, blah" - just I know I would feel nauseous guilt on one side, while some sense of accomplishment when creating something for others.
[1] "Games in which you talk - and get immersed" https://medium.com/@pmigdal/games-in-which-you-walk-and-get-...
[2] "Doom 2016 vs Doom Eternal: UI side-by-side" https://medium.com/@pmigdal/doom-2016-vs-doom-eternal-ui-sid...
When it comes to city builders and similar games (including Factorio), I'm too easily distracted by the metagame puzzle of wondering about optimal strategies. I can't play them for long before I end up closing the game itself and pulling up documentation about the game's rules and internals, and that usually breaks me out of a potentially addictive cycle.
I used to like RTS-style/city builder games and put endless hours in them (think simcity, rollercoaster tycoon, settlers, ... ).
I barely play games anymore, but now I focus more on short (sidescroller) action games. Where each level lasts only a few minutes. (super meat boy, zombie night terror, hotline miami, ...)
Maybe it's a case of instant gratification seeking. But it seems to work for me.
In the last couple of years, I have had a few games finally make me feel the enjoyment that I remembered feeling when I was younger. And examining my own feelings when playing, what strikes me is that the first 5 to 10 hours of a game with some depth can be quite un-enjoyable, and they become dramatically more engaging once I've gotten over that hump. I think that was the case when I was younger as well, but when I had more free time on my hands it didn't feel like as much of a waste of time.
> Factorio seems like the type of game I would've liked as a teenager, but now it just feels like work to me.
Same. I was an avid AoE, Survival Horror and Gran Turismo nerd (quitting right before the GT academy happened to my dismay) and I held quite a few records during the outbeak days. But it fell off my radar entirely after sophomore year in University.
I got into Factorio for a week after Steam allowed Bitcoin purchases and I had a go as it looked interesting; I ended up playing like 6 hours a day only to come to the same conclusion you did: this is work, with clearly little to no ROI or ultimate gratification.
So with that in mind, I went on youtube, saw the ending and got over it and stopped a time sink right away.
Even when I thought I'd try to create a solar only Factorio factory, only to see one on Youtube and hearing the guy sunk 1000s of hours into it and scoffed at the idea.
I uninstalled it entirely when I realized how the gaming Industry was migrating toward a free-ware micro tx based business model that relies on in game purchases for upgrades like Fortnite.
These things are designed and optimized for targeting those with addictive behavioural patterns.
I still want to build a driving simulator like this one day, but half the process and challenge will be the build itself:
https://www.carscoops.com/2020/04/this-guy-turned-a-mini-coo...
I actually located an ideal candidate on craigslist: a Focus hatchback with a blown drive train for $700 that I wanted to convert to Colin McRae's Martini Livery WRC car from the 90s.
but... Factorio is literally the antithesis of this.
I guess it was the stark realization that the Industry was in the midst of shifting to this predatory business model and that I (seemingly) was also prone to the pitfalls of its optimization that did my head in... I didn't need to divert my attention away from my work or my relationship, and yet I still managed to spend 6 hours a day playing and researching how to get the most efficient layout and upgrades for a game I only found by a random impulse purchase.
I'm well aware that Factorio doesn't have micro txs, as I mentioned: I paid for it in BTC.
I guess it seemed like in my absence the gaming Industry took what was once a seemingly innocent, fun thing you did to pass the time or play with friends with known upfront costs for development/expansions and hardware into an altogether exploitative trap that was refined by what appeared to me at least, as the same addiction based conditioning beavhiour patterns seen in Social media platforms.
Fortnight went on to make over a Billion dollars, countless of stories of kids stealing their parents credit card in the process (and then uploaded to social media) showed how effective their strategies were, at least on impressionable minds; so, I'd say my intuition turned out to be right.
So much so it became a meme:
https://www.youtube.com/watch?v=fbAMrNpMrg8
I guess when I saw how underwhelming something like Factorio is when it ends it made me realize I need to cut my losses and focus on something that actually enhances my quality of Life? Facrorio seemed more like a distraction to me, then and now.
Factorio was mildly amusing at best, it reminded me of a more intricate look at what the building up resources portion of RTS games could be; by contrast I'm looking forward and prepared to sinking tons of hours on Cyberpunk 2077 and AoE 4, but that's mainly because they've been in development for so long and I've followed them closely since the beginning.
But, in practice I'm fairly sure that my initial excitement will fizzle out to my other hobbies, as I have so many.
Another anecdote to support this observation: I bought Watch Dogs 1 and 2 for PS4 when 2 came out to support the genre/studio, but I hadn't owned a console since PS2. They sat in their shrink wrap for years.
I recently got the time/chance to play and got a friend to lend me his PS4 when he went on vacation. I played 1 and it was fun in a GTA kind of way and I got to the last mission in about 2 weeks, which I couldn't beat so I went youtube saw the ending(s) and was satisfied enough to then start 2.
I must have gotten 4 hours into it before I lost all interest and just watched the no commentary 'cut-scene movie' someone uploaded in the background while I went back to working on other stuff. I can't even remember how it ends now, which goes to show how much I was paying attention. The plot was solid, and entertaining, I just preferred to do other stuff instead.
These aren't criticisms of Factorio so much as statements about your own taste in games. You just seem to like other types of games, which is fine, but it's not a slight on Factorio.
I personally hate FPS games and almost every 3D game out there... does that mean these games suck? No, they're just not for me, but plenty of other people love them, and in fact they are the most popular type of games out there. I think that's sad, but the people who love those games don't care a bit about what I think, and the games industry isn't going to change direction for me.
I'm personally overjoyed that a game like Factorio exists, and consider it a near miracle that the developers put so much love and effort in to this game in an ocean of trashy, super buggy, low effort, generic games out there. They really carved out a very special niche for themselves, and I couldn't be more grateful.
I just hope they open source it eventually, so it can never die.
Playing Factorio is not unlike doing engineering work itself. Initially, I was hooked. After a while, the brainpower it takes to build and refactor large factories felt too demanding.
It began to feel more like work, than enjoyment.
Edit: Also I got to the endgame point where you spend 99% of your time just setting up new mines and rail depots to keep feeding the beast. That was a fair while ago though so maybe there's more to do endgame, or maybe I'd just finished the game which is also OK.
Late game factorio feels exactly like coding, except you can't copy paste as well and make loops and other time saving abstractions.
I'm not sure what you mean by "as well", but Factorio does have various rather sophisticated methods of copying and pasting. For instance, there's the regular Control-C sort of copy, which allows you to rotate the entities before pasting, should you prefer. Then there are blueprints, which let you select which entities in a copied blueprint to store, what icon(s) to assign them, and let you have a library of blueprints and folders of blueprints even. That's more sophisticated than some text editors' copy/paste features.
As far as loops go, you can actually create loops in Factorio.
First, there's the simple belt loop. Those can be pretty useful (like with Koravex enrichment process, and coal-powered coal miners powering themselves or each other are also pretty popular).
Inserters can also be used in loops (from box to box, for instance).
Then there are more sophisticated loops involving trains and entire factory groupings.
Then there's the circuit network and combinators, which provide a visual programming language in which loops are possible. Some mods provide combinators will expose the full power of Lua programming to you in-game.
This is not to mention the possibility of writing your own Factorio modules in Lua, which literally is programming in text in a traditional language, and where you can write loops to your heart's content.
As for "time saving abstractions", with the Factorissimo2 mod, you can even abstract away parts of your factory and reuse those parts as modules. These modular parts can themselves be abstracted or nested as submodules of other modules, etc.
This includes things like plopping down yet another mining base, plopping down yet more production, etc...
You can make blueprints for all theses things, but you can't automate the blueprint placing. Sometimes you need to reconfigure circuit stuff for special train stops, so they get the right products, and as far as I know this can't be done via blueprint.
It just gets tedious after a while, especially because it doesn't take all that much to build a rocket, making it unnecessary if you just want to beat the game.
You can, actually. Check out the "recursive blueprints" mod.
Flaws of Factorio in no specific order:
• The car has maddeningly terrible physics. The OP claims this yields "comic fun". It doesn't. It just means you're constantly crashing into trees and needing to repair the car.
• At some point I hit a biter nest I couldn't beat, couldn't go around (some sort of story based misson). There was NO way past this obstacle. No way to make the game easier, no way to beat them, I was even reduced to looking for cheat codes or ways to hack the game files (there weren't any). So I just dropped the game. The sudden cliff-edge in difficulty made no sense and felt like they hadn't play-tested their own game properly.
• The GUI is terrible. I have no idea why he thinks it's good.
1. Placing rails is an exercise in frustration because it's so easy to mis-align things and end up with two pieces of rail that don't quite line up, forcing you to then dig it all up and try again.
2. Placing signals and stations is an equally frustrating exercise in finicky nitpicking. There are lots of ways to set up a railway line such that it simply doesn't work, with no hints about why or what you did wrong. It feels like debugging an embedded system.
3. The article cites "TIL I learned a shortcut" being a meme - that's because the GUI doesn't help you learn any shortcuts.
4. The icons are very small yet high detail, making them difficult to distinguish sometimes. There's no way to zoom anything to make this better. The colour schemes are washed out. The art is just unattractive.
• Randomly generated maps mean you may often end up with an unusual shortage of resources, or things in weird locations.
• The core mechanic is extremely hard to actually improve at. Although I enjoyed making factories at first, I pretty quickly realised this was too much like programming to actually be enjoyable long term. Factories quickly end up drowning in 'tech debt' if you aren't experienced, so you're constantly tempted to restart levels and try again to make a more sustainable factory, but then you end up stuck again later when you obtain some new bit of tech and realise your factory is wrongly structured for the next part of the game again.
The article hints at this last problem. He says "As tempting as it is, don't restart a new factory when you want to rebuild. Just learn how to use bots to deconstruct, and fix it. It'll be more fun that way."
Er, great. And how do I learn how to use bots to do that? The game did eventually get a few half-hearted tutorials that I found actually more confusing than the game itself, but I don't recall any about bots. You quickly realise that most of the information you need to learn the game is on random user-written wikis.
Factorio has managed to get some market success despite being pretty badly built in many ways. I'd definitely recommend checking it out for the novel conveyer-belt mechanic, but if you like building games Cities: Skylines will be much more satisfying and a far more professionally built product.
The research tree gives you many different ways to kill a biter nest: * Flame Throwers * Turrets / Laser Turrets * Personal Laser Defense * Combat Robots * Tank * Artillery * Atomic Bomb
>> Factorio has managed to get some market success despite being pretty badly built in many ways.
Maybe the game is not for you. But you are way off base here. The Factorio team has built a very solid product here.
But the UX has incredible amounts of well-thought out polish. Different sized hitboxes for different components, often really favoring playability makes navigating bases really handy. Live map view with the ability to zoom into a location you're not currently near to get a real view of the factory at that point. Unrealistic long reach. Smart notifications on events happening in the base. Graphs diagramming pollution generation and electricity use by factory component type spanning the whole game period. Map layers showing which zones are protected by your defenses, or the extent of spread of pollution, or the routes and locations of your automated trains. And dozens of really useful shortcuts as mentioned.
The game would be perfectly playable without any of these and still be really fun but the love and attention put in by the devs is very clear. And the most amazing thing is seeing all of these things happening all at the same time with thousands of moving pieces updating at 60hz and the game still runs smooth as butter. As a developer I've been very impressed by how smoothly this game runs. And as a gamer I have seen much much simpler games put computers to the test to achieve much less.
I agree so much with this. The UX seems so incredibly well thought out.. much more than virtually any game I've ever played.
There are some wrinkles and annoyances here and there, but virtually everything I've had complaints about while playing the vanilla game I found mods for later that solved it.
The only major complaint I still have about the UX of the game is the circuit network and combinators, which are a very clunky attempt at visual programming that don't provide enough feedback to keep from descending in to spaghetti code when doing something of even moderate complexity, and debugging these things is an absolute nightmare.
I have heard of this issue, and have seen a screenshot of someone else in the demo where the game placed the biters way, way, way too close to the player's base. That's just unfair, especially for a newcomer to the game.
I'd consider this a bug in the demo, and would report it as such to the developers.
In my own playthrough of the demo, about a year or two ago, I did not have this issue. The biters were well away from my base, and I had ample time to research the technology I'd need to beat them by the time they became a serious threat. I think they must have messed up the demo sometime after that.
The workaround for this is to play the full game, and forget the demo. There are plenty of tutorial videos on youtube which you can watch which will help you with any part of the game you don't understand, and in the full game you can choose a map that doesn't have any biters near by (or even make them peaceful so you don't have to worry about them at all).
It was on a level where you had to reach a computer in some crashed rocket, if I recall correctly. You had to build turrets and keep them filled with ammo, but you started in a corner of the map with no base or raw materials, so you really had to move quickly before the ammo the game gave you to start with ran out and you became overwhelmed. You also had to use grenades to take out a biter nest so you could get to the rocket, and had a limited number of those too. So it was basically an action game rather than a building game at that point and a very badly balanced one.
But like I said I felt there were a lot of other issues. I really wanted to like the game, but "solid" wasn't the impression it left me with.
I agree about the car physics, but there are mods which will let your car run over trees and rocks without taking damage. You still have to be careful about running in to parts of your base, but bots can almost instantly repair both your car and whatever you hit if you do hit it. Also, there are mods to make the car physics more realistic, but it's still a pain to drive... especially over a network in multi-player where there's lag.
"At some point I hit a biter nest I couldn't beat, couldn't go around (some sort of story based misson). There was NO way past this obstacle. No way to make the game easier, no way to beat them"
You can turn on peaceful mode, and various mods exist to reduce the difficulty of the biters.
"The GUI is terrible. I have no idea why he thinks it's good."
I love the GUI. I think it's really well done for a game of this complexity.
"Placing rails is an exercise in frustration because it's so easy to mis-align things and end up with two pieces of rail that don't quite line up, forcing you to then dig it all up and try again."
This is easily solved by copying and pasting already aligned portions of rails. Another way to do this is by clicking on the arrow at the end of a stretch of rails and that'll let you extend them and move them around without committing until you like the layout (kind of hard to explain with words, but it's very useful and I think it should eliminate any placing issues you have that you don't just want to use copy/paste for). Finally, there are rail blueprints you could use, and even automated blueprint placement (see the "recursive blueprints" mod) than can be programmed to be as precise as you want.
"The article cites "TIL I learned a shortcut" being a meme - that's because the GUI doesn't help you learn any shortcuts."
Not true. The game shows you tooltips when you hover over portions of the GUI, and those tooltips show shortcuts (if there are any). So there's definitely plenty of shortcut discoverability in this game. Also, if you look in the "Controls" settings, you can search for game features that have shortcuts. That's great for discoverability (though it would be even better if you could do a reverse-search by typing a shortcut and be shown which feature that shortcut activates, which Factorio can't do as far as I know).
"The icons are very small yet high detail, making them difficult to distinguish sometimes. There's no way to zoom anything to make this better. The colour schemes are washed out. The art is just unattractive."
I agree about the small, unzoomable icons, which can be a bit hard to read sometimes, but at least for me playing on 1920x1080 resolution, it's rarely a significant annoyance. Very rarely I need to know what something is and have a hard time figuring it out because of the size of the little icon.. and usually in those cases I can get more information on the entity by mousing over it or clicking on it. 99% of the time that's not an issue, though.
As for the art style.. yeah, it's pretty bland. There are some mods which enhance the art a bit, but I've yet to see something that makes the game really beautiful.
Fortunately, the sound effects in the game are pretty good, and somewhat make up for the lack of visual flare.
"Randomly generated maps mean you may often end up with an unusual shortage of resources, or things in weird locations."
There are a number of things you can do about this
First, you can preview maps and control various settings that affect the random placement of resources. If you don't like the way things are placed on a random map, you can try another.
Second, you can edit your own map and that way have no randomness at all, if you don't want it.
Third, you can use someone else's hand-edited map.
"Although I enjoyed making factories at first, I pretty quickly realised this was too much like programming to actually be enjoyable long term."
This is a matter of personal preference. Personally, I enjoy the similarity to programming, and actually find it less annoying and mind-numbing than ordinary programming. Factorio programming is more fun for me than regular programming (except for combinators and the circuit network, which really are super annoying for anything even moderately complex).
"Factories quickly end up drowning in 'tech debt' if you aren't experienced"
Well, that's where playing the game more helps.. just like in any game, you get better at it by playing.
"you're constantly tempted to restart levels and try again to make a more sustainable factory, but then you end up stuck again later when you obtain some new bit of tech and realise your factory is wrongly structured for the next part of the game again"
I find myself getting better and better at this each time I play, and when I watch videos of really expert players play the game I can see that much more sophisticated organization is possible.
"how do I learn how to use bots to do that?"
I'd encourage you to search on youtube for videos on any part of the game you struggle to understand. There are a wealth of tutorials on there.
Also, I can recommend the #factorio channel on the Esper IRC network, the Factorio forum and r/factorio on Reddit. There are many expert users on there who would be happy to help you.
I really need to get a new machine.
What I enjoy now instead is actually watching gameplay on YouTube. It gives me a quick fix of the fun without a big investment in time. Also many of the videos can be funny!
http://www.rollercoastertycoon.com/rollercoaster-tycoon-clas...
I, too, have given up eating, and sleeping, and joy.
(Yes, I enjoy a tasty meal and a good night's sleep. But I'd much prefer to just live without having to sleep or eat at all. Or, eat a pill and recharge in a base station for 20 minutes.)
Definitely. It's another maintenance time waster, another upkeep you have to pay. What's worse, only a fraction of it is needed for survival, the rest is just an elaborate social signalling game with almost unbounded costs in time and money.
> We could theoretically still have sex virtually, too.
Only if it offers improvement over status quo :).
If you're not satisfied, maybe you should try Satisfactory - it's a FPS lite-version of Factorio :)
It feels like a lot of work picking up a new game. Combine that with the realization that it is just an engineered dopamine loop and that I could be doing something productive, videogames are essentially "dead" to me.
When I was a child, I spake as a child, I understood as a child, I thought as a child: but when I became a man, I put away childish things.
Software work feels very similar to the games I enjoy and I do that 6-10 hours a day. Games effectively trained me to be able to understand and build complex systems, which is great, but now they're just games.
I prefer hobbies that get me away from a computer. It's a pretty limiting constraint -- computers are super useful.
I used to waste/invest so much time into games, but now with a wife+kid+job I just don't want to spend my precious time on just any game. It has to be THE game. The perfect game.
Alas, I haven't found it yet. (Factorio comes very close, but it is too time intensive. You can't just play Factorio for 30 minutes.)
Especially if you have kids.
It has the worst tutorial I’ve ever seen and all the inventory management is just super awkward with weird UI.
That’s coming from someone with hundreds of hours in OpenTTD and the like
What changed? Well partly some UI improvement, but mostly it was a mindset change.
The inventory is rubbish because you're not supposed to have inventory.
It's a game about JIT supply chains.
Instead of building things and working out what to build from them, start from the end and work backwards.
I also had to learn to not get bothered by overproduction and stop trying to buffer overproduced goods.
That's funny, for me Factorio has one of the best and well-thought-out UI's I've ever seen in any game (especially for a game this complex).[1]
[1] - With the exception of the circuit network, which is too easy to turn in to spaghetti code and a nightmare to debug.
As you place belts, they should rotate to create a path.
The old tutorial was actually better. The new one they introduced is really bad. Not only does it not explain things, but some of the mechanics actually work differently in the tutorial.
This is a pretty good breakdown
If you purely stick to everything you learn ingame, you will probably hit a wall after 20 hours or so.
It's fine to play for a bit with the new tech branches that come out occasionally in the updates.
The blueprints you make go in your inventory by default because that's the temporary storage area for them. (Incidentally, to get rid of a blueprint in your inventory, right click it and then click on the trashcan icon in the blueprint dialog which appears).
If you want your blueprints to be more permanent and persist between games you can put them in to the "My Blueprints" section of the blueprints screen.
There you can also organize your blueprints in to books of related blueprints.
For more detailed tutorials on how to use blueprints, try searching on youtube for: factorio blueprints
I have co-workers like this: people who don't bother to learn the tools of* their trade and waste dozens of minutes every day.
Taking the time to master your tools is a COMPOUNDING benefit and, at the risk of sounding inflammatory, is the type of activity that creates "skill gaps" between regular and "10x engineers."
this is problematic, and the problem is made obvious when you take this fact to its natural conclusion.
are you juggling credit cards to simultaneously maximize the benefits of opening new cards with promotional offers, limiting your interest rates, and maximizing your credit score?
have you investigated the air quality of your working and living spaces? do you know the optimal concentrations of O2 and CO2? do you have plants around you that provide other benefits besides air quality? do you even know what those compounding benefits are?
what about your spinal posture? do you know about wrist shoulder hip and knee angles? do you know how this impacts bloodflow and neuromuscular activation? maybe you just run and/or stretch for 30 minutes a day and call it good enough?
> I have co-workers like this: people who don't bother to learn
no matter how smart you are, youve got finite bandwidth and a finite time to spend it. everyone picks most things they dont bother to learn.
For example I worked on an Angular project and invested a bit of time to learn the framework and certain libraries. I completed the project and it was successful, but my new projects aren’t to be done in angular anymore and I can’t apply all this knowledge, at least for the time being. Am I glad I learned this? Sure. But, this theme has repeated so much in my career that I am reluctant to jump onto a new thing. Instead I doubled down on F# and started learning scheme.
Plus, Angular comes with a bunch of tools in itself. If you take a break for a while you'll have to re-learn the new ways of doing things a few versions later. This is not only taxing, but makes one reluctant whether to invest the time in it or not, and the learning process is a bit encumbered by the idea that it all may go to waste soon-ish. The reality was that even older tools proved to be useful to me as I had to pick up and maintain older projects and having learned that it made it easier. But this may vary from case to case.
Moreover, when something new comes out, everybody is hyping it and when we start using it in my work place, my gut feeling tells me to wait for v2 or v3 or so, such that I don't have to deal with the many confusing changes that take place in the few iterations. But I do that just because I had some bad experience in the past. Others break their teeth with the same frustration that I had. They too may build their reluctance as I did.
Plenty of people choose not to learn their tools, and would not choose to do so even if time were unconstrained. The inability of people to maximally use all tools available to them is a separate issue, and not an especially important one.
Not everyone shares your concerns. They may well be concentrating on posture, because _that is a very important thing to concentrate on_ if one has certain issues. Or they may just not consider their job taking them 5 more minutes to perform to be a problem, and they'd rather think about what they're building in their garage, or their kids.
"Why doesn't everyone care about the things that I care about" is a very good, very difficult, question to try to answer for yourself.
You're saying people don't need to care about X, which is true. However, if you choose to spend 10 hours building a pile of blocks, every day, rather than spending 10 minutes learning how to turn on the BLOCKMASTER 9000, you're just being obstinate. Hyperbole and arguments to your personal choice of block building aesthetic aside, there's a large class of problem for which the effort required to both improve one's capabilities and execute the task is much lower than the effort require to execute the task to begin. No matter how much you care about your kids, and how little you care about building blocks, if you must build that tower, it is beneficial to learn how to use the BLOCKMASTER 9000.
Pursuing the latest and greatest tooling mastery for incremental gains usually doesn't fall into this category. You don't need to pursue improvement endlessly. But say, people who refuse to learn how to use a debugger, but spend a great deal of time debugging? People who only share code over email while the team tells them to use git? People who only use global variables in painfully uncomfortable circumstances? If you're coming to work and refuse to invest in such things... it's fully plausible that you are a 0x or -1x programmer. Same for almost any other domain of work.
You don't need to care about anything. The reason you improve is because you want to be better. If you don't want to be better, and are currently bad, there's at least going to be a large social reason why you may want to change.
I can see why people should improve their productivity at work in the abstract, but I have to admit there isn't much tangible in it for them. They will work 8 hour days however productive they are. Less productive workers are if anything more likely to clock out on time.
Doing "just enough" to get paid is the optimal course for the majority of jobs.
Finding jobs that extrinsicly reward continuous improvement is hard, probably because rewarding continuous improvement is hard to do - measuring, expectations, reasonable demands, etc. Are not easy.
the number of things that affect your job performance are endless and it is arbitrary where you choose to stop improving. not only is it arbitrary where you draw the line, its arbitrary that you chose to optimize your job in the first place. these things are non-self-evident choices based on personal and societal feelings rooted in first-principle thinking about the meaning of existence.
"invest in your exponential job growth" glosses over some pretty significant life choices that are more important to recognize than saving 30 minutes a day at the office.
E.g. doctors spending no time to learn about new drugs and prescribing them.
Simply staying focused on work at work, solving whatever the current issues are, and going home is fine. Languages, tools, and best practices are constantly evolving, staying current is already a significant treadmill adding mastery of everything is an endless time sink.
For example, I installed a personal weather system on the house so we could dress appropriately without needing to check outside first. Or, bought a Keurig coffee maker to reduce the time and effort required to make the morning joe.
I call these hacks, "lifestyle upgrades."
I mean, I'm not personally doing that, because that's a bunch of manual work; but if I found about an API that I could use to automate doing that, I'd probably budget myself 30-or-so man-hours to trying to set something like that up on top of such an API.
> have you investigated the air quality of your working and living spaces?
Yes; I even bought a CO2 meter. I was feeling ill whenever I closed the windows or when there was no wind, and I wanted to eliminate obvious potential causes. Toxic mold was another possible cause.
As a tech lead and then as a technical manager though... my team members who spend (sometimes endless;) time optimizing their tools and typing fast, are not necessarily more productive than the senior experienced experts who type slowly, with two fingers, and OMG I can't even stand to watch them resize a window, if they bother... but tend to sit back, ponder, and then slowly, excruciatingly type effective, efficient, working code that safely satisfies clients' requirements.
It took me years if not a decade to see beyond their slowness with tools, and notice the overall effectiveness of their output.
(This is not to say there aren't tons of people who are slow with both, of course :P )
A better text editor might make you faster at typing; but that only matters if your work was "typing-speed bound." Programmers generally aren't bound by typing speed; they're either bound by identifier lookups (figuring out what function or variable they need to use here, possibly using a library documentation or language reference, or checking elsewhere in the codebase); or they're bound by the speed at which they make decisions about the architectural design of what they're programming.
Things that solve those two problems—IDEs with auto-complete and inline documentation display, in the former case; and "convention over configuration" frameworks and uniform syntax normalization linters, in the latter case—can have much greater effects on productivity than just speeding up how fast you can input the code.
But even beyond that, I find the most powerful productivity boosters in engineering are the ones that entirely obviate a particular thinking task. What is a compiler but a tool for avoiding the thinking task of figuring out how your pseudocode properly translates into machine code? You could certainly go without one—but we all agree that that'd be ridiculous to choose to do, when you don't have to, right?
I'm 41 now. I still don't mind learning new skills and do it fairly often. But I am getting increasingly crabby about having to learn an entire new skill that I'm not going to clearly be able to exploit enough to make up for learning it, e.g., I get tossed somebody's old project X written in $YESTERDAY'S_FAD_FRAMEWORK and now I have to go learn a dead framework just to see what's going on. I'm not going to get to exploit that enough to make up for the cost of learning it.
When I was younger, I worried more about sampling a lot of things rather than whether I'd get to exploit any given one of them that much. I don't regret it. I think it was the right choice at the time. But as you get older I do think you want to be a bit more selective, if for no other reason than you need to exploit those skills at some point or the acquisition costs are just a waste.
(I'm doing a personal project right now that involves some front-end stuff. I've been doing website development since 1997; clearly JS has changed a lot over the years. I decided to just go with straight JS, rather than spending a lot of time learning a new framework, because I don't anticipate having enough front-end work to do to exploit the time it would take to learn a new JS framework, and while it seems to have stabilized a bit lately (not literally turning over every year anymore), they still seem to be a bit frothy compared to everything else. Meanwhile, modern JS basically has jQuery built in, and template literals can be used to set up an escape-safe client-side template system in about 5 lines of pure JS. So, basically, due to the constraints on this project, I've chosen to learn the handful of things I haven't used (knew about the "fat arrow" syntax and template literals for a while, never had a chance to use them in a detailed way) and then exploit my existing skills, rather than spend a lot of time learning a new framework. Even if I could hypothetically do the actual work faster, learn+use time >> exploit time. And learning more about pure JS has an extremely high probability of being exploitable in the future; even now, learning "React" or one of the other handful of clear winners has only a much lower probability because I could still be dropped onto a project that uses something else.)
I have been working for my own businesses for about 8 years now. I learned to value my time, so any improvement in efficiency is welcome. But sometimes you just need to get the job done and not invest time upfront in improving a process. It's always a trade-off in time.
This is a failure of forethought on their part. It's true that their _current_ job might not pay more for that knowledge, but it absolutely pays off in their career and during interviews as they develop their professional network and people begin to recognize them as a source of in-depth knowledge.
For many (most?) people the main factor in life is happiness. If you like your job, and it pays good enough, then why invest all the work into a future job that may pay better?
Also, there are many factors that come into play during interviews. How well you are able to combine complex Vim commands to shave 10 seconds of a particular task is probably very, very low down the list of competences the interviewer is looking for.
Not that I would blame anyone for settling into a life where you CRUD from 8:30 to 5:00, then go home and enjoy your life. There are many jobs out there that are more interesting and better paying with the exact same quality of life trade-offs. If anything, I've found that more challenging workplaces hire people who are more interesting to be around.
It usually doesn't fare well for you.
VS2005 inside an XP VM? To build WinCE 4? In 2015? No sane person would choose that environment today, but it had been a valid choice in the mid-2000s and the hardware was still working, so I rolled up my sleeves and fixed the bugs. Customer was satisfied and we all got paid.
The only person I've ever worked with who could concievably be a 100x engineer did some of his best work on paper. But then he was a heavy-caliber mathematician.
(as an aside, I think this is also why the Zachtronics games are so effective)
As a bonus, FasterStart also takes away the grind of cutting trees by hand. I use it just for that. Few things annoy me more than having to take a break from building a factory to mindlessly holding right-click and pressing movement keys for a while because RNGesus decided to put a rainforest in the way of my expansion. It's the video-game equivalent of being broken out of a programming flow to sit in a pointless 2-hour meeting.
Another option is to use a mod like Factorissimo2 [2] which lets you put factories inside a building and move the entire building around. Buildings can also be nested so that you can group, say, all buildings related to iron ore -> iron plates inside one outer building. ( * ) Factorissimo2 was invaluable when I played a game with Angel's mods, because with Angel's the process of getting iron plates from iron ore starts off as a one-stage process but eventually becomes like a ten-stage process. There was no way I was going to lay that out on ground level while still accounting for future expansion.
[1]: https://mods.factorio.com/mod/FasterStart
[2]: https://mods.factorio.com/mod/Factorissimo2
( * ) IIRC this is disabled by default because people think it's unrealistic. I just pretend a nested building is an upper floor in the third dimension and the belt connections are freight elevators.
If you only design factories from scratch by yourself, that's akin to being handed an assembler programming manual as your only reading material and building up every programming abstraction yourself. You likely won't discover the best abstractions.
After a while playing factorio I decided to watch experts play the game on YouTube, and that's like a programming novice watching an expert. They know how to create well-known patterns (especially with belt mechanics) and deploy them readily. Watching these videos is like someone handing you a library of programming abstractions your can put into your own code.
I picked up Pillars of Eternity a while back and couldn't get past the character creation screen without looking up strategies for character building. I couldn't get through the "it doesn't matter just pick something that sounds good" block. Bad experience for me, ended up dropping the game very quickly even though it has great ratings.
I find RPGs which let you rebuild your characters in the middle of the game very approachable. They are good gateway drugs to get some familiarity with the genre. Divinity: Original Sin 1/2 are good examples, I highly recommend them. Any ARPG[2] will also do since they ask for less number crunching and more reflex building. Many of them never allow you to set your character before you progress in the game. Some JRPGs[3] are like that too (i.e Pokemon games).
Find me on Steam if you need some good RPG recommendations: https://steamcommunity.com/id/diegoperini
[0] https://www.urbandictionary.com/define.php?term=CRPG
[1] https://en.wikipedia.org/wiki/Theorycraft
Great game, but probably one of the most unreasonably difficult starts of any I've seen (relative to what seems to be the intended level of difficulty in the game). I nearly dropped it because I couldn't find the few stupid crocodiles that were killable after hours of walking around getting thwomped by everyone. Which was really annoying because the characters have strong personalities, so they say shit like along the lines of "let's go kill them all" and then be pathetically underpowered.
On the other hand, I really like having spaghetti factories. Having the same few pattern repeat a bazillion times just looks boring. Would love to stumble over my first saves, since those were the most organically grown. But back then I believe saves were stored in the install dir and i most certainly have uninstalled my "non-steam version" since.
Thankfully, by now I mostly internalized that planning the perfect factory will actually take me more time than just building something good enough and upgrading/replacing it later.
Then I unlocked the the next level of science and it all instantly became spaghetti and belts were backed up across the board.
The thing that makes the game easier is understanding the ratios. There is a golden ratio for basically anything. And it's actually harder to get the right ratios at a smaller scale because you end up with a lot of decimals that throw everything off. If you can get clean whole numbers for a majority of your ratios, then you have a nearly perfect automation process even if it's all spaghetti belts.
I need to learn how to use trains and the circuits because I have NEVER used them. IDK why I'd want things to turn off and on, or why I'd want to use a train to bring mats, but I assume these are critical things stopping my megafactory dreams.
Another way to go is to use robots for delivery. That way there's no spaghetti of belts because there are no belts.
Then I can start getting rid of belts by just having the robots do the work. Setup a hit load of worker bots on the perimeter to fight any of alien things and fix the damage automatically.
The robots change the approach massively. But, I also enjoy the process of creating belts that get consumed near perfectly so that I create the exact same amount of each science. That's just my OCD side of things though.
Each cell focused on executing the recipe as fast as it needed to to fill up the output station faster than it could be drained by other cells' input trains. If something was being produced faster than other cells' trains were draining it, then it would back up and stop (and even shut off power via a switch logistic-connected to the output chest). If something was being produced slower, 80x80 is plenty of space to add more factories till it isn't.
Near the end the bottleneck was actually how fast I could ship ore from the faraway mines to the smelter cells (I built it organically so all the smelter cells ended up near the center, while the ores were coming in from the outside), but at time I was launching one rocket every few seconds so it didn't really matter.
Building it took multiple days because I only built out one or two cells a day, but the freedom from having to think about belts and ratios was worth it. I did not have to worry about prioritization because if one cell needed an output more than another cell, its trains would implicitly be coming to the output station more often. With belts you can end up with a situation where, say, the demand for green circuits is high but your iron plate bus only has two lines dedicated to the green circuits factory area, and there's no space to add more lines. With trains I would just add more factories to the green circuits cell, and its iron plate input train would automatically start running more often without me needing to do anything to it.
Unfortunately that experience has spoiled the vanilla game for me. Every time I try to play I remember how easy it made things and don't want to play any other way, but I also remember how many days it took to build and I don't want to repeat it.
It has a skill curve where playing at a high level is something you learn over a long period of time. It gives it immense replayability to delight in the opportunity to build something slightly more robust or scalable.
If you derive enjoyment from the learning part and set your expectations appropriately (so you don't feel frustrated expecting more from yourself than your skill level), it becomes really addicting.
PS: https://factorioprints.com/ is a great inspiration if you just don't have time to figure out things yourself.
Real visual programming languages allow building and collapsing abstractions and don't add space constraints.
You could just as easily say "text coding is so hard because if I realize I missed a character I have to start the entire file again; it would be nice if I were using something other than 'cat > file.c <<EOF', like visual blocks that could be rearranged later.
That's not failure it's just part of the gameplay! There are a few mods that can make your life a bit easier though - check out Factorissimo which lets you make self-contained buildings.
If I type
for (let i = 1; i <= 10; i++) console.log(`Round ${i}`)
And you run that in your console, it happens in the blink of an eye. Not with Factorio, it's fast, but we can still follow it. We can still see the individual materials being inserted or taken out.That makes me think of a project idea: create an environment that executes fast but not at the speed of a computer (like Factorio).
> Imagine yourself living in a perfectly balanced natural environment. With total freedom. A place where your ancestors have been the inhabitants for centuries. Evolving, understanding, and being part of this peaceful world and rich ecosystem. Totally integrated. On this land you can get aliment easily, due the lack of serious predators and pollution, and with the friendly company of your fellows, the only thing you have to take care is food, relax, and reproduction.
> Imagine that suddenly, something falls down from the sky. Something that starts the extraction of the minerals, and the eradication of your forests. Even further. Imagine that this newcomer, making use of the stolen resources, starts the production of massive machines aimed to automate the robbery and the production of a never ending factory which creates not only pollution in the air and water, desertification on the land, and starvation for your people, but also, creates heavy weapons in order to exterminate you and your entire species.
> Wouldn't you be angry? Isn't that newcomer a sick bastard?
https://factorio.com/blog/post/fff-69
Games are abstractions, and in abstractions, all of the complications are stripped away to focus on a specific mechanic. Abstractions in real world reach breaking points: at a certain boundaries, water operates as a different state of matter, in which a "liquid" abstraction/conception no longer applies.
I wish there were a way to restore the environment like planting trees in order to also remove the pests.
There are mods that will let you plant trees.
Planting trees will reduce pollution, and that in turn will lead to you getting bothered less by biters, the native life forms of the planet.
Procedural rhetoric is an awesome concept and one that I'd wish to be seen discussed more often.
And I second your statement.
It's funny you should say that. I noticed that nuclear energy in Factorio is waste-free, and (at least without mods) there's no risk of a nuclear reactor suffering a meltdown and massively damaging large areas of your base.
Also, it was interesting to see just how massive a solar panel array you'd have to have in order to match even a coal power plant, never mind a small nuclear power plant.
On the other hand, Factorio's factories pollute, and fighting hard to reduce pollution is a major part of the game.
Factorio is something different. I started playing it on a Saturday morning. Slept a few hours that night. When the sun started rising Monday morning I realized I should probably try to get a little sleep before heading into the office. Never had that experience before or since. Probably the closest I’ve ever come to a “bender”.
Quite the understatement. Pretty much every engineer that I've introduced to the game has played for at least 40 hours.
I love making stuff as a hobby, and reading all the good reviews this game had it seemed like a great way to kill a few spare hours. But I just couldn't gell with the game.It just seemed like I was back at work but now not getting paid for my time.
For me, Rimworld is where it's at.
Everyone tells me I'd love factorio. Every time I load up the intro tutorial I have the intention of finally diving in and just.... nothing. I can't get into it. I don't feel an incentive to learn the building and crafting UI's. It just feels like work. I'm not even sure why I'm building the things I'm building, or what the aim of the game is.
Maybe rimworld sucks me in because I can immediately empathize with the plight of the survivor, whereas factorio seems to be all about building efficient machines for the sake of building efficient machines.
But once I got more and more into the details, Rimworld was the one frustrating me. I probably just despise this kind of "Storyteller" aka Event choosen by Wealth & RNG. This ruined the fun for me and is probably the reason I played Factorio easily 10 times as long as Rimworld.
The closest Factory has to that is the pollution mechanic, but that doesn't feel nearly as contrived.
Combat is a useful "problem" to solve/prepare for. But having understood those are just randomly selected, totally interchangeable events (that btw, actually change after reloading a save) made them feel arbitrary to me.
Added to this, the difficulty of those events is fully determined by some arbitrary "value" of all the stuff in your settlement combined together. Build a big wall around the settlement? Value just went up. But not if those were natural mountains. Thus to beat the game, you want an effective defense while keeping that arbitrary value low. And this just kind of killed the immersion for me.
Thing is, I also don't see a good way to avoid such value driven systems when designing a survival-game that is supposed to keep being challenging. There is little risk of "game over" in Factorio or Oxygen Not Included once you got past the initial challenge and it becomes more of a SimCity than survival. Civ becomes a chore. Games like Don't Starve have a high skill floor and the restarts made me loose interest just about when I had learned enough to get through winter. "Go to harder area"-games just incentivize not taking risks. Time-based difficulty is an OK compromise at best...
As a new player, my goal was to explore everything the game had to offer, and that meant researching all the technologies in the game and learning how to use them effectively.
A secondary goal is to make efficient use of space, which is limited by biters, base layout, and resource layout.
Another goal is to automate as much as possible instead of hand-crafting.
Yet another goal you might have is to defend your base against the biters to go after them pre-emptively. If you enjoy the combat in the game there are a wealth of ways to get more of it or increase the difficulty. On the other hand, if you don't like combat you can dial it down or even get rid of it entirely.
Mods increase your options exponentially, and give you much more new stuff to explore and use.
Like any sandbox, what you do with everything you're given is up to you. The limits are: your interest, your skill, and your imagination.
But doing so hardly ever gave me a feeling of closure (excluding the 8h achievement speed-run) I got after finishing some story-based game and the "you won"-screen has a "keep playing" button for a reason... I expect most player use it.
If the core game loop doesn't bring you satisfaction and you don't find motivation in setting your own goals, then this game just isn't the right one for you.
Depending on what you have to fight them with, the default settings of Rampant might be too difficult, in which case the mod has lots of options that'll let you dial that difficulty down. Also, you can get various other mods (like improved weapons, far reach, or tweaked evolution rates) to make fighting them easier.
This is why I'm looking forward to Satisfactory coming to Steam within the next month or so. 3d Factorio with much better graphics.
Factorio is one of them, but other puzzle games such as topological ones (Spacechem, Opus Magnum, Infinifactory, Molek-syntez), programming (Shenzhen IO, TIS-500, Human Resource Machine, Silicon Zeroes) or logic ones (Baba is you) kind of scratch similar itches.
As for doing engineering for fun, some of us are stuck doing rather boring tasks at the office, and the idea of having a game that one can just put away seems less daunting than having a code/hardware project that could potentially sit uncompleted. Designing robots definitely is fun, although it requires a fair bit of working space and tools.
I agree that it's really enjoyable to build physical things. I have one 3D part that I've been meaning to print for a while, but without a 3D printer at home it's a bit trickier to get it done. I wish I had a home workshop, but Silicon Valley prices make that a rather expensive proposition. There's no more TechShop either. :-(
Weren't you afraid that you'll somehow botch the headphones and they'll play an excessively loud sound, which will permanently damage your hearing or give you tinnitus? Or can that risk be ruled out somehow?
Perhaps there should be a wiki or something just about all the different skills a human can have. And each skill would have some description how to get started ("first couple levels") and links to other skills. The links would describe that if you enjoy skill A, here's why you might also enjoy learning related skill B for this and that reason. So you could choose in what direction you want to continue the learning.
Your “engineering for fun” is perhaps not what most engineers do day to day. And certainly our jobs and workplaces generally are not explicitly designed to be enjoyable with satisfying outcomes.
https://www.vice.com/en_us/article/4x38aq/why-do-we-play-vid...
Even in very early development, when it still looked horrible, the core elements were already a lot of fun. I am no game developer, but for everyone that wants to go that route, I would seriously recommend reading their "friday facts". And even if you are just a developer of the mundane, it is super interesting.
Thousands of grabbers, trains, drones, belts, factories, aliens, environmental effects, different sorts of networks, all with their own logic, and somehow this game simulates it all like it's nothing. And it never crashed on me. You can make amazingly intricate factories all you want, but the truly great piece of engineering will always be the code that runs it all.
Without spoiling too much, I have no qualms about calling them some of the best in the industry. The entire industry, that is, not just in games.
It’s also basically engineering catnip, consider yourself warned.
For those who are interested, it’s the stated goal of the devs to never put the game on sale. They think it’s worth $30, and they intend to sell it for $30. So if you’re interested, don’t wait for a sale, buy it now!
$30 is much more than it was 3 years ago. I've been waiting for a discount on factorio. I guess I'll take it off my wishlist.
Don't unless the company is bought out. They will never discount the sale price as it leads to the behaviour you just listed, people will only buy the game when it goes on sale leading to low sales when said game is not on sale.
Usually second hand goods draw prices of older items (ie less novel - shop-new but not design-new) down. But quashing of secondary markets for software allows prices to be kept high.
I have an irrational urge to acquire this 2nd hand now ...
Compare that to AAA titles at $60 a pop, and Factorio is a steal.
I absolutely loved the base game, but the mods made it 10 times better for me.
- Space Exploration (go to space!)
- Industrial Revolution (intermediates galore!)
- SeaBlock (Start from nothing!)
That said, I'd divide mods in to several types:
First, there are convenience mods, which make certain parts of the game less annoying or less tedious. Among those, I'd recommend:
- Squeak Through - Lets your character squeeze through spaces that you couldn't in the vanilla game. It doesn't sound like much, but it make a huge difference and makes the game much less annoying.
- Tree Collision - Similar to Squek Through, this lets you move through forests easily.
- Splatter Guard - Keeps you from getting killed by trains.
- Repair from Inventory - Automatically repair items in your inventory.
- Packing Tape - Lets you carry filled containers.
- Fill4Me - Automatically fills things things like turrets with ammo when you place them.
- Even Distribution - An easy way to put the same amount of something in to multiple entities (ex: same-sized batches of coal in furnaces).
- Belt Reverser - One keystroke to reverse the direction of a belt. Much easier than doing it by hand.
- Atilla's Zoom Mod - Zoom out much further than you can in the vanilla game. Also has keystrokes for quick zoom in/out.
- Todo List - I couldn't live without this mod, which lets me keep track of what I need to do.
- Far Reach - Lets you manipulate far way items as if they were near by. This could be considered "cheating" by some, but it makes the game much more convenient. If you are concerned that the game is too easy this way, you could always raise the difficulty with other mods.
- Where Is MyBody - When you die a line will be shown on the screen pointing to your body, so you can find it more easily and get your inventory back.
- What is it really used for? - A nice way to find what items are used for (which the vanilla game does not tell you.. it only tells you how to craft items).
The second category of mods is one that adds major features to the game and/or lots of different items. In this category, I can reommend:
- Factorissimo2 - adds "factory" buildings that can contain other buildings (including, if researched, more "factory" buildings). This is very useful for packing a lot in to a little space. If you're constantly running out of space this could be a good mod for you.
- Bob & Angel's mods - if you want a trillion intermediate products to extend the game
- Yuoki Industries - lots of strange, different items and intermediate products that feel very different from vanilla
Finally, if you found the vanilla biters too easy and want more combat, I'd recommend the Rampant mod, which makes the biters smarter and tougher. If you find Rampant too hard, you can dial down the difficulty in its options and/or install some other mods that give you more powerful weapons.
Ok, so this wasn't a small list of mods.. but I couldn't narrow it down any further without feeling like I'd left out some crucial mods. Hope you find something here that interests you.
Automation is truly a genre on its own. It's just about growing your economy by removing yourself from the equation. It's about how efficient and scaleable your base is, both which revolve around automation. Unlike RTS or 4X city builders, the quality of your automation will determine how fast your grow and how long you survive.
After a few hours in a game, I typically develop an autonomous train network with various train stations. I build one for my own personal train (which gets loaded with all the stuff I might need for an outpost). I can call that train to my location, provided I'm near a train track, by setting a temporary station and manually asking my train to pick me up there.
I must admit, navigating my world in a high speed train (eventually, my train gets fuelled from nuclear cells) is exhilarating.
Apparently the devs added a reach limit to prevent people from keeping their factory going by manual loading for hours and hours; since I don't do that, there's no harm in it.
I can see why it appeals to those with an engineering/tinkerers mindset.
Also from this post I just learned that Copy/Paste is a function in the game, _sigh_
You asked is it devils? But forgot the parts about nuking bugs. Shooting bugs, killing all the bugs
If your draw to the game is is your sense of connection with the place you're in, Satisfactory probably does a better job of that, with the pretty scenery and ability to build in 3D. Factorio's world feels very flat in comparison. I wrote a bit about that and possible ways to make it less so in https://factorio.com/blog/post/fff-309
If your draw is wanting to build very large, complex factories, constantly pushing production to new limits, that is what Factorio excels at.
I see what you did there.... :-)
What do you mean by this? You craft a thing once, you have one thing. You craft it again, you now have two things. That doesn't sound idempotent to me.
For example Copper Wire + Iron = Green Circuit.
There's no recipe chain that takes in Green Circuits and produces either Iron or Copper Wire.
So once produced, you need to find a higher function for your products. You can't 'unmake' through a cyclic recipe.
Contrast that to ONI's water cycle, where clean water gets made dirty then cleaned again.
So ultimately in Factorio everything is leading toward the only resources that get destroyed - Science, Rockets, or Coal (or other energy types).
There are Factorio mods that will give you access to recycling machines that will let you get back the ingredients that went in to making whatever it is that you put in to them.
So Factorio's recipes can be fully cyclic, if you want.
By contrast, I've played hundreds and hundreds of hours of Factorio, which I just can't get enough of, especially with mods, which increase the scope and possibilities of the game tremendously.
It's not that playing games (incl Factorio) doesn't feel satisfying. But the time we have is pretty much the only finite thing in life and thus what we can do is limited. Spending time somewhat deliberate seems like a good idea.
Again, that doesn't mean playing games is bad. It can be a great source of joy and broaden your horizon, just like other media. But moderation is key. Spending time in ways that allows us to meet people/ learn skills (we might even use professionally)/etc will probably have a bigger impact on our lives down the line than the 2000th hour of playing Factorio.
I don't think I will.
As for me, that depends... I might end up a lonely bitter old man who constantly/wistfully mourns the wasted potential cause of all the whishes/goals I had but never worked on. Getting away from spending that much time on games should make this scenario less likely. Thus my attempt to get on a different path.
But yeah, your constraints of only thinking about past and present is kind of interesting. That can pretty easily lead into the meaning(-lessness) of life, but lets not open this can of worms for now.
I can't be sure though because at 41 I don't regret time spent working because it wasn't that bad and money earned allowed me to have a lot of fun gaming. Also I don't regret time spent with people. So I can't be sure if I regret anything on my deathbed, other than that I don't have more time to enjoy things. I'm pretty sure I won't regret wasted potential, because I know how unique it is to realize it in any spectacular manner. I could as well regret not winning the lottery, and I'm at ease with that.
My life might be meaningless in any objective sense. But some people have drawn some utility from it and it's absolutely meaningful for me because I'm the one living it. It's the only thing I got and I'll never have anything else.
The thing I wouldn't picture is moderation. Or awareness of long term consequences.
Again, most things that feel good are fine, as long as done in moderation. What you describe doesn't sound excessive at all, so sure, play more. Sounds like you've got the foresight to understand the trade-offs and hopefully have the willpower to not let it get out of control.
Since once it's out of control and you spend 14h/day on games and media for years straight, getting yourself back to normal can be quite hard and require external help.
> I'm pretty sure I won't regret wasted potential, because I know how unique it is to realize it in any spectacular manner.
"spectacular manner"? I feel you're overestimate my standards. It's more a case of "I justified that excessively expensive GPU in 2008 not with gaming, but wanting to do more GPU programming. So why is the best thing I've got to show for the last decade a (nearly finished) CS bachelor?".
I understand to have many years ahead of me. And all of that might leads me to a great path with a happy ending. But right now I'm certain having played less would have made such a path more likely.
The core gameplay loop is very different between both; the one in Satisfactory seems to be more about building some automated set up, then exploring while things are building, as the factory production seems rather slow. In contrast, the core gameplay loop in Factorio (increase the production of whatever input is currently starved, build new more complex set ups) is clearly more polished and engaging, IMHO.
Of course, that could change, Satisfactory is still in early access and it seems that they've been more focused on adding new environments and gameplay mechanics than touching the core gameplay loop. Satisfactory is also a lot better IMO with regards to exploring stuff, just like Subnautica.
But, the world design is totally incredible; it begs you to explore every nook and cranny, and its non-random, so you can link up with friends and share secrets you've found. There's far more super-fun goodies to unlock, like the hypertubes or bounce pads.
Its just different, and I think someone who enjoys one would enjoy both. I tend to tell people to start with Factorio, though; its simple, yet infinitely deep. After about 50 hours in there, you'll gain a new respect for some of the simplified mechanics and fun-factor of Satisfactory; 50 hours there, and you'll gain a deeper respect for the nefarious complexity of Factorio. They complement each other perfectly.
As a former player of the Tekkit mod for Minecraft, the three-dimensionality is what I miss. As good as it is, Factorio is so disappointingly planar, despite the tools they give you to manage belt intersection and materiel transfer.
Satisfactory does not have this global grid. It does have very limited local grids, when you lay down foundations, but even these are less powerful than the grids on Minecraft/Factorio.
This makes every stage of logistical planning more difficult, which is both good and bad. Highly organized Satisfactory factories are, visually, more chaotic than highly organized Factorio factories. But, they can also be more satisfying to look at; from chaos emerges beauty, against all odds.
For me it's exactly the opposite. I very, very rarely enjoy a 3D game. Factorio's 2D world is a huge plus for me.
I'm definitely an outlier in this opinion, but for me the games industry took a seriously wrong turn in its embrace of 3D games, and I really appreciate it when I can find a solid 2D game like Factorio.
Then why should you care about what the makers of Factorio do?
> Examples like Telltale and Riot tell us how ugly things can get if they grow too quickly and continue operating that way.
Do Factorio developers show any sign that they're "growing too quickly"? Telltale took on dozens of contracts for games that showed no sign of selling well, and Riot went public and were acquired and became Tencent's bitch. How is any of that relevant to Factorio not going on sale?
As I said I find it very interesting how people respond to it. This whole thread is an example why. That makes it interesting. Why Factorio? Why not 'Farming Simulator'? Theres other games like this too. For example Dominions. You can't criticize that either without getting /significant/ pushback. What do Dominions and Factorio have in common. I'd say they are both very hardcore games that attract a certain audience. It reminds me of review wars when coding. trying to find every little thing to nitpick on. People really butting heads against each other for no good reason. The spite, the vindictiveness. How we all get caught up in these arguments.
> Do Factorio developers show any sign that they're "growing too quickly"? Telltale took on dozens of contracts for games that showed no sign of selling well, and Riot went public and were acquired and became Tencent's bitch. How is any of that relevant to Factorio not going on sale?
It's not... The comment I was replying to was making other assertions. I would also like to ask you to not use that word again.
There's actually quite a lot you can do in it, and it's what hooked me on the game. You might feel different about paying full price for it after you play the demo.
For me, Factorio is easily worth twice or even three times the price they're charging. I've pissed away so much money on half-baked, low effort, insanely buggy games, and even "cheap" games are usually not worth the money. With some games, I feel the developers should have been paying me for what amounted to beta-testing their buggy, poorly conceived and executed product and wasting my time.
Factorio is different. It's true work of love. The developers could have abandoned the game years ago and it still would have been one of the most feature rich, well thought-out, and stable game ever made. But they've kept working on it and adding new things to it without charging anything extra, in contrast to what many other game studios have done when they've released content or new versions of their game and charged for it.
Factorio just keeps getting better and better, and all I've paid was the initial $30 for the game.
Factorio's modding community is also absolutely fantastic, and they've enriched the game many fold as their mods exponentially increase the possibilities in the game and give you tons of new content.. for free.
From their FAQ [0]:
> Are you planning to participate in Steam sales or Bundles?
> No. The price we ask is what we consider a fair price for the game.
[1]: https://www.factorio.com/blog/post/016-price-change
(I purchased it for myself at the $20 price, but I've also purchased it as a gift at the $30 price. I have definitely gotten my money's worth.)
> There's gotta be some innate machine-focused "interest in things" that this is tapping. I've never taken apart or rebuilt a machine, but this gets me anyway.
fairly sad. Factorio is fun, but it's a pale shadow of the experience of making even relatively simple machines work better or differently. Even getting a 2-stroke motor that has a dirty filter running again is immensely satisfying.
Ahem.
By analogy I'd say it's similar to games like Guitar Hero, where you get a reasonable fraction of the satisfaction of being able to play an instrument for only a small amount of the work.
And so there are many problems we don't have. For instance, if we put an if statement inside of a while statement, we don't have to worry about whether the if statement can get enough power to run at the speed it's going to run. We don't have to worry about whether it will run at a speed that generates radio frequency interference and induces wrong values in some other parts of the data. We don't have to worry about whether it will loop at a speed that causes a resonance and eventually the if statement will vibrate against the while statement and one of them will crack. We don't have to worry that chemicals in the environment will get into the boundary between the if statement and the while statement and corrode them, and cause a bad connection. We don't have to worry that other chemicals will get on them and cause a short-circuit. We don't have to worry about whether the heat can be dissipated from this if statement through the surrounding while statement. We don't have to worry about whether the while statement would cause so much voltage drop that the if statement won't function correctly. When you look at the value of a variable you don't have to worry about whether you've referenced that variable so many times that you exceed the fan-out limit. You don't have to worry about how much capacitance there is in a certain variable and how much time it will take to store the value in it.
All these things are defined a way, the system is defined to function in a certain way, and it always does. The physical computer might malfunction, but that's not the program's fault. So, because of all these problems we don't have to deal with, our field is tremendously easier.”
— Richard Stallman, 2001: https://www.gnu.org/philosophy/stallman-mec-india.html#conf9
First of all, I was expecting a sandbox game, and instead I got objectives, and a stupid popup telling me what I am supposed to do.
Secondly, one of the first non trivial objectives is to reach a certain production speed, which, at least in the early stages of the game means hustle (I haven't bothered to check if it changes later on). The game promises hustle from the beginning: you have to feed coal to a machine that extracts coal; you can use robot arms to feed the coal extracting machine with coal, but you have to feed coal to the robotic arm. WTF?
Finally, I'm really done with games where you have to do your thing but also fight monsters. Compare that to, say, Minecraft: you craft a bed, spam lights everywhere and never, ever have to fight a single monster if you don't want to, while you're still free to go and fight monsters with your bare hands if that's what you like.
Is there a sandbox game that is not hustle for the sake of hustle, that doesn't tell you what to do and in which you can do your thing without being too much bothered by monsters?
Everything in that game can be automated to minimize hustle, if you'd like it to be. Something I found fun was learing to figure out how to automate everything. For example, a drill outputs coal in a direction. The coal can go directly onto a belt, into a chest, into a smelter, or into another machine. Knowing that, you can figure out how to keep the coal drills operating continuously, without using inserters.
BTW, coal inserters will feed themselves coal if they are pulling coal off of a coal belt. So it's useful for feeding coal into your boilers for generating electricity, but not much else.
Finally, do you have evidence the game devs want you to feel bad? I think they want to produce something that challenges their users who enjoy challenges. You are free to respond to a challenge with frustration. But casting blame on the devs for your negative emotional response to their creation is unfounded.
Turn off pirates and competitors, and either turn off or ignore NPC quests. (There's no penalty to ignoring them, but they sometimes can be useful if you need money.) You'll still have incidents like fires, industrial explosions, disease, and riots, but those are influenced by factors you control, and with well-placed fire stations, hospitals, and police stations you can very much contain them so they're a non-issue.
[1]:https://store.steampowered.com/app/242920/Banished/
[2]:https://store.steampowered.com/app/464920/Surviving_Mars/