Factorio 1.0
factorio.com
factorio.com
It's an aspect of the game I think most doesn't seem to give a lot of thought.
Throughout history, colonization has always required the demonization of the colonized people. Savages, barbarians, white mans burden etc.
Now a typical factorio player would be aghast for murdering humanoids to take over their resources ( or maybe they wouldn’t? Could be an interesting mod!). But we know those slimy brainless insects are just reactive monsters.
But even more... if you play the game, the early waves of the natives can actually do a lot of damage if you aren’t too careful, and can even kill ya. So the game instructs you to absolutely hate these creatures and to fear them. And when you finally build a base large enough to defend itself from hordes and hordes of natives, you feel rather proud, rather than feeling aghast at the carnage. There is a visceral hatred the game has taught you for these “enemies”.
They look different. They’re inferior. I don’t see any sign of high intelligence.
I personally assumed they were intelligent. I thought the game was making an attempt to draw parallels to the way real life colonialists dehumanazed the native people.
You could definitely read them as being more inspired by scifi aliens like the zerg, though. It is a very common trope for zerg/flood/bugger style aliens to be initially percieved as lacking higher intelligence, but twist they're actually as smart or smarter than humans. But that's not necessarily the case in factorio (afaik, I never got to the endgame). If they aren't intelligent, how does that cast the player's actions? I guess it puts you more in the role of being harassed by wolves?
Iirc correctly there is a factorio blig post somewhere about this exact topic, with the original author basically saying 'meh it's just a game mechanic'.
Then again, there's the stardew valley author removing pig butchering from the game for sort of similar concerns, so what do I know.
Why would they try and stop you if they weren't sentient?
In that game, how many players would stop if the native population were humanoid? If they were humans? If they would exactly look like the player? How many players leave some place for them to roam?
Building machines is addictive. And like any addiction, there is nothing stopping it.
We should be carried away because one day in the not so far future, somebody has to decide if energy is spent on food production or on mining for bitcoins or some form of product development simulation or calculation. Do we want to have the global ethics that choose the food?
Are mosquitoes sentient?
The scaling up is so fun. When you launch your first rocket, that's just the start.
The goal is to build an enormous base, to try and launch a rocket every minute or even faster.
It requires elaborate multi-lane train/rails networks to sustain a base like that and it is awesome.
But you can build your bases any way you like and use any technology you want.
I was thinking the ultimate goal would be to find the edge of the map and wall everything off.
(I still haven't met my goal of really understanding rail signals)
I also wonder if there isn't more in store. For example, I don't see what paving and reinforced concrete floors are for. Will there be wheeled robots, or (sigh) burrowing beasts that can go under walls?
30% faster for stone brick, 40% faster for concrete, 50% faster for refined concrete
Speed bonuses also apply to cars/exoskeletons making overall travel faster.
Maybe I will just wall off all the passages from nearby bodies of water.
What could people possibly offer, when all the things they're capable of making can be produced at zero cost?
I'm not being snarky, this is something I genuinely worry about. I think Universal Basic Income is the only reasonable answer.
Even if that's not possible, that's what we should strive for
As soon as there is no personal incentive (or real ability) to improve things, the tech sector starts to stagnate and fall behind the rest of the world.
With renewable energy, etc, the country shouldn't fall apart like USSR did, but it is almost certain to fall prey to more entrepreneurial/militaristic neighbors, sooner or later.
Crypto was such a shit show.
There's been a social experiment going on here at the moment (Australia) - everyone has had UBI for a while in the form of unemployment for everyone who needs it, and paid at a rate that you can live on.
They're finding it hard to get people to pick fruit and so on - it used to be done by back packers who aren't coming because travel isn't happening. Strangely, no one thinks to pay people more to pick fruit and stop it from being a shitty job, instead they lowered the amount they're paying for unemployment. UBI effectively creates a new minimum wage, there are still a lot of jobs no one wants to do, so techtopia will have to wait a while imho.
I mean really one answer here is: maybe we as a civilization don't actually need mass-farmed fruit, because it's not actually cost-effective to produce and consumers clearly don't actually value it very highly.
The point of UBI is a grand solution to stop us having goods and products which depend on creating a defacto underclass.
As for the forms of control they will exert, I can think of a few options: media, access to healthcare, and employing you to be a useless drone just so you don't rebel--or to stroke their ego by beating you in a video game, like the link below:
https://www.wired.com/2017/02/clive-thompson-future-of-work-...
Even if we land in a UBI world where people don't have to work any more and enjoy a "good" life from their UBI, economic mobility will still be extremely reduced, so gaining relative wealth will become much harder. That alone is quite dystopian.
Wow, that's quite dystopian indeed.
Now, when we get to increasing longevity, genetically engineered humans etc, that might change. But then it would also change the parameters of the equation... these future humans won’t resemble the humans of today.
However, there are two conditions for that to happen: 1. That there are enough resources to build factories for everyone 2. Everyone have access to the knowledge and means to create those factories.
The way I see it, space exploration is vital in guaranteeing the first condition, and having an open forum of knowledge sharing and research is needed guarantees the second condition.
The answer is simple, protection from them taking it by force. This is literally the reason for liberal democracies.
Dictatorship, feudalism, and other forms of authoritarian structure always come with the downside that the ones at the bottom are trying to get the ones at the top. Thus if you are at the top, you live in worry and fear of a rebelion, revolution, a coup, from your family or friends to betray you, etc.
In that scenario, your day job becomes maintaining your power and authority at all times. Which like any other job, is taxing, tiresome, and hard work. So even though on paper it seems you've got all the goods and services at zero cost, there's a tremendous cost to yourself to maintain that position when others are trying to steal it from you.
That's why, the "right to property" is fundamental. You want a society which can guarantee that right, and give you piece of mind that what you own is yours and no one is going to take it by force. So you can relax and enjoy the fruit of your labor (or inherited factories output).
One solution for this is to create a system that is governed by the rule of law, where no players is in such a bad state that they could be willing to risk it all to steal your piece of the pie. Thus a balance must be struck, where everyone can find satisfaction, even if some get to have a lot more than others.
So its way better to willingly agree to participate in a tax scheme, than being at risk of beheading from masses or poison in your drink.
There are other schemes, but it's always the same idea, you need to keep people happy enough and satisfied so they don't come for your stuff. That way, you can enjoy it in peace.
Edit: Well assuming a liberal democratic taxation system. Otherwise taxes can be a way to take even more from people at the bottom, like in feudalism, where land owners tax their labourers for the right to use their land.
Is it really willingly agreeing when there is no option to opt-out?
If you're interested in a more theoretical (and less bourgeoisie oriented) discussion of the tensions between a social contract justification for punishment and our practical inability to leave the state, I would recommend "Legal Obligation and the Duty of Fair Play" as well as "A Theory of Justice", both by John Rawls, as well as "The Principle of Fair Play" by A. John Simmons. You may know the second as a standard component of any introductory political philosophy curriculum, and the first and third were parts of a philosophy of law class I took, taken from a textbook by Frederick Schauer. They are quite interesting.
The conclusion I have come to is that we are morally bound by the laws of a state in proportion to the degree that they benefit us in comparison to other possible bodies of law. This approximates our willingness to agree to a given scheme of rules if we were presented with free migration between all possible states, and the extent to which we would prefer the state we are actually in, we should be considered to have willingly agreed to their laws even if that did not happen in reality.
As though taxes, government and broader social organization has nothing at all to do with why the roads are paved and there's a municipal sewer system. Or why it seems like it's so hard to find a body of land on Earth where you aren't subject to another, possibly much worse government (military is funded by someone...)
If moving somewhere you wouldn't have to pay taxes always seems like it would be too hard, maybe think on that.
https://en.wikiquote.org/wiki/Oliver_Wendell_Holmes_Jr.#1900...
What if you have a factory that produces superior robots that can repel any uprising against you?
You could just not go outside, but at that point with the onset of depression from complete lack of socialization and Vitamin D you'll eventually kill yourself, yourself.
No force can stand against an infinite amount of drones, to name just one thing. Those who own the means of production that no longer require workers will also own all means of warfare. Few people own more and more, faster and faster. This will not magically wrap around to the opposite.
I asked, "If it costs someone literally nothing to save lives, but they can't profit from it either, how can I CONVINCE them to do it?"
And your answer is, "They shouldn't have to. We should militarize the police to protect their rights to be heartless."
I don't even know how to respond.
No, that's not the right answer.
Rather that it could be gainful for the owners of the factory to give out part of its produce to provide stability and hence protect the factory.
What are you trying to say/ask?
This is the premise of E.M. Forster’s “The Machine Stops”.
Every one who works for him should know that we need to ditch our burner inserters asap and get to ... wait, not solar... solar + nuclear with a circuit to turn it on and off depending on steam.
Metal isn't renewable. The factory must expand!
Trying to work out which of my colleagues would betray me, and what the best position for my units for the next turn.
I don't consider myself particularly competitive, but the need to minmax was strong with that game, and the social/diplomacy element was just infuriating.
An interesting GDC presentation on a similar subject: https://www.youtube.com/watch?v=t9WMNuyjm4w
https://www.ele.uri.edu/faculty/vetter/Other-stuff/The-Machi...
Some of my favourite youtube videos on it:
https://www.youtube.com/watch?v=xF--1XdcOeM [Self expanding factory, recursive blue prints]
https://www.youtube.com/watch?v=feHq2Ken43M [Factorio Rocket ballet, for reference it took me 30 hours to launch a single rocket]
https://www.youtube.com/watch?v=1KoV_Zk2IRs [Factorio base tour, this base looks like a CPU die when zoomed out]
https://www.youtube.com/watch?v=jjtXHsv5E6M [Another Factorio base tour]
A recently updated one is Renai Transportation, adding Train JUMP-tions:
https://www.reddit.com/r/factorio/comments/i5yoaj/train_junc...
Satisfactory is well worth playing if you yearn for a 3D version of Factorio, but I still keep going back to Factorio, which is more like "Dwarf Fortress" in its depth and sophistication. Satisfactory's world is breathtakingly beautiful, lovingly hand-crafted by artists instead of procedurally generated, which makes it all the more satisfying to despoil and ruin with huge mega-factories belching out smoke and radiation.
This guy's videos stress testing and abusing Satisfactory are awesome:
I Produced so Much Nuclear Waste the World Is Ruined Forever - Satisfactory
https://www.youtube.com/watch?v=Oh2oF-eZTD8
I Built a 600 Meter Human Cannon That Ends All Existence - Satisfactory
https://www.youtube.com/watch?v=t2X3wlvoShg
I Made the Game Unplayable with This Gravity-Destroying Tractor Ball Pit - Satisfactory
https://www.youtube.com/watch?v=sTvAmwnhIxM
I Crippled the Game by Building to the Heavens - Satisfactory gameplay - Let's Game It Out
https://www.youtube.com/watch?v=X77MHTOEwXo
What Happens When You Let a Maniac Build a Factory - Satisfactory gameplay - Let's Game It Out
Both Minecraft and Factorio use grids, which make automated building with blueprints a lot easier.
But I can't imagine a good way for Satisfactory to support reusable blueprints in an unconstrained 3D world, the way Factorio does in a gridded 2D world (or the way Minecraft could in a cubic 3D world), where a big part of Satisfactory is building around the landscape, natural artifacts, and threading tangled conveyor belts around your other machines and belts and architecture.
When you're working with a 2D grid, it's easy to make reusable blueprints that you can systematically stamp out and plug together. (It's a lot like GPU programming, parallelizing tasks by spreading out the data to multiple processors, processing it in efficient units, making tradeoffs about bandwidth and buffering and transports, and merging it all back together again).
But there is so much variation in Satisfactory's 3D world and degrees of freedom in construction, that everything you build is unique and not nearly as modular and replicable as Factorio's blueprints.
On the other hand, Satisfactory's 3D building tools are fantastic (and it would be frustrating and impossible to play if they weren't so good): they make it really easy to connect up machine inputs and outputs with conveyor belts and pipes, and route them around like spaghetti code.
Here's something I posted earlier, quoting Dave Ackley on why he didn't transform his Moveable Feast Machine from 2D to 3D, who said: "I need to actually preserve one dimension to build the thing and fix it. Imagine if you had a three-dimensional computer, how you can actually fix something in the middle of it? It's going to be a bit of a challenge. So fundamentally, I'm just keeping the third dimension in my back pocket, to do other engineering."
https://news.ycombinator.com/item?id=22304110
Dave Ackley, who developed the Moveable Feast Machine, had some interesting thoughts about moving from 2D to 3D grids of cells: https://news.ycombinator.com/item?id=21131468
DonHopkins 4 months ago | parent | favorite | on: Wolfram Rule 30 Prizes
Very beautiful and artistically rendered! Those would make great fireworks and weapons in Minecraft! From a different engineering perspective, Dave Ackley had some interesting things to say about the difficulties of going from 2D to 3D, which I quoted in an earlier discussion about visual programming:
https://news.ycombinator.com/item?id=18497585
David Ackley, who developed the two-dimensional CA-like "Moveable Feast Machine" architecture for "Robust First Computing", touched on moving from 2D to 3D in his retirement talk:
https://youtu.be/YtzKgTxtVH8?t=3780
"Well 3D is the number one question. And my answer is, depending on what mood I'm in, we need to crawl before we fly."
"Or I say, I need to actually preserve one dimension to build the thing and fix it. Imagine if you had a three-dimensional computer, how you can actually fix something in the middle of it? It's going to be a bit of a challenge."
"So fundamentally, I'm just keeping the third dimension in my back pocket, to do other engineering. I think it would be relatively easy to imaging taking a 2D model like this, and having a finite number of layers of it, sort of a 2.1D model, where there would be a little local communication up and down, and then it was indefinitely scalable in two dimensions."
"And I think that might in fact be quite powerful. Beyond that you think about things like what about wrap-around torus connectivity rooowaaah, non-euclidian dwooraaah, aaah uuh, they say you can do that if you want, but you have to respect indefinite scalability. Our world is 3D, and you can make little tricks to make toruses embedded in a thing, but it has other consequences."
Here's more stuff about the Moveable Feast Machine:
https://news.ycombinator.com/item?id=15560845
https://news.ycombinator.com/item?id=14236973
The most amazing mind blowing demo is Robust-first Computing: Distributed City Generation:
https://www.youtube.com/watch?v=XkSXERxucPc
And a paper about how that works:
https://www.cs.unm.edu/~ackley/papers/paper_tsmall1_11_24.pd...
Plus there's a lot more here:
https://movablefeastmachine.org/
Now he's working on a hardware implementation of indefinitely scalable robust first computing:
The thing is, factorio came out swinging with better automation than any minecraft mod. It is much easier to place things together and have them run free. Logistics bots are an absolute game changer in industry games. The bar has been raised.
The kind you can easily stamp out rows of, and then hook up easily to standardized busses.
You can sacrifice some space and efficiency and cost for modularity and ease of building big banks of them with robots.
Best game ever btw and this comes from a seasoned Factorio player.
Compact Machines are pocket dimensions of fixed internal size (the first one you get is 3x3x3, the last you'll build is 13x13x13) that all exist as a single 1x1x1 cube on the outside. From inside you can reach any of the six sides of that cube with a "tunnel".
So if you've got, say, a simple basic Minecraft furnace with fuel flowing in the left, and stuff input to the top, output from the bottom, you can replace that with a 5x5x5 Compact Machine, with three tunnels inside, and any amount of complexity that fits. Maybe inside the 5x5x5 machine you turn fuel into electricity, you run four electric furnaces, and you parallelise the processing. Externally though it behaves just like the furnace... except both faster and more efficient.
The limited space in Claustrophobia (before you escape) means you feel compelled to actually solve problems in place this way, whereas normally you'd be tempted to just be lazy and add a few extra pipes here, an extra hopper there and soon it's a vast sprawling mess. When 13x13x13 seems impossibly large you cut that sort of nonsense right out.
I enjoyed the comment but when I went back to find it in your history I discovered that you are a prolific commenter and that I was unable to find it.
Do you remember it and if so can you link to it or expand more on which cellular automata rule set it is?
Will Wright gave a great explanation of how simulation games combine different techniques together in three intersection dimensions: Topologies (agents, networks, and layers), dynamics (propagation, growth, grouping, order, allocation, mapping, specialization, and nesting), and paradigms (cybernetics, system dynamics, cellular automata, chaos theory, adaptive systems, network theory).
https://www.youtube.com/watch?v=CdgQyq3hEPo&t=35m50s
>Lessons in Game Design, lecture by Will Wright, Computer History Museum, November 20, 2003.
Maybe the comment I posted about Factorio and CA was this, in the discussion of John von Neumann's 29 state cellular automata rule -- It is a pure CA, and a historically interesting one that he actually designed on paper and wrote about in a book. I compared it to Factorio, in the way Factorio uses conveyor belts in four different directions to direct the flow of items, and JVN29 uses arrows in four different directions to direct the flow of signals. But you can put a lot of different kinds of things on Factorio conveyor belts, but only ones and zeros on JVN29 arrows, since it was designed to be minimal and mathematically rigorous like a Turing Machine, not practical and convenient to program and fun to play like Factorio.
https://news.ycombinator.com/item?id=22727228
>Von Neumann Universal Constructor (wikipedia.org) 90 points by amjd 4 months ago | hide | past | favorite | 29 comments
https://en.wikipedia.org/wiki/Von_Neumann_universal_construc...
https://news.ycombinator.com/item?id=22738598
>[...]
>Factorio players will recognize these tapes of construction instructions as 2D "blueprints" that construction drones use to build patterns of factories and conveyor belts, etc. In Factorio, after your drones have build a blueprint in the unpowered, unsupplied state, you can connect it to the power grid, hook up pipes to deliver fluids, and run conveyor belts in and out of it to deliver resources and products, and it will immediately starts doing its thing. Playing Factorio is uncannily like von Neumann 29 state cellular automata programming, not by coincidence. So it's a great way to get your head around cellular automata programming, gpu programming, parallel programming, queuing systems, and data flow programming in general!
>Factorio Tutorial #20 - Bots, part 1 - Construction robots
https://www.youtube.com/watch?v=kLOyk55uI2Y&t=19m32s
>Factorio just doesn't have the ability to construct cells by spilling items off the end of conveyor belts, or destroy cells with conveyor belts, either. But maybe there's an extension for that! And John von Neumann's 29 state cellular automata doesn't have swarms of construction drones that build and tear down blueprints in parallel like Factorio does, so there are some differences. But the basic idea of grids of cells with conveyor belts carrying items between factories is the same.
Also I wrote some more about JVN32:
https://news.ycombinator.com/item?id=22737079
>The Real Time Crossing (Buckley, p. 457, The real-time crossing organ) is like a road intersection that splits the two crossing lanes, then uses traffic lights to give cars in each pair of lanes alternating turns to cross, and then merges the lanes back together (since each intersection works at 50% throughput, you need to split, use two of them, and merge -- Factorio and Satisfactory players will get what I mean, in terms of conveyor belts, splitters and mergers, and conveyor belt throughput).
Also I asked Alan Kay about Factorio and other games here, and he replied:
https://news.ycombinator.com/item?id=11807250
>DonHopkins on May 31, 2016 | parent | favorite | on: Alan Kay's reading list
>I've heard you say that Rocky's Boots was one of your favorite computer games. Please, off the top of your head, what's your top-n list of inspiring games that you think people learning to program should play?
>I've been playing Factorio [1] [2], which I think would resonate with your love of Rocky's Boots, cellular automata, queuing theory, visual programming, system dynamics and distributed control systems. It's in the spirit of John von Neumann's 29 state cellular automata [3] and universal constructor. [4]
>[1] Factorio: https://www.factorio.com/
>[2] HN Factorio discussion: https://news.ycombinator.com/item?id=11266471
>[3] John von Neumann's 29 state cellular automata: https://en.wikipedia.org/wiki/Von_Neumann_cellular_automaton
>[4] JvN Universal Constructor: https://en.wikipedia.org/wiki/Von_Neumann_universal_construc....
>alankay on June 1, 2016 [–]
>Hi Don
>I think I'm so out of context wrt video games here and now that I can't come up with a worthwhile reply. I liked Rocky's Boots because of the brilliant combination of the content and the idea behind the game play -- and they were well matched up. I liked the idea of its successor "Robot Odyssey" a lot, but advised the TLC folks to use something like Logo for the robot language rather than the Rocky's circuit diagrams (which were now not well matched up to the needs). As you know I really tried to get the Maxis people to make "Sim City" a rule based system that children could program in so they could both understand the generators and to change them (no luck there).
>If I were to look around today, I'd look for something where the underlying content was really "good" for children -- I doubt that cellular automata would be in my top 10 -- and then would also have good to great game play.
I looked into it a while ago, and noticed that IC hasn't been kept up to date with the latest minecraft versions, maybe it's a dying community. Would you say GT is a spiritual successor?
Maybe it's time to fire up the servers this weekend :)
A good entry point for GT is, I'd say, Gregblock.
GT5 had an expansion to it made (GT5U) that was so great that it inspired the creation of GT New Horizons (GTNH).
GTNH is the currently the most active GT community, but it goes a little off the grind deep end imo. There has been a large amount of effort to balance every recipe in a huge number of mods and it’s great fun if you’ve already played through GT a few times.
GT Community Edition (GTCE) is a fan recreation of GT5 in contemporary versions of MC. The last I saw, the maintainer had bad vision and was not receptive to feedback. It is not worthy of the GT name.
I decided to go with Thermal Expansion/Dynamics/Foundation instead though. Also for 1.12.2.
Advancing in minecraft tech trees grants more powerful mining tools so you can clear entire veins in minutes, or set up quarries that mine everything to bedrock (with the sorting and processing system being a fun challenge).
Factorio certainly cuts the chuff and opens up the ability to physically scale up to an absurd size. The controls work is less needed, but the geometric layout is more critical. Since minecraft bases are expected to be small, advancements in tech must be in faster, small machines.
If Factorio and Dwarf Fortress had a baby I would adopt it without hesitation and raise it as my favourite child and sole heir.
The whole game seemed like a forced distillation of programming into a form that can be consumed by the masses.
If you don't enjoy the core idea of playing in a souped-up sandbox you probably won't enjoy it.
For example Doom Eternal is basically, IMO, one of the best games ever made, because it's one of the only games where the combat loop gets a physiological response from me. I can't play it at all if I'm in the wrong headspace, but it's amazing when I'm in the right one.
Factorio really has to hit the same sort of "zing!" feel. Programming-wise for me, it's the feeling of unbridled power at just tearing things apart to refactor. Because that's a hell of a different feel to the day job.
The game is beautifully optimized and will run quite well on a potato.
When you start building your factory, you think about how to get first steps just done (ship it!). Over time complexity and scope of your factory increases, but old code, I mean old machines, are still there, getting in the way.
You can choose to ignore it and work around it using underground belts and similar solutions, or you can take on a proper refactoring, limiting your progress in the short term.
You can most certainly launch a rocket (i.e. ship your final product) with any kind of setup but if you want to build a sustainable rocket launching platform, you will most likely have to nuke production (as in, you can literally nuke your production) and re-build it.
The point of the late late game is to minimize UPS (updates per second). It becomes memory bandwindth bound at some point. It demonstrates what's possible with today's technology. In comparison, Microsoft Word can not keep up with my typing in a new, blank document.
I don't really see the appeal compared to ordinary programming. My favorite programming game has actually been a flash game where your goal was to transform binary strings (represented as sequences of blue/red dots) into other binary strings. You were still writing in Befunge, but the rest of it came off as trying to be helpful to the extent possible, rather than giving you a goal and then disabling the tools you'd want to use to get there.
http://pleasingfungus.com/Manufactoria/
Probably my favourite flash game.
It's even less of a game, but I also had a lot of fun with http://incredible.pm .
Some things off the top of my head that I find annoying:
- Puzzles start feeling like they're asking more for busywork than for puzzle-solving. I enjoy thinking about "how do I do this?" I don't enjoy thinking "well, I know exactly what I want to do, but it's a huge slog to actually go through the motions."
- You can't rotate the thing that accepts a polymer. So if you end up making the correct thing, but your orientation is off, you get to manually re-lay every part of your machine, instead.
- Everything uses the same clock.
- You can't even apply purely mechanical fixes for everything using the same clock, like a three-arm grabber with one of the arms cut off. There goes the conceit that the rules are justified by the theme.
I like that Opus Magnum scores you separately on time, space, and monetary cost. That was a good idea. I like working out fundamental minimums for how quickly I can produce something (based on the source pieces I'm allowed...) and designing something that can achieve that. The animation of a completed machine is fun to watch.
I think the monetary-cost mechanic seems underdeveloped.
I think you will enjoy this puzzle game:
http://qrostar.skr.jp/en/jelly/
Don't let the cutesy graphics fool you, this is a masterpiece in puzzle design.
In case you are not on Windows or don't want to download the exe for some reason right now, you can try this html simplified version
I guess it’s like Harvard vs. Von Neumann. Harvard is more practical, but Von Neumann allows more fun hacks.
Finding the most optimal solution in real programming is impossible because the scope is always enormous.
Pretty much everything programming isn’t in the real world.
It's also much easier to find a solution if you know there is a good solution to be found.
I stopped playing exapunks because of this before the end. The limited instruction set, limits on movements, etc. are cool - they force new solutions. Not having functions or advanced templates is just annoying - I need to implement the same thing multiple times, by copy-pasting.
Though I already have weekend programming projects that are more fulfilling and work towards something more concrete than "yay, solved a puzzle", and the games just made me wonder why I wasn't putting this time into those hobby projects. Factorio made me feel this way too.
On the other hand, I've been playing Morrowind lately (OpenMW) which gives me a nice mental break from programming. Apart from the fact that I couldn't help but write a parser for its game files once I saw how simple and documented the format was. Bit more fulfilling to have a `tes3_parser.go` at the end of my puzzle-solving session than to have solved some contrived TIS-100 puzzles for a fantasy computer.
https://en.uesp.net/wiki/Tes3Mod:Mod_File_Format
Factorio was fun at first, but then it quickly felt like a pencil and paper optimization problem for something that doesn't even exist. Whether that tickles your fancy or not is probably like whether cilantro tastes like soap to you or not.
Plus, it has trains :-)
Which will run over the programmer.
Walk speed is a surprisingly big constraint on the early game, until you get various upgrades; you build a small factory because you don't want to walk round a larger one.
It's one of those games that I wish I could love, but whenever I attempt to start it now I just remember that feeling of "ugh, why don't I instead code something, at least I'll create something".
https://en.m.wikipedia.org/wiki/Forklift_Driver_Klaus_%E2%80...
The wiki page is fine, but the video is quite literally Not Safe For Work. My German boss at the chemical company showed the whole team. Kinda gorey but in the Monty Python Black Knight sort of way, and similarly hilarious. Klaus' story is made up but it's based upon thousands of tales written in blood. Definitely gave me an enhanced appreciation for safety culture.
Forklift simulator is a game you can buy: https://store.steampowered.com/app/939450/Forklift_Simulator...
Short films have been made about this, and of course Ender's Game.
Of course I'm also doing it in VR and with a steering wheel setup
https://www.theatlantic.com/technology/archive/2019/10/dont-...
The WR time to launch a rocket and get 'space science', the final science is currently about 1hr46m.
In fact it's exactly like this because that's what the game is about.
The game has some major transition points where refactoring makes sense, but often the correct solution is to tactically upgrade as much as possible, and get to the better point to rebuild.
Seablock playthrough once updated for 1.0.
I think these games are great at teaching people about concurrent programming, race conditions and locking though.
I run out of the one required for nasty bug finding, very soon, but when that one is gone (and after a short break to clear the mind) I can go on creating new code/architecture for hours.
Going back to the parent comment, one remarkable effect of this is that I rarely desire to play video games like I used to. It seemed like I always had enough juice for video games but rarely for other life obligations, but with the rainbow juice I am just as motivated to do all that other stuff as I am to play video games.
If only my insurance covered mental health...
I do struggle a lot at times with focus, but I rather try to balance it with good and healthy livestyle. Lots of sleep. Exercise, meditation ..
But I have a toddler boy, who can mess with sleep and rhythm a lot, so having the possibility of a "rainbow juice" is definitely tempting.
Have you noticed bad side effects? Do you allways take ritalin(?) for work? Or just on special occacions?
Common side effects of ADHD drugs are loss of appetite, difficulty sleeping, and increased heart rate. It basically puts you into fight or flight mode for 6 hours a day. More blood to your brain + muscles, less to everything else (digestion, immune system for example).
One weird thing about it is the first few times you take it you’ll get a feeling of euphoria, like you’re on cocaine. This is _not_ the way the drug is supposed to feel, it goes away if you stick with the same dose for a while. Some people keep going up because they think the euphoria is part of it, and that’s really dangerous.
It really does work incredibly well for me. Especially for programming, where you’re most productive when you’re not pulled out of a flow state. I went from a B average to straight A’s when I started taking it in college. It made it so easy to oranize my schedule, I just worked/studied from 8-6 every day. No late nights, no procrastination.
Personally, I have no feeling of withdrawal when I go off of it for weeks at a time. Though I have developed a bit of a psychological dependency around work, where I kind of tell myself I won’t work well without it, which becomes self-fulfilling.
It’s not all good, not all bad. Hopefully this helps!
Basically, it enforced my point of view to only try it out, if I really think it is neccecary.
I never done cocaine, but weed.
With the right time and settings it can help me get into a flow lasting for 10+ hours. But weed really does not help mid or long term, my productivity goes into steady decline after couple of days.
And coffeine I never liked, so I prefer the natural rhythm, with varying success.
Stimulants (Vyvanse in my case) are blunt instruments; they alleviate the specific behavioral problems that plague those of us with ADHD but also enhance performance in general. The biggest danger that I see in my own behavior is the tendency to forget about all the self-management practices I learned before my diagnosis. With stimulants, you can do irresponsible things like stay up late for no good reason, get four hours of sleep, and still be fairly productive once the medication kicks in. I have to be really honest with myself on a daily basis about whether I'm using it to overcome a deficit caused by ADHD, or a deficit caused by bad behavior.
The second biggest danger is developing unrealistic expectations about what I am capable of accomplishing. For example, I am currently pursuing a PhD in computer science, and the decision to do so was made by the medicated version of myself. I don't regret the decision one iota, and it's a goal I've had for many years, but I already had a long list of projects and goals when I signed up for this and I definitely deluded myself about just how many of those other commitments I'd have to set aside for a while (or forever) in order to get a PhD.
That is my problem right now, too. I am just scared, that medication really does not help me long term, for all the reasons you mentioned.
Thank you, for sharing.
Look into Ego Depletion. There's academic disagreement over just how "consumable" willpower is. My assessment of SOTA is:
- ego/willpower is finite/depletable
- Most people have more or less the same amount of it as the average. People with "more willpower" typically are more efficient with it
- non-neurotypicals and those that "don't fit in society" (ADHD, ASD, bipolar, trans, nonbinary, anxiety, OCD) often spend much willpower on "passing"
- it's linked to everything from blood sugar levels, insulin levels, brain blood flow, dopamine levels, D1/D2 activation ratios, and probably gut microbiome
I could sit here and get virtual levels and virtual money... or go raise my actual human fitness level, or go work on my actual business for actual money.
Games are an easy win to feed you nuggets of feeling like you did stuff, but a poor substitute for real life.
I understand that there's satisfaction in it. That satisfaction can be hard to get at work sometimes. At work, you can be asked to work on things you don't like, that sometimes feel even more pointless than a game.
Part of the reason why I have programming side-projects at home is because they're an outlet to get the satisfaction of building software the way I want to.
Real life is fun too. But games are part of life.
Maybe there's something to be said for opting to lead a more creative rather than consumptive lifestyle. Ultimately though, something only matters if you think it does. My work is largely bullshit, and I can't think of a business I'd want to get into that also wouldn't feel like bullshit. I think the value I'd extract would precisely be in the connections made and the problem-solving itself. How important is another piece of enterprise software to extract money from people that no one thought they wanted until it exists?
I do have personal projects, one to do good, others out of curiosity. Mostly out of an urgency to be creative. I don't think this carries more meaning than pure leisure.
I'm eyeing off a few avenues, I wouldn't mind not writing software for money anymore but it would also be cool to use my hard earned experience to my advantage. One avenue I thought of was music composition, because there are ways to automate some of it with code that I could use to provide some extra value, but it's also enough of a leap from my current career that it would be a wildly new endeavor.
If you want to be a workaholic and spend your free time working, go right ahead.
But you will end up like my father, mid 70s with no real relationships with your family, obsessed with "completing your legacy" and a general inability to enjoy anything that isn't "work".
If that sound like fun to you, go right ahead.
Me, I'll continue to work at work and spend my free time on relaxation.
You only get one life, spending it chasing dollars and dimes is a poor life plan
A mechanic can enjoy working on his own project car in the off time.
Both of these things are productive in a way that playing games isn't, but they're still recreational. It's not spending your life chasing dimes. It's looking at the different recreational things you could be doing, and choosing the ones that also intersect with being productive and have a side-effect of helping you professionally.
Productive is all relative anyway. Children learning by playing is productive, the productive part is the learning that is a byproduct. Working on a project car is fun in itself. It doesn't become less fun if the person doing it is a professional mechanic. Would you tell a person who plays games professionally in an e-sports league that they must do something else for fun?
I think it is a sign of good life when you find a way to get paid for doing what you enjoy. And if you enjoy it, then it is still fun when you do it outside of work. The productive benefits of it do not make it less fun.
I disagree. I have fond memories of discussing Zelda on the playground as a kid. Similarly, online communities are formed around basically every notable single player game. It's still a shared experience, even if it's not shared at the same moment.
But, yeah, with "TIS-1000" it was just programming, and sort of unnecessarily (and unpleasantly) difficult programming at that.
In my day job at the time the game came out I was doing node.js microservices. So it was refreshing to work at the bit level again.
I have it too, and it's a consequence of growing up and/or having more responsibilities.
I can either play Factorio, or I can spend time with my kids. Factorio, which I love, loses every time.
The only games I play now are ones I can play with my kids. ... so I set my daughter up with Starcraft 2 and am teaching her about strategy while still scratching that gaming itch.
My dream is to have a multiplayer LAN based VR Elder Scrolls game to play at home with the family.
I have little to no problem getting myself to play Starcraft II or other strategy games which I love. Low-effort story-based games are also easy to get into.
For example, I am playing on an OARC server, basically new players get their own base space, and I'm trying to get to my friend we both kinda picked 'far away' as options so we wouldnt clash with each other, so I've got blueprints I keep dropping that keep expanding my logistics network + power grid northward / westward as I make my way to him. The construction bots do all the work, my factory gets all the materials to them.
I've taken a break since, but then once I can reach out to him I will probably build train tracks going to and from his base and mine. I'm also using the robots to build a massive base. I can just ghost place whatever I want where I want it as long as the robot tower can cover that area.
You can just place ghost items by hand (press shift) but not much point. The advantage is being able to smack down whole bunches of machines in blueprints.
They can build anything if the products are in provider chests. They have the exact items, they won't build from intermediate materials.
Edit: fixed a typo
There are tons of designs you can do with bots, some have built completely belt-less bases using them. They're limited by their speed and range however, so you always have to balance to the constraints of the tools you use.
You can also start a Sandbox game mode to explore everything you can do (note infinity chests are extremely useful, you pick a item in the game, and it will produce as many of them as you want perpetually, then your inserters can pull those out into conveyors simulating different parts of what you'd like your factory to look like). Definitely recommend this approach, you can explore as much as you'd like to explore.
Also note, there are a few websites with prebuilt blueprints as well.
It takes a lot of the tedium away when you made a miscalculation and need to be just a little bit closer or further from something.
Now you can cut, move over 1 and paste.
I've also found it really nice for rails. If you want a t-junction, just go away from everything and make a 90-degree rail curve. Then cut it.
Then go back to where you wanted the t-junction and paste in the curve and rotate it and paste again to get perfectly lined up sections of track.
and then you can have blueprints and upgrade planners and destruction planners.
upgrade planners let you convert say all slow belts to fast belts and leave the inserters alone.
destruction planners let you remove only walls but leave the electrical towers and rails alone.
it just goes deeper and deeper.
...which itself isn't all that different from software development.
I heard scripting is possible? Do experienced players use it, to automate things?
If recreating a portion of your factory "feels too much like work" to do it really sounds like you haven't availed yourself fully to the tools the game gives you to do it.
When I now see those videos on Youtube with huge factories I wonder how many hours that person has wasted. I'm not against enjoying a video game, but when the activity is so similar to real work... why not do that instead and get something real in return?
Because dopamine :).
Are you using drones and blueprints?
Once you unlock drones, you can create huge swaths of factories in seconds. You just need to come up with a design that works, and then replicate it.
That was when the creative:tedious ratio got rebalanced for me.
There are no past videos there but you can follow him.
And it teaches that humans can do whatever they want to a world, level all the forests, kill all the locals, because eventually we are going to fly away. Not our problem anymore. Space people are above the petty concerns of terrestrials.
Rather, I find myself trying to build a factory top down. I write a bunch of sticky notes with material requirements and calculate backwards “how many labs do I need?” “How many gears do I need to make the beakers?” “How much do I need to mine to match that hourly throughput of gears?
It’s the perfect candidate of a game to write an algorithm for. Assuming a known seed, it’s trivial to design the most efficient system based on those parameters.
And at that point it just becomes work. It’s really designed as a bottom up game, but I think about problems top down and for that reason factorio drives me nuts.
It's enough to know that you'll need lots of gears and to know that you'll need high-capacity mining eventually. But there's no great harm from having a few extra or from having not quite enough to max out beaker production; just start the process, get some gears, get some beakers, and refine as needed. Without a little top-down vision, you'll end up severely overproducing some things and underinvesting in others, which is no good, but you'll never be able to build an optimal factory without first building a suboptimal one.
> Over a few months I designed an entire Factorio base without testing any of it. The goal is to create a mid-sized base capable of building a megabase. A secondary goal is to not break down or rebuild anything ever.
The challenge isn't that it's hard to figure out the ratios or math out the machines you need, it's in getting to having the production to make that base without falling asleep waiting on things. Continual bootstrapping towards that end goal is the gameplay.
I know later in the game more options open up, but that doesn't help me get there.
I wish for a Factorio-style game where I can just drag (groups of) machines and conveyors around, and I just pay cost for however much just changed.
You can get really good at burner inserters or learn about electricity.
Or keep get fancy with belts... or learn about trains.
or get a personal roboport and learn cut/copy/paste
Then, when I was between jobs, I thought "oh, I see how I could do a better job; I'll just play one more game.." and my playtime quickly went up to 120 hours. I was writing TODO-lists in a book, etc. (The "craft no more than X items by hand" achievement was fun).
I mean, +1 to both "if you're on here you'll love it" and "if you're on here, be careful you don't spend too much time on it".
It remains the first and only game I have ever fully removed from my Steam library (not just uninstalled) after purchase.
Also maddening being an early fan in beta, then repeatedly throwing out whole designs, plans and game files as they kept adding new things in the game and changing them.
But then, some other friends just don't like it. Still a personal thing I suppose.
You need to learn how to stop when you need to do other things. It's better to learn that when you're young and the consequences of overplaying a game are simply that Mom and Dad will be mad. Later in life, the stakes get higher: If you can't make yourself turn the game off when you need to, you might flunk out of college or lose a job.
If you are not into computer games, I would still recommend to visit their site. They have "friday facts" where they describe the work they did over the week an what challenges they had to solve. It is very well written and poses interesting problems. Really interesting for software devs, even if you are not in game development.
KSP has taught me so much about subjects I was interested in, but afraid to put in the time in - rocket science/engineering, orbital mechanics etc.
I’ve not tried Factorio myself but I’d wager it will try to teach me stuff I mostly already know - queue theory, concurrency, automation...
Its base appeal/game loop is building new system and then doing optimization and refactoring. As you progress through game you itch to improve things and do them better at bigger scale.
You build a small setup to produce a wire.
Wire is used to build next thing. Next thing is used as input for another thing, and so on.
But you now need ton of wire. So you have to go back and create more wire production, but there is no space there... so you refactor or build more wire production elsewhere... but how do you connect it... and copper ore is low, need to build train to ship more ore from somewhere else... and so on and on until you realize it Sunday 10pm. Where did my weekend go?
KSP forces you to learn how things work if you want to go beyond mun. Transfer orbits and plane equalization done by feel doesnt work outside of Kerbin SOI. At that stage KSP has a huge step for player to take in order to progress in game.
But also you now understand a lot about rocket science. Factorio doesn't really do that. You might learn some at intuitive level like: planning for future, leaving room for expansion, don't do everything at once, don't forget to build automated death traps outside you home xD
It's much worse really, it's Sunday, two weeks later.
That first orbit I felt so excited I had to stop the game and run around the house. I tried to explain it to my SO but she couldn’t understand why that was.
Maybe because I’ve been taught the math part of it in school, but when the rocket equation, gravity losses, earth gravity assist, drag losses etc “clicked” I actually related all of those independent things in my brain to make a tough task possible.
I got as far as visiting Jool moons but it was not as exciting. Well maybe except the first time I calculated a hochman transfer orbit to Duna.
Oh, the world we'd be living in... one can only dream.
I'm an industrial engineer and have thought about how to teach manufacturing concepts through the game. Tons of great lessons such as one piece flow, problems when you build up inventory, correctly balancing different production rates between machines, factory layout, etc.
And as another commenter pointed out, sometimes you're "refactoring code" and paying your technical debt.
But IMO that's not actually the hardest part of Factorio. The hardest part of Factorio is the same as for software engineering: how to build something that scales and where you can still reason about it. One of the big challenges after just "beating the game" is hitting specific scale targets (the community calls it megabase building), and the factory sizes needed to do that definitely reach the complexity limits of human brains, so many of these players start establishing design conventions and start writing down notes and documentation and calculations for themselves.
I've definitely done things like using a stopwatch to measure roundtrip time for a train in order to calculate latency/throughput numbers for a supply chain in Factorio. But you rarely need to do more than back of the napkin math to be effective.
> We state it on our steam page, but people are still asking about it so I want to state it officially. We don't plan any Factorio sale. I'm aware, that the sale can make a lot of money in a short period of time, but I believe that it is not worth it in the long run, and since we are not in financial pressure we can afford to think in the long run. We don't like sales for the same reason we don't like the 9.99 prices. We want to be honest with our customers. When it costs 20, we don't want to make it feel like 10 and something. The same is with the sale, as you are basically saying, that someone who doesn't want to waste his time by searching for sales or special offers has to pay more.
I like their reasoning, and I think it helps to show how focused they are on the quality of the game (as well as, you know, 8 years of early access).
There are always people only secondarily interested in a game. Maybe it's not their first priority genre or whatever. If the game company needs to convert as many customers as possible, staying with the same price forever probably won't work out.
Steam Sales have a massive effect on games - thousands of new players try the game simply because it happens to be 15% off today or whatever. Even the "Free Weekend" play converts thousands of players that find the game fun. It makes trying out a new indie-type game feel less like a risk.
Now that Factorio has real competition in this type of building game (Satisfactory - which I highly recommend if you liked Factorio), they might discover their principled stance against any Sale might waver a bit.
To each their own I suppose. One day, Factorio will be on sale... once the playerbase dries up and they desperately try to inject life into the game. Or not... maybe they let it wilt away... which would be a real shame.
You can play an ER game, get bored, stop playing for 6 months, and then come back and tons of new content is available now. This keeps the player base around too.
Usually though, once a game calls itself "1.0" or whatever, the new free features tend to stop shortly thereafter.
(which is more than fair, it's a "completed" product now)
Where will this game be in another 4 years, after little or no new content? All games have a shelf life.
The developer could stick to their principles and ride it out, and shutter the game once enough people have lost interest. Or... they could have a Steam Sale and extend the life for years at a time. We'll have to see...
Satisfactory is a more meditative experience for me where I enjoy building and exploring within a beautiful, hand-crafted world. I find myself building with cosmetics more so in mind over optimization.
Sometimes I'm in the mood for one or the other, but they feel distinct enough for me to not substantially cannibalize my time. Though, mine is but one point of data!
It has a free demo.
> thousands of new players try the game simply because it happens to be 15% off today or whatever
Really? Why? That's such a small amount.
Getting on the front page of Steam is a massive boon to any game. Having a sale, even if small (not unusual on Steam) is often enough to incentivize people to try it.
I've not played the Demo version - but usually demo's are pretty limited. Free Weekend's tend to be the full game, multiplayer and everything. It's a fantastic way to get a ton of new players instantly - and many (myself on several occasions) become paying customers as soon as the weekend ends. Basically, it's letting the game sell itself at that point.
Steam Summer/Winter Sale is huge. That's why it's silly for these developers to totally write off any sale forever. Very foolish and not wise. Then again, they did say that over 4 years ago... and "they" do say to never say never.
And well, such a small amount doesn't really grab my attention.
> Steam Summer/Winter Sale is huge.
Isn't that because of the big sales? I wish the Summer/Winter sale didn't have any small percents so there's less noise!
Also for me I probably will never buy Factorio because of this. I absolutely accept their decision but I don't have enough time for this game to justify 25 bucks I guess. I would rather play other untouched games in my collection first. I guess the honest business model saved me from spending money :) Still says nothing about the quality of the game.
https://steamcommunity.com/games/249570/announcements/detail...
[0] https://www.joelonsoftware.com/2004/12/15/camels-and-rubber-...
Relatedly, I have a crapton of games purchased of Steam that I will probably never get around to playing.
Some people value the product differently. If I'd play it for hours, probably it is money well spent, but I'm a casual gamer. The game looks nice, but I wouldn't spend the price of good books in it.
For example if a vaccine for an infectious disease was priced higher for people who are more likely to be exposed to that disease (because they have a greater willingness to pay), it could create an unfair burden on this buyer segment and even place the overall population health at risk. Just because a seller knows they have greater leverage over this vulnerable population.
Arguing, even correctly, that price discrimination is bad for healthcare does not necessarily imply that it's bad for other things. Healthcare is different.
Parents a and b are considering whether to enroll their children in a private school.
Parent A lives in a nice neighborhood that can lobby for better funding for public schools.
Parent B lives in a worse school district.
The private school realizes that parent B has worse options, and that they can upcharge parent B. The private school knows that at a certain price point parent A will simply decide to send their child to the high quality public school in their district, so they charge that parent less.
Parent B is disadvantaged because they have weaker bargaining power, and the price discrimination is simply exacerbating existing inequalities in the community.
I don't think that price discrimination is inherently unethical. But the criteria used to discriminate can certainly be unethical. Look up "reverse redlining" for example.
Edit: In a way it reminds me of mining cryptocurrency. It's a system designed to reward people who can prove that they're wasting some other resource.
A more "economically neutral" perspective (not that I claim it is a better perspective) is that there is labor that this particular human has available. Letting them choose to spend it on hunting down a sale is strictly better than removing that choice. There may be "better" things they could do with it according to you, but ultimately it should be their choice.
The irony is particulary deep here because hunting down a sale is surely no less wasteful to society than actually playing Factorio which is a pointless videogame famous for being an addictive time-sink. If the goal was to maximize societal benefit, we'd remove Factorio from the market entirely.
> If we want poorer people to have better access to the goods and services richer people buy, we should just give them more money.
I think you're jumping to a conclusion that these people are particularly poor. But my only claim is that people have different relative distributions of money versus time, and that is probably true at all wealth levels. There are both idle rich and workaholics. There are poor folks working three jobs and raising three kids and others that are couch potatoes.
Sales are a way to let consumers at any economic level reflect their relative priority between time and cash.
Unless you consider the sale price as the base price, in which case you're forcing people to spend time hunting a sale to not get gouged, and it's strictly worse than having a fixed lower price.
You can take that set of transactions and apply any number of narratives:
* The sale price is the base price and that others are gouging is a narrative that you can apply to the set of transactions.
* The full price is the real price and sales are a delightful bonus that you give to people who show that they care more by hunting down the sale.
* The full price is the real price and sales are a charity you give to those less able to afford that price.
* The sale is the real price and the full price is a way of milking the rich who are too foolish or lazy to get a good deal.
Etc.
But the transactions themselves don't provide enough data to determine which of these narratives, if any, is closest to the truth.
I don't know of a good way to actually make that happen, and I'm not suggesting we should ban sales or anything like that, just that the current system wastes people's time and it would be better if it didn't.
I suppose you're one of those people who sees video games as, well, I'll use your own words:
> pointless...addictive time-sink
The same could be said of novels, movies, sporting events, TV shows, and plays.
Removing art and entertainment from society because it's not "socially beneficial" is a terrible policy.
The end of society should be to improve human life. Producing things that are economically useful to produce more things is a means to that end. It's a very effective means. But if you confuse it with an end, you get a terrible repressive society where no one's allowed to do anything for the joy of it.
People voluntarily use their money to buy things they enjoy. Money is basically a credit the economy gives to people for helping the economy produce stuff, that then allows them to consume some of the stuff that the economy produces.
If you disallow people from spending their money on things that aren't "socially beneficial," the whole economic system implodes because (a) there's no incentive for people to produce stuff because they're not allowed to get consumption as a reward, and (b) there's no consumption to drive the incentive to produce stuff.
When Factorio 2 comes out, you will most likely be able to pick up Factorio for $10.
[0]: https://www.space.com/41749-elon-musk-living-in-simulation-r...
When SimCity got serious: the story of Maxis Business Simulations and SimRefinery
https://obscuritory.com/sim/when-simcity-got-serious/
SimRefinery recovered
https://obscuritory.com/sim/simrefinery-recovered/
A close look at SimRefinery
https://obscuritory.com/sim/simrefinery-analysis/
The sprawling, must-read history of Maxis’ former “serious games” division
https://arstechnica.com/gaming/2020/05/the-sprawling-must-re...
A lost Maxis “Sim” game has been discovered by an Ars reader [Updated]
https://arstechnica.com/gaming/2020/06/a-lost-maxis-sim-game...
SimRefinery EXISTS! Let's play it!
I think I averaged like 60 hours a week.
That being said, I've put more than a few thousand hours into the game over the past few years and I think the base game finally got stale enough for me to move on to something else right as they're reaching 1.0, but that's okay. (The big problem for me is that I've been sinking a lot of time into mods like Seablock and after nearly 100 hours into this run I can't see starting over from scratch again just to be on 1.0. I'm not even sure I want to finish this run either knowing I'm unlikely to see bug fixes in the Seablock mod packs, and they definitely could use some work.)
But yeah, it's just a good balance of "wow how the !#( does this work" to "ohhh I'm so glad it works this way."
Played Satisfactory and couldn't get into it - it's just worse Factorio, capitalizing on the popularity of that game with good 3D assets but trading it for terrible planning, crafting and perspective.
I've considered using some of my funemployment time to write one of these kinds of games as I think I have a unique angle that hasn't been explored to death as of recently, but haven't committed to it.
It feels like the only reason they even left it in the game was that it became a bit of a measurement of how well your design scales past the end game - I cannot tell you how many otherwise meaningless 'X000 science per minute' base videos there are on YouTube, but the number is not insignificant. Most of the time it's just 'bot speed++' over and over again, since that's how many of those bases work without running into extreme update per minute (UPM) problems.
3 years later I played a multiplayer once a week with my buddies during COVID lockdown, as soon as we launched again I got bored. They are going again with more friends and I just join the discord for the chat, I don’t open the game up.
I don’t like solve the same fundamental problem over and over again so, I launched the rocket, done.
I still boot the game from time to time when I want a low energy activity. I go through the moves. Bootstrap base, then smelting arrays, etc. I try to innovate on some designs a bit (mainly to make things more modular/scalable and avoid having one big resource bus). I find it relaxing.
Certain videogames, on the other hand, can easily become a big problem for me. Weird stuff.
https://mindustrygame.github.io/
(I have no connection to the project, I've just enjoyed playing it.)
At least that's the impression I got from a couple hours of time into the demo before I threw it away in disgust. It was like minutes 15-30 of factorio on loop, plus tower defense. The tower defense was good but not enough to make up for the tedium of setting up drills.
Also if I'm remembering right the conveyors were unreasonably finicky for such a core mechanic.
For Factorio players, here are the biggest differences:
1. No inventory. All structures get automatically crafted as they are built and the resources taken from your central storage core.
2. No inserters. Structures that output resources output them directly into adjacent belts or other structures. This simplifies construction and can allow for amazingly compact designs if you put sufficient thought into them, but can also lead to accidentally mixing the wrong items into your belts and clogging up your production lines if you're not careful.
3. You have blueprints and the equivalent of construction bots right from the start of the game. In singleplayer, it is normal and expected that players will pause the game, queue up a bunch of things to be built, then unpause and let their ship handle the construction automatically.
4. Belts are streamlined and much faster work with. 1 lane per belt, and the UI for constructing belts includes a pathfinding algorithm allows you to easily construct a belt between two points in seconds provided you have enough resources on-hand. Crossing two belts automatically creates an intersection so resources don't mix.
5. More focus on combat. Lots of different turret options, each with their own specializations, logistical requirements, and types of enemies they are good against. The PVP and attack modes are also quite fun.
6. More arcadey. Unlike with Factorio, you aren't expected to keep growing and expanding your factory forever. There is limited space and sooner or later you're either going get overwhelmed, or retreat back into space with the resources you collected. You can finish most stages in an hour or two.
> Belts are streamlined and much faster work with. 1 lane per belt, and the UI for constructing belts includes a pathfinding algorithm allows you to easily construct a belt between two points in seconds provided you have enough resources on-hand. Crossing two belts automatically creates an intersection so resources don't mix.
Blueprints, belt pathfinding, and automatic intersections did not exist 11 months ago when I played it.
Thanks for letting me know, because that makes a huge difference. I'll give it another shot some time.
In Steam I have roughly the same amount of hours in both.
Factory on the other hand... I uninstalled after my first quick playtest ended with my SO waking up and wondering why I'm already awake at 8 in the morning (trick is: don't go to sleep and optimize the factory just a little bit longer).
The last game that did this for me was Civ3 and I almost lost a job then, never played a Civ game since =)
I've spent several hundred hours playing this game and I think this game should be treated as an addictive drug. I know it's my own psychological problems but there's whole Reddit thread about how it ruined people's plans etc and wasted hundreds of hours of their lives. In contract, real "prohibited" substances like LSD, MDMA didn't make any negative impact on my life nor addiction. How is that?
I feel like all these additive games (especially one which uses psychological tricks like Skinner box) are some equivalent of brain exploits and should be treated with great caution. Maybe labeled somehow and have a reference where all these "exploits" and risk properly explained. Can anyone explain what tricks it uses to become so addictive?
Looking at Wikipedia instead, the Skinner Box page says about games:
> Slot machines and online games are sometimes cited as examples of human devices that use sophisticated operant schedules of reinforcement to reward repetitive actions.
So I guess it's just about wanting to play the game more because it's fun and it's not some magic method that game designers use to get more eyeballs for a not-so-fun game (the way that the linked video explained it)?
An underhanded game will use this to reward you for actions which directly earn the developer more money. For example, imagine a hypothetical game where you find or earn powerups as you go along. These are both rewards and items that give you the opportunity for another reward. You enjoy using them because they allow you to make progress in the game, and because they are graphically and audibly satisfying to use. So far so good, but if you really want to make some money then you can introduce a way to buy more powerups. If the player is having some trouble with the level they're on, offer to let them buy a powerup that would help them. They'll get all the same reward feedback from obtaining and using the powerup as before, except you earned some extra money. If you want to really earn some money, all you have to do is make powerups rarer the further the user progresses in the game, and more and more necessary. The game can gradually change from a game of skill that rewards player skill to a game of money that rewards the player for giving up money.
Factorio, on the other hand, is a much, much better game than that. If you build a small assembly line that makes some items, the feedback you get is a visual display of the machine operating. When it's operating efficiently, raw materials stream in at speed from one side, and finished goods stream out at speed from the other. If you do the job less well, the effect is visually less satisfying. Perhaps the machines are idle part of the time, because they're not getting enough raw materials. Perhaps the items are not zipping past on the belts like you would want. Maybe the belt isn't quite full of material. Your first attempt succeeded, but only imperfectly. You can then revise your design to improve it, which is a very satisfying feedback loop indeed. The more you engage with this feedback loop, the more your skill at the game improves. The more your skill at the game improves, the better you can play the game. The skill ceiling is really quite high, and building an exceptional factory requires a lot of advance planning and forethought as well as the optimization and debugging skills you have gained from your earlier play.
Either way it's just a game. Many people say that playing games is always a waste of time, because you gain nothing from it. That's not really true. You can gain satisfaction, excitement, catharsis, knowledge, understanding, relaxation, friendship, and so on from games. It's just that some games give you those in exchange for your time invested, and others give you that for your time invested plus a continuous stream of cash purchases.
I would encourage you to be less hard on yourself. Think of a good game like a hobby. People play hundreds of hours of golf too and still find the time to lead productive lives.
Watching 100 hours of TV a year is probably not excessive. Watching 100 hours of TV a week would be unhealthy. If there are people who lack self control such that playing games adversely affects their personal lives, then (without accusing the developer of malicious intent) something unhealthy has gone on.
I can't say I really agree with "x hours on entertainment like games is x hours wasted".
I think the comparison "it's more detrimental than illegal drugs" is thoughtless rhetoric. Maybe a better comparison could be 'empty calories'. -- I would agree I enjoyed playing Factorio more than I've enjoyed many other games, though.
Also the beautiful hires Czechnological artwork.
It's top-notch design, execution, and graphics.
(As someone who uses a Linux machine as the "primary" desktop, only switching to a Windows machine for games and other things that need it, I find it really nice to have a quick-to-launch game that runs perfectly on Linux.)
AND well-defined mod migration for updating mods to new Factorio versions without breaking them or your maps.
Looking for those types of problems and solving them is a very fun feedback loop. You can spend a few hours just walking around a large factory, making small incremental improvements as you go, and your entire factory will be visibly better off. The only thing preventing you from doing this to your application is the lack of visibility into the problems. There's a bottleneck in your code right now, but can you find it? They're almost never detectable by simple inspection of the source code, so it takes specialized tools. I would say then that building a large factory is like an optimal form of programming where nothing is opaque or hidden from you.
Factorio doesn't do the loot box stuff that F2P games are famous for. I think the best way to describe the game's addictiveness is that it's programming, but simpler, and gamified, with much more immediate emotional payoff.
The thing Factorio does do is that it evenly spaces out its achievement moments so that you get a steady stream of goals and accomplishing goals. That's what makes it so addictive: you feel like you're constantly overcoming challenges. And you are, but it's in a game and doesn't translate into real life.
It's definitely addicting. No denying that. I just think it Factorio does a good job of giving you enjoyment for the time you put into it rather than resorting to gambling mechanics like some games. (The list is rather long.)
Good game design.
In particular, I see a few broad strokes of good game design here:
* There are always a variety of tasks to accomplish of varying scope and complexity. If a player doesn't feel like adding on the next stage of the factory, they can perform other maintenance tasks like cleaning up local bottlenecks or aesthetic optimization (e.g. straightening out a section of the power network).
* Almost every single problem is directly caused by the player's own actions, through a logical chain of events that's obvious once the player becomes familiar with the game. Why is the widget facility starved for inputs? Because the player previously split off 3/4 of the bolts for other production. The resulting challenges (see the point above) become meaningful because of the history, giving the game a level of intrinsic motivation that is usually reserved for sim games like city builders.
* There's no single "right way" to win. Some players treat the game as a size/speed challenge, to produce the most stuff in the fastest time; others look towards the most efficient or compact layouts; still others are content to reach the basic "win" condition (launching a single rocket) with a bare minimum of facilities and a lot of patience. The game doesn't condescend to the player to explain at them that their playstyle is wrong.
* The game separates "doing something" and "doing something at scale," but it makes the player progress to the latter eventually. As a more concrete example, the player can build the first few science packs (progression tokens) in their inventory, Minecraft style, but they very quickly need to set up automation to produce the ever-increasing required number in a timely way. Over a typical game, the most central aspects of production will go through three or four wholesale renovations as the player designs around different bottlenecks. It's a kind of intrinsic progression that I've seen no other game replicate -- even if you had access to all the whiz-bang shinies at the start of the game, the fixed costs of using them would still push the player to a "starter base -> big base" progression.
In some ways, it might be better to treat Factorio not as a single game that is 'won' or 'lost' through arbitrary rules, but instead as a hobby. "I've spent several hundred hours playing with model trains" doesn't sound outlandish.
They carefully thought about the name of things, the cost of things to communicate clearly to a new player what he is supposed to do next (manufacture new thing, ramp up the production of old thing, etc).
I think factorio succeeds in this well: there are always many things to do which will improve things, so you have to try to optimize which is is the best decision to advance furthest with a given amount of time.
https://en.wikipedia.org/wiki/Operant_conditioning_chamber
Loot box mechanics (aka gambling, or randomized reward systems) are what the worst offenders are usually exploiting.
The first multiplayer versions basically synchronised with each other and then ran independently, just executing the keyboard input from other players basically. No central server calling the shots. This was hell development-wise, but I think that concept hasn't changed too much actually: you may have a central server that tells your client whether you can really pick up an item from a chest or whether it's already gone, but the local simulation is still local (it's not as if there is an incoming video stream or stream of all entities that have moved; far from it, it's a handful of kilobytes per second). The random engines almost have to be synchronized as I never noticed more data traffic during biter attacks or such.
But it does introduce an element of randomness that isn't present anywhere else in the game. Every other recipe in the game has fixed inputs and outputs with known ratios, and often very nice ratios. Put in two iron plates and get out a gear. Put in one copper plate and get out two copper wires.
The randomness in uranium processing is used to simulate the cascades of centrifuges used for isotope enrichment without having to track the enrichment of every single lump of uranium, and without having to introduce a hundred different types of uranium ore items. Instead you have a 0.7% chance of getting a lump of uranium-235 every time you process some uranium ore; the rest of the time you get uranium-238. 235 is used for fuel, 238 is used for ammo and for further enrichment.
Turn up the gain on a cheap sound card with no mic plugged in, and you've got yourself quantum tunneling noise.
If you've figured out how to make that deterministic, go collect your nobel.
I'm sure you are different (or at least think so yourself) but I have never heard anyone who use drugs that says otherwise before they have stopped using them completely. Also "ruined plans" versus "ruined lifes" is quite a difference. It cannot be a big surprise that someone who gets addicted to a game might also be a drug user. Addiction is not really about the drug itself but the person.
The refactoring bit hits hard, how do you structure your factory to minimise time/cost/space, can you increase throughput, do the outputs line up where you need them, how do you ensure a sufficient power supply, etc.?
There are different 'designs'. I'd recommend a main bus design for your starter base. Basically you take key materials, like copper plates, iron plates, steel etc. and then run (multiple) full belts of them down a long line. and build your factories to the side of it, taking your input materials from the main bus.
See here: https://wiki.factorio.com/Tutorial:Main_bus
Alternative designs (for much later in the game, if you want to buiold a megabase) are e.g. rail grid, sometimes called city block design. Looks like this: https://i.ytimg.com/vi/1as3oMAgOy4/maxresdefault.jpg
You have a grid of rail tracks with standardized squares and standardized input/output locations. Then you automate input delivery/output collection to them either by pure circuit logic, or of you don't hate yourself quite that much using the Logistic Train Network mod: https://mods.factorio.com/mods/Optera/LogisticTrainNetwork
I do three stages, a main bus starter base which is enough to fill out the tech tree and launch a rocket, and then once I've automated most things, then comes the first megabase, which after enough time I rip up and build the modularized, distributed megabase (mostly solving the problem of keeping train traffic spread out and avoiding long multilane belt busses). The interesting thing is that building a megabase isn't necessarily just 10x-ing your start base, it's actually doing things differently because how you move resources around starts to become a problem in ways you didn't encounter at the smaller scales.
https://steamcommunity.com/app/526870/discussions/0/24515950...
Try it and see how you feel after ~2 hours of gameplay.
Coincidentally "try it and see how you feel" is also how people sell heroin...
They're saying they're concerned that they might get addicted, and you're telling them to try just the tip, just to see how it feels?
I'm a big fan of Factorio but if you're concerned it could take over your life, there's definitely a chance it could.
True it's not as bad as an MMO. There's no daily quests, no social features, (though multiplayer is fun) and most importantly no lootboxes or variable ratio rewards. Doesn't mean it can't addict you for a little bit though.
For me? I am actually serious about the addicting nature of the game.
The gameplay loop is just so rewarding, so that addiction is easy.
Of course its mostly only boring when you haven't yet figured out the "design patterns" of an efficient base, and/or are too lazy to tear down what you have to build them out.
No, seriously though, I'm speaking with full experience: My main WoW character has a 4-digit days playtime (and that's from several years ago; I eventually did put it down for good).
Factorio is addictive the same way that Civilization is: You want to keep going. Or like Tetris pro players, you might think about your factory when you're not playing and "see" it everywhere. But unlike WoW, you can put the game down at any time: there's no responsibilities you're taking on, there's no grind you must finish, no daily quests that reset calling you to re-do them tomorrow. The game world stops the moment you pause/exit the game.
There's no comparison to a MMO.
> Doesn't mean it can't addict you for a little bit though.
Every good game will. Every good TV show will make you want to binge. It's up to you to manage your time. I believe GP is a reasonable adult and can manage 2 hours of a game without having to check into rehab :)
Two hours of a game? Yes.
Two hours of Factorio? Not a chance. Unless they don’t make it past 30 minutes in the first place ;)
To be clear I don't think I'm inherently vulnerable. It's more of a "let's rather not find out what happens when my love of gaming gets combined with peer pressure & reinforcement loops" consideration.
I do like the Anno series for this though. It scratches the same "city builder" itch but it has a pretty fast burn cycle. i.e. I'll spend a weekend doing little else and then lose interest for 3 months.
https://www.vice.com/en_us/article/4x38aq/why-do-we-play-vid...
Gameplay-wise Factorio is a lot more interesting that Cookie Clicker of course.
1600+hrs in ... still pushin' all my buttons.
I don't think the developers intend it to suck up so much time. I think they want to make something that's fun.
But I don't think there's anything to the game that malicious developers don't already know.
I think, insofar as it's fair to call Factorio addictive, it's because there's a constant feeling of "just one more thing" (or "just one more game"). There's is constant and continuous frontier of optimization opportunities. But, at the same time, there's also effort/delay in getting the rewards of the effort. -- I think that feedback loop is what people loved about the 2012 XCom Enemy Unknown.
I think it's possible to play in a healthy way. But, I guess if the feeling of "my factory isn't good" and "I suck" drives the behaviour, then that'd be unhealthy.
Fundamentally, the product is similar, but everyone far prefers the Factorio UX over fifty pages of serialised REST objects.
I really want to pick it up again but am not excited to start a new factory if I know I won't be able to complete it.
Then again, my computer is not 7 years old, but when I played it my desktop was running on an AMD Phenom.
Still there have been major performance improvements, including parallelism-lite. And just the fact that it's mainly the same engine that ran on low-spec computers from 6 years ago means it should run very smoothly on modern machines - not all of the Moore's law improvements since then have been about parallelism.
If you have a somewhat reasonable per-core speed, multiple cores should all be loaded with work. Personally I can't say that I've noticed it helped, but that's anecdotal and I've seen the improvements as they came in incrementally rather than in one big jump from some old single-threaded version to 1.0.
> including parallelism-lite
What does that mean? When I look it up I get results for some other game with a similar name.
I didn't mean to refer to any established term. I meant parallelization by breaking the game up into systems, e.g. I believe the electrical system can run completely separately to the main thread without losing the deterministic guarantees, while I would think of full parallelization as allowing each assembler or inserter to be simulated in its own thread.
Maybe there's a more established term for this? Parallelization through doing different types of things at the same time, rather than doing many copies of the same thing at the same time.
Factorio is half the price for more hours of entertainment, even if you never touch it again after your first rocket launch (assuming you do enjoy it until the first rocket launch and don't put it away before then).
A minority of players (like me) likes to continue expanding and optimizing after the first rocket launch, but indeed most people go play something else first and start another map later, perhaps with friends. On your second run, you'll build a much better factory. Not necessarily because you like optimizing so much, but now that you know the game you can do things much better and most people enjoy seeing that they really made progress in learning how to play a game.
It'll still probably take you a good 40+ hours to do that. Which is fantastic entertainment value for $30.
Looking at the steam global achievements, 16.1% of people have finished the game at all (mid-game achievements are sitting around ~40-50%). There's then 2 other achievements - finish the game in under 15 hours, and finish the game in under 8 hours. Only 2.1% and 1.6% have those achievements, respectively.
I'm also a "finish the game & put it down forever" type of person, but I've come back to Factorio multiple times. Helped tremendously by the map generator settings letting you basically "skip" parts of the game you don't like, or double-down on ones you do like. Enjoyed the trains? Make the ore patches more spread out, but larger so that your train installs are both more necessary and are more permanent. Enjoy being forced to improvise base layouts? Ramp up the cliff generator. Hate cliffs? Disable them. Feeling stressed from the external pressure that enemies provide? Disable them. Etc...
Factorio started in 2013. Satisfactory started development in 2016 and released 2019. At the time Satisfactory was released it seemed already more advanced than Factorio -- and after only having been developed for half as long. (The visual complexity of Coffee Stain's game is off the charts compared to Factorio. Factorio has a board game style whereas Satisfactory is a modern 3D game. Look at the launch trailers.)
Coffee Stain has about 25 employees working on 2 games (Goat Simulator and Satisfactory), Wube Software has 15 employees working on 1 game (Factorio).
Having read Factorio's dev blogs I feel like there might have been a bit of not invented here syndrome. They wrote their own UI toolkit for instance. Maybe they kept inventing technologies while Coffee Stain found ways to reuse existing tools?
Satisfactory is not yet released, and still in Early Access.
Factorio was in EA and enjoyable by 2016.
The Factorio team has slowly grown to its current size - for a few years it was just one or two people and no funding.
Coffeestain was a fully formed team with some funding.
You're right about the early funding. Factorio started out with just €21,626 of crowd funding. But after a while they do seem to have reached similar levels given the comparable staffing levels they have now.
The games are not even remotely comparable.
Factorio is built on a custom engine and heavily optimized. I doubt you can build a factorio-style mega base in satisfactory and keep things performant.
Factorio has procedural map generation, enemies that build bases and attack you, blueprints, construction and logistics robots, logic circuits, incredible mod support, and you can play with dozens of people in multiplayer and things stay performant and enjoyable.
In the the two games chose a very different development cycle. Factorio released early and often and listened to their community by adding and changing what players were asking for. Satisfactory first released a game that was pretty close to finished, and released, so far, very few updates.
I will say that I enjoy both games, but for different reasons.
I think the detail you’re missing is that Factorio didn’t start with all of these pieces being homegrown. It became that way because over the years players kept pushing the boundaries, so the dev team decided to put in the extra effort to support it by optimizing like crazy. The game’s engine got several revamps over the last several years just for performance. In this case the effort was informed by real community desire for it, not premature optimization.
Having played both games, Factorio started to choke on co-op multiplayer at the scale of mid-10^5 entities. Satisfactory started to crack (lag artifacts and desyncs) at mid-10^3.
Oxygen Not Included is an inherently unstable system, and it's a frantic race to juggle all the spinning plates while your colony falls more and more apart. The better you get at the game, the further you can stretch it before it succumbs to starvation, disease, lack of air or death by overheating.
Factorio (in regular mode) has a system that it is possible to keep stable at all times, and once you get a handle on the enemies you play the game at your own pace.
Overall the game is a strange mix of physics sim and quirks that don't make sense. For example, industry produces heat and heat spreads as expected. Solid, liquid and gas phase changes happen more or less as expected, leading to fun stuff like steam explosions. But then heat can be deleted in unphysical ways, heat can't be radiated away into space like in the real world etc.
On your other points, it looks like you simply haven't understood game systems deep enough.
>you'll run out of stuff fairly soon
Geysers can support really large bases and other materials you can get from space missions, which are powered either by oil wells or water geysers. It's a great simplification that you can built self-powering oxygen generators, which consume water and produce oxygen with some leftover hydrogen.
>the heat it creates
Aquatuners + steam turbine setup solves all heat issues. And you can cool metal refineries output directly inside steam rooms which power stem turbine (by using oil or petroleum for coolant).
>the meteors that destroy anything you put on the surface
Bunker doors + radars + a tiny bit of automation. I think that radar mechanics are unnecessary complex and not explained properly, but once you understand it, they are quite easy to use.
>the crappy power generation methods
Even without advanced sour gas/petroleum power setups it's really easy to get a TON of power generation. In mid and late game I usually sit on top of so much power generation and unfortunately game does not have any power sink game mechanics.
To me it feels incredibly hacky and ruins the game.
"Alien Tech" has been removed. All technology options are built traditionally, and now have 7-tiers with names. Red, Green, Grey, blue, Purple, Yellow, and White (aka: Space/Infinite research).
Infinite research are ~7 or so techs at endgame which go on infinitely. +Weapon damage for the most part, but there is also +Productivity (which makes mines last longer and mine faster).
In effect, the core gameplay loop has been extended into an infinite endgame loop. The late game techs are extremely powerful and automate everything that was boring ~5 years ago (ie: killing biters became boring. So its now fully automated with artillery trains).
Forget biters, nuclear bombs quickly remove large numbers of trees, which are the true enemy!
On a more serious note, there have also been countless quality of life improvements, like high-resolution graphics, reworked UI, or copy-and-paste (literally just Ctrl-C / Ctrl-V, I have used it even without robots, its so convenient). If you have radar coverage, the map allows zooming in fully (rendered just like the normal view) and you can place blueprints and issue deletion commands anywhere on the map without moving.
Incidentally, you can also order artillery strikes to play a 'prank' on your unsuspecting friend who is standing motionlessly. (Which is why I made a habit out of standing close to the most expensive thing in the vicinity.)
I knew a few different people who struggled early on a lot. They would be stuck handcrafting too much and rarely have those hack job factory setup. But once they got their early base with ~50 spm and robots going, they would start scaling up with neat little blueprints and what not.
Then there were the speed runners who launch the rocket in a few hours.
It's even below 2 hours now: https://www.speedrun.com/factorio#Any
If there's a major criticism to be had over Factorio, it's that power generation in the game is rather boring, and the Power poles and Light classes are designed somewhat poorly. Solar just doesn't scale in Vanilla - it costs too many materials for too little power, when really it should be one of the easier scalable techs (but should still require lots of research since it's a no-consumable power technology).
You can get through an entire game of Factorio on nothing but coal power if you're diligent about when you expand, but most seasoned players will just burn the excess oil as power, since it's rarely a real bottleneck and oil's one of the most economical resources in the game to get setup - you build it once and... you're done. Forever.
And then there's the super ridiculous late gamers who have to build nuclear because once you start talking in tens of gigawatts, there's just no way to squeeze that out of anything else and remain even close to efficient; the nukes take an absurd amount of concrete, but you're usually swimming in excess stone anyways. Trying to get there on solar is an exercise in actual pain, since you'll mine most of the map just trying to build panels and batteries... so you have energy to mine the map... The bootstrapping never ends.
Some of the mods have done real work to make this better. There's a mod that has fusion as a late game tech which feels like cheating, but then there's modpacks like Seablock where you're forced to continuously rebuild power through your tech generations as there is no coal, your starting wind turbines don't make enough to get you past the first 10 hours, and each successive science step unlocks a new power generation technology that roughly feels in scale with that level of technology (from harvesting low grade algaes for biomass, to growing trees, to farming alien plants and extracting oils, and then to nuclear in the latest parts of the game).
But no amount of modding can fix things so you can have a power pole that is also a lamp, so you can use Brave New World and see things through the stupid unfixable dark night without also spamming the map with build-wrecking lamps (since that mod removes your character and thus your ability to build night vision goggles).
https://www.youtube.com/playlist?list=PLV3rF--heRVu2xlDGZiRb...
He also made those designs with community participation on his Twitch stream if you’re into watching old streams. I believe he is one of the best Factorio content creator.
I also want to mention about how Factorio developers have been continuously blogging their weekly updates, FFF - Friday Factorio Facts throughout the development. They’re really interesting and show how the game evolved and it’s history.
Just refinining oil into primary products in this game took me like a week of work and tweaking.
You then get to the end of the game & build a rocket, but think to yourself -- "Yes, but I could maybe do all of this again but properly and without manually making things and the same mistakes". So you start another game and the whole process repeats!
If there was randomness like machines churning out defective parts, machines ageing due to wear and tear etc it would have been more interesting, would even perhaps lead to more interesting tradeoffs. Some type of risk vs reward decisions were not there, which to me is generally a fun component of games.
edit: now that I think about it factorio is purposely deterministic because otherwise it would break multiplayer almost totally.
Actually some amount of probabilistic behaviour including variation in the quality and rate of outputs of machines, even atleast variability between the different instances of the machines of the same type would have made it vastly more interesting is my view.
Seeing your perspective, I'm not sure this is unifiable into a game that both sides would like. I guess we just like different kinds of games.
Would it be too much or still refreshing? My favorite unwind game is battlefield 4.
What's especially impressive is how little CPU it uses and my GPU's fans don't go mental.
It's like SRE 101.
I love it of course.
Given HN's audience, there are a lot of fans here.
Or hint/show others how something could be built.
Or remind yourself of how you set something up last time.
(I use blueprints extensively.)