Live data from Hacker News

What is interesting about Factorio

fuseki.net

231–240 of 312 posts

Re: What is interesting about Factorio

#231
post #138

Earlier quoted context omitted.

Was it really lost? Can you imagine yourself on your deathbed regretting that you played Factorio?

I hope I'm not even half the way to my deathbed and already regret how much time I spend on games (and the knock-on effects). It's not that playing games (incl Factorio) doesn't feel satisfying. But the time we have is pretty much the only finite thing in life and thus what we can do is limited. Spending time somewhat deliberate seems like a good idea. Again, that doesn't mean playing games is bad. It can be a great…

You regret it now when you have more than half of your life ahead of you. But when you have nearly all of it behind you do you think you'll still regret it?

I don't think I will.

Re: What is interesting about Factorio

#232

Earlier quoted context omitted.

As someone who has recently got back into games, Factorio is a ton of work—and I love strategy games like Civilization. Playing Factorio is not unlike doing engineering work itself. Initially, I was hooked. After a while, the brainpower it takes to build and refactor large factories felt too demanding. It began to feel more like work, than enjoyment.

I go through a cycle like that every so often. I start a new game of factorio after a long break, get super addicted for a week or two, and then get a feeling that its just work, and I'd rather be working on some python project because I don't have to deal with biters attacking me in VS code. Late game factorio feels exactly like coding, except you can't copy paste as well and make loops and other time saving abstrac…

"Late game factorio feels exactly like coding, except you can't copy paste as well and make loops and other time saving abstractions."

I'm not sure what you mean by "as well", but Factorio does have various rather sophisticated methods of copying and pasting. For instance, there's the regular Control-C sort of copy, which allows you to rotate the entities before pasting, should you prefer. Then there are blueprints, which let you select which entities in a copied blueprint to store, what icon(s) to assign them, and let you have a library of blueprints and folders of blueprints even. That's more sophisticated than some text editors' copy/paste features.

As far as loops go, you can actually create loops in Factorio.

First, there's the simple belt loop. Those can be pretty useful (like with Koravex enrichment process, and coal-powered coal miners powering themselves or each other are also pretty popular).

Inserters can also be used in loops (from box to box, for instance).

Then there are more sophisticated loops involving trains and entire factory groupings.

Then there's the circuit network and combinators, which provide a visual programming language in which loops are possible. Some mods provide combinators will expose the full power of Lua programming to you in-game.

This is not to mention the possibility of writing your own Factorio modules in Lua, which literally is programming in text in a traditional language, and where you can write loops to your heart's content.

As for "time saving abstractions", with the Factorissimo2 mod, you can even abstract away parts of your factory and reuse those parts as modules. These modular parts can themselves be abstracted or nested as submodules of other modules, etc.

Re: What is interesting about Factorio

#233
post #31

Earlier quoted context omitted.

That’s exactly where I’m at. Played games nearly constantly until the instant I got a full time job and could actually afford a nice computer. Now I just watch other people play games online because I can’t bother to keep up on the computer hardware scene.

Basic dell computers with any video card play games fine. The hardware scene is a benchmarks "game" hobby on its own, separate from the video games.

Yup; I've played factorio on a 2016 laptop and a 2011 desktop, the latter of which is also my "Steam machine". Bad enough hardware eventually limits what you can play, but the barrier to entry is low.

Re: What is interesting about Factorio

#234

Earlier quoted context omitted.

Oh man, I've been saying this for years, count me in. Let's find a way to reduce or eliminate the need for personal hygiene while we're at it. Robot bodies! We could theoretically still have sex virtually, too.

> Let's find a way to reduce or eliminate the need for personal hygiene while we're at it. Definitely. It's another maintenance time waster, another upkeep you have to pay. What's worse, only a fraction of it is needed for survival, the rest is just an elaborate social signalling game with almost unbounded costs in time and money. > We could theoretically still have sex virtually, too. Only if it offers improvement o…

This philosophy would eventually do away with art and music.

Re: What is interesting about Factorio

#235
post #29

Earlier quoted context omitted.

I’ve tried several times but it just repels me. It has the worst tutorial I’ve ever seen and all the inventory management is just super awkward with weird UI. That’s coming from someone with hundreds of hours in OpenTTD and the like

"all the inventory management is just super awkward with weird UI" That's funny, for me Factorio has one of the best and well-thought-out UI's I've ever seen in any game (especially for a game this complex).[1] [1] - With the exception of the circuit network, which is too easy to turn in to spaghetti code and a nightmare to debug.

> the best and well-thought-out UI's I've ever seen in any game

As you place belts, they should rotate to create a path.

Re: What is interesting about Factorio

#236

Earlier quoted context omitted.

Definitely. The article is pretty subjective; I'd say there are lots of glaring flaws in Factorio. I played it for a while, stopped when I hit a major problem, but when I came back the game had changed quite a bit and I couldn't get back into it. Flaws of Factorio in no specific order: • The car has maddeningly terrible physics. The OP claims this yields "comic fun". It doesn't. It just means you're constantly crashi…

>> At some point I hit a biter nest I couldn't beat, couldn't go around (some sort of story based misson). There was NO way past this obstacle...... The research tree gives you many different ways to kill a biter nest: * Flame Throwers * Turrets / Laser Turrets * Personal Laser Defense * Combat Robots * Tank * Artillery * Atomic Bomb >> Factorio has managed to get some market success despite being pretty badly built…

This was during some sort of story-driven tutorial in which biters would swarm a base after a few minutes of play, so research wasn't relevant. There was no way to get past them except by just beating them out action style. I did search pretty thoroughly.

Re: What is interesting about Factorio

#237

Earlier quoted context omitted.

> Taking the time to master your tools is a COMPOUNDING benefit this is problematic, and the problem is made obvious when you take this fact to its natural conclusion. are you juggling credit cards to simultaneously maximize the benefits of opening new cards with promotional offers, limiting your interest rates, and maximizing your credit score? have you investigated the air quality of your working and living spaces?…

This reads pointlessly pedantic to me. You're throwing out examples of things that might actually be important, but most people probably don't think is that important. This is very different from things which people know are important and do frequently, but don't care to learn how to do it properly. Plenty of people choose not to learn their tools, and would not choose to do so even if time were unconstrained. The in…

But that is precisely the point. You're complaining that people don't meet some arbitrary level of expertise in their tooling, which is your personal metric.

Not everyone shares your concerns. They may well be concentrating on posture, because _that is a very important thing to concentrate on_ if one has certain issues. Or they may just not consider their job taking them 5 more minutes to perform to be a problem, and they'd rather think about what they're building in their garage, or their kids.

"Why doesn't everyone care about the things that I care about" is a very good, very difficult, question to try to answer for yourself.

Re: What is interesting about Factorio

#238

I can also recommend Satisfactory. Similar game with more immersion through 3d world.

Only down side is that it can't scale to the levels Factorio can. (Only applies to us that like to build massive megafactories).

Yep. I've enjoyed both, but I think it comes down to:

If your draw to the game is is your sense of connection with the place you're in, Satisfactory probably does a better job of that, with the pretty scenery and ability to build in 3D. Factorio's world feels very flat in comparison. I wrote a bit about that and possible ways to make it less so in https://factorio.com/blog/post/fff-309

If your draw is wanting to build very large, complex factories, constantly pushing production to new limits, that is what Factorio excels at.

Re: What is interesting about Factorio

#239
post #228

Earlier quoted context omitted.

When those tools’ lifecycle is 2 years at most fewer people are willing invest the effort to master them and instead learn on a need basis. If there was a guaranteed lifecycle the benefits would indeed compound and pay off handsomely. For example I worked on an Angular project and invested a bit of time to learn the framework and certain libraries. I completed the project and it was successful, but my new projects ar…

This is why I stick to tools that have existed since the 1970s. Emacs ftw!

If you asked 10 years ago why I am going backwards by learning Scheme and Lisp today I would answer it is pointing forwards instead. Forwards is definitely a subjective to me.
Post reply on HN