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The Factorio Mindset

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101–110 of 358 posts

Re: The Factorio Mindset

#101
post #86

I have over 5000 hours in Factorio. I am part of a group where several of us are over 5000 hours. Some of us have Autism. Some of us have ADHD. Some of us have both. The majority of us are in the tech industry. The companies we work at have been made to understand that the factory must grow.

honest question, but is factorio not a similar itch to programming? I always feel with these type of games, that my time would be better spent working on a personal software project, where i get reasonably similar enjoyment, more satisfaction, and presumably more transferable skills.

It is, which is why i stopped playing after ~40hrs. "Refactoring" my factory was too similar to refactoring my code, so playing this game after work (and my work makes me tired sometimes) is not a relax I'm looking for on evening after work.

Re: The Factorio Mindset

#102
post #8

My friend has 600+ hours played of Factorio. He just beat the game for the first time. I bought it, we played multiplayer. And I taught him the mantra "great is the enemy of good enough". Our run took 14 hours. I also know many people like this at work, and wish they could have the Factorio experience. If you refactor at the first sign of trouble, you remain blind to totally new to problems just around the corner.

> great is the enemy of good enough

One-man Factorio is a lot different than big-team Factorio. As a single factory-developer, you need to be startup-like and remember that your time in the present is the most valuable resource.

So always automate everything the first time, because you WILL need more of that component. But do it in a quick and dirty and unscalable manner so you can move on to something else. Start with box-fed production lines; when you're sick and tired of refilling the boxes, it's time to re-do it better.

Build a system to support this throwaway development, where you can tear things down later and replace them and it keeps working. Start with a narrow bus, not eight lanes each for iron and copper — but keep it open for expansion downstream. When you run out of space near the start of the bus, don't just move things a few tiles to squeeze in an incremental upgrade: build a much bigger production line further downstream. You'll have more and better components to do it right.

And always, always, always, keep your interconnects separate from your production components. You don't need a single straight-line bus like some people think, right angles and parallels and grids are fine, but if your belts are snaking through something else, it's real hard to tear down that something-else, and it's real hard to scale up. Encapsulation is important.

And when you're finally scaling up like crazy, ready for the big leagues, use a high-throughput component someone else developed and have your robots install it.

Re: The Factorio Mindset

#104

Earlier quoted context omitted.

Factorio should be the interview test ;) Tech’s Ender’s Game. (factorio fan, but with little time to enjoy it)

If you could figure out how to hook up Factorio to AWS APIs and get kids to build/maintain your org's infrastructure...

Here's a Terraform provider for you-

https://registry.terraform.io/providers/efokschaner/factorio...

Re: The Factorio Mindset

#105

Going to give a shoutout to https://anuke.itch.io/mindustry and https://songsofsyx.com/ In particular, mindustry can actually run scripts within the game to automate a lot of things. If you like factorio you're going to like these 2 games.

Also http://factoryidle.com. There's no "person" that you're in control of and it plays different for other reasons, but it's definitely in the same category.

There's also Satisfactory if you like a 1st person view of things.

Re: The Factorio Mindset

#106
post #86

I have over 5000 hours in Factorio. I am part of a group where several of us are over 5000 hours. Some of us have Autism. Some of us have ADHD. Some of us have both. The majority of us are in the tech industry. The companies we work at have been made to understand that the factory must grow.

honest question, but is factorio not a similar itch to programming? I always feel with these type of games, that my time would be better spent working on a personal software project, where i get reasonably similar enjoyment, more satisfaction, and presumably more transferable skills.

In factorio, you have all the information and tools right in front of you. Everything is transparent. There are no black box failures. If there's a problem, you can and will find the source of it and be able to fix it. It satisfies the building+problem solving itch without the painful parts of programming, eg broken dependencies, slow build times, putting an = instead of a ==.

So, yes, programming is of course more productive, but that's not really the point of leisure time.

Re: The Factorio Mindset

#107

I often encounter this issue when it comes to programming-like games. I’m wondering if I should adjust my thinking here. 1) Hmm, this game is a lot like programming. A lot like it. 2) Maybe I should just program? That is real work & I can get done more work done, be more productive. 3) [stopped game, started programming]

What other games are like programming?

As mentioned, zachtronics games. spacechem is more fun for me because it's not literal programming like TIS-100

minecraft (redstone/technical farms get quite sophisticated)

astroneer

Re: The Factorio Mindset

#108

I often encounter this issue when it comes to programming-like games. I’m wondering if I should adjust my thinking here. 1) Hmm, this game is a lot like programming. A lot like it. 2) Maybe I should just program? That is real work & I can get done more work done, be more productive. 3) [stopped game, started programming]

There is a fine line between "this game exercises the same parts of my brain as my day job, but with a vastly different set of restrictions and consequences" and "I stare at a screen exercising this part of my brain all goddamn day and the last thing I want to do in my leisure time is stare at a screen using this part of my brain even more".

I am an artist; I flirted briefly with Minecraft for a while, then looked up from a flawed first attempt at an underwater glass dome at 3AM, decided I would much rather exercise my creativity in a realm where I can show it to other people and maybe make some money from it, and uninstalled Minecraft forever.

Re: The Factorio Mindset

#109

Earlier quoted context omitted.

Also "Satisfactory", Factory Town, Human Resource Machine, Kubifactorium, and at least one more that I can't remember the name of at the moment. Some are more programming-like than others.

I've been on the fence about Satisfactory, but I just checked Notch's twitter and the dude is STILL sitting there playing it all day The man's rich enough to be swimming with whales or partying in space and he's sitting in his basement playing Satisfactory.. there must be something to it

[deleted]

Re: The Factorio Mindset

#110

Earlier quoted context omitted.

Cleanliness doesn't really matter, because space is infinite. ----------- So long as you've unlocked enough military (ie: shotgun in the early game, or tank in the mid-game), you can just clear out more room and then build there. (Shotgun has significant pierce-damage, enough to kill the alien bases. Tank also has significant pierce damage and impact-damage, allowing you to win against small / medium aliens through t…

Hi, it's me your local site reliability engineer. I care about things like latency, monitoring, and being able to understand the overall moving pieces. Scaling things in appropriate ratios is also relevant to me. I'd put you in a storage box and nuke if I could, but let's go have this conversation standing on these train tracks.

> I care about things like latency

Good luck bootstrapping your first Kovarex U235 units!

A properly done Kovarex U235 takes about 2-hours to bootstrap itself. By this point in the game, you need to be able to "predict" how the factory will work in 2+ hours of latency and make sure things work as expected. (Or I guess you can blueprint copy/paste from an internet forum... but I find that "my own designs" are what make Factorio fun)

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Once you're able to "predict" how the factory works in 2, 3, 4 hour scales, a lot of good designs open up. You focus on throughput and *eventual* designs... willing to wait 3 hours to get things done.

And by "wait", I mean go play somewhere else for those 2 hours. There's always more work to do, a design that takes 3 hours to complete _AUTOMATICALLY_, but only 5 minutes of manual / human input is superior to a design that takes 10-minutes of human effort but completes in 15 minutes.

The #1 resource in Factorio is player-attention. You should be laying out designs, and then _LEAVING_ in most situations. You let the bots complete the area and come back to "verify" when they're done.

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