[HN Gopher] Factorio 1.1 stable
       ___________________________________________________________________
        
       Factorio 1.1 stable
        
       Author : OrderlyTiamat
       Score  : 423 points
       Date   : 2021-01-29 12:28 UTC (10 hours ago)
        
 (HTM) web link (factorio.com)
 (TXT) w3m dump (factorio.com)
        
       | sdfjkl wrote:
       | Factorio is such a high quality game. Not just the gameplay, but
       | the entire development process where every alpha release is
       | actually really stable and playable, certainly more stable and
       | playable than most big-budget games are on release day.
        
         | fastball wrote:
         | Kinda dumb though. Isn't the point of an "alpha" to release
         | something _before_ it is stable? Otherwise it 's just called a
         | release. You can have a rapid release schedule and still
         | release stable software.
        
           | simonbw wrote:
           | While having people find bugs might be one reason for an
           | alpha release, it's not the only reason, or even necessarily
           | the _main_ reason. You might also want to see if people like
           | a new feature, if the feature is well balanced, if it
           | interacts with other systems well, etc. This is all useful
           | information to gather before releasing a polished version to
           | the general public.
           | 
           | If your alpha release is full of bugs, the type of feedback
           | you'll be getting from users of the alpha is "this thing
           | doesn't work" rather than "this thing is too easy/hard".
        
         | gcoguiec wrote:
         | Their codebase is also covered by unit tests [0] and
         | integration tests [1].
         | 
         | [0]: https://factorio.com/blog/post/fff-60
         | 
         | [1]: https://youtu.be/LXnyTZBmfXM
        
           | mrlala wrote:
           | If there's one game that should have an infinite number of
           | tests, it's this one.
        
           | rozab wrote:
           | What always strikes me when I read Factorio blog posts is how
           | they really approach game development like engineering
           | (moreso than most software engineers). I'm very pessimistic
           | about software, and it does give me a lot of hope.
        
         | linkdd wrote:
         | I don't think both kind of games are on the same complexity
         | level.
         | 
         | The gameplay is simple (aka: it requires few kind of user
         | interactions), and the physic engine (source of most bugs in
         | big budget open-world games) is far far far simpler as well.
        
           | m463 wrote:
           | I think AAA games gain complexity from grafting many
           | technologies together. Yes a 3D engine and GPU stuff adds
           | complexity that factorio sidesteps. And also, to many folks
           | here they _see_ the complexity of factorio because they are
           | exposed to it, while AAA games hide the game mechanics from
           | the user.
           | 
           | However Factorio seems to have done everything from scratch.
           | the game engine, the UI, etc.
           | 
           | And don't forget the (non-technical) complexity of developing
           | out in the open with their blog and alpha testers.
        
           | Vvector wrote:
           | But complexity =/= fun. Factorio shows that "simple gameplay"
           | can lead to massive fun.
           | 
           | IMO, the AAA titles would be better if less time was spent on
           | a bleeding edge physics system, and more time spent on other
           | aspects.
        
             | Qwertious wrote:
             | "Simple" is a great source of endless discussion, because
             | it has so many meanings that nobody can agree on what's
             | simple.
        
             | nip180 wrote:
             | Physics engines and graphics engines take a lot of
             | resources. Games that invest enough resources to develop
             | their own highly detailed physics/graphics engines are
             | almost by definition AAA. So what you're suggesting is that
             | AAA games should spend less time/money on the thing that
             | makes them a AAA game.
             | 
             | It's okay that AAA games exist, because there is still room
             | in the market for games like Factorio, which has
             | experienced a long and successful life.
        
             | SketchySeaBeast wrote:
             | There's a place for both I think. We've seen a lot of lo-fi
             | successes as of late, but inevitably some of the reliably
             | biggest selling games are the annual big budget updated
             | graphics FPS and sports titles. I don't know if FIFA 2K22
             | would have as much draw if they sold it as a sprite-based
             | title.
        
             | munificent wrote:
             | _> IMO, the AAA titles would be better if less time was
             | spent on a bleeding edge physics system, and more time
             | spent on other aspects._
             | 
             | They would be better games but wouldn't sell as well. Video
             | game sales are driven _heavily_ by screenshots, trailers,
             | and  "Let's Play" videos. Graphics and physics look good in
             | those media, actual personal fun experiences less so.
             | 
             | There's probably some higher level business principle here
             | that products end up designed to optimize for the property
             | that most heavily constrains sales instead of the
             | properties that maximize customer satisfaction.
             | 
             | See also: Hollywood movies, book covers, synthesizer
             | presets, house flippers, car interior widgets, etc.
        
           | xfer wrote:
           | You vastly underestimate efficient implementation of
           | simulating and rendering so many entities at the same time. A
           | lot of big name games crawl if there are 50 units doing their
           | thing.
        
           | newswasboring wrote:
           | It is also being worked upon by only 17 people as opposed to
           | the 500+ dev teams for AAA games.
        
             | slightwinder wrote:
             | AAA Games usually have a different realm of complexity and
             | quality than factorio. Factorio is one-trick-game, in the
             | sense that there is one thing it's doing really really
             | good, while AAA games are doing many different things at
             | the same time and sell you the whole package.
             | 
             | For example, graphic of factorio is very basic. Level-
             | design is not really existing, nor is there any story,
             | music, highly optimized cutscenes, a quest-system or a
             | constantly balanced battle-system. Multiplayer is rather
             | basic, not some high level infrastructure with dozens of
             | servers for 100k+ players. There is also no big marketing
             | where you deliver some stuff outside the game. And Factorio
             | is running only on PC, not consoles or mobiles.
             | 
             | Basically, Factorio is 95% high level code which makes it
             | successful because people enjoy the gameplay coming from
             | this code; while AAA games are successful because of the
             | 95% of things which are not code. People enjoy the
             | gameplay, but even more do they like what is on top and
             | around the engine. The story, the interaction, the
             | atmosphere...
        
             | freddie_mercury wrote:
             | This comparison is somewhat misleading though.
             | 
             | AAA games like Call of Duty Modern Warfare (2019) only have
             | 50-60 developers.
             | 
             | But then they'll have another 50-60 designers. 15 audio
             | people. 40 animators. 90 artists.
             | 
             | Most of that large team size is caused by the realistic
             | graphics, which Factorio (and most other indie games)
             | simply don't have.
        
               | newswasboring wrote:
               | Well the factorio team is also only 4 developers, 1 tech
               | lead, 1 art lead and 1 3D modeler for some reason. You
               | still think its misleading comparison?[1]
               | 
               | [1]https://factorio.com/game/about
        
               | Macha wrote:
               | The factorio graphics are designed in 3d and pre-rendered
               | to 2d for use in the game
        
               | momothereal wrote:
               | Here's more info on their GFX pipeline, where Blender is
               | used to create the 3D models then pre-rendered for the
               | game: https://www.factorio.com/blog/post/fff-146 (2016)
        
             | jl6 wrote:
             | I believe code quality to be closely related to the quality
             | of communication between developers, and it's a lot easier
             | to achieve high quality communication in a smaller team.
        
               | fastball wrote:
               | Right but that's not OC's point.
               | 
               | How long do you think it would take a 4-person dev team
               | to build something the scope of Cyberpunk 2077?
        
             | linkdd wrote:
             | I'm not sure to understand your point.
             | 
             | More devs does not mean less bugs, it does not mean faster
             | development, in fact, it does not mean anything.
             | 
             | An AAA game may need 500+ games, because that's what the
             | technological constraint requires in terms of brain matter.
             | 
             | If big studio could launch an AAA game with only 10 devs,
             | they would do it.
        
               | mpalmer wrote:
               | > If big studio could launch an AAA game with only 10
               | devs, they would do it.
               | 
               | They could, if they gave themselves 8 years. Factorio has
               | been in development since 2012.
               | 
               | AAA games ship on a deadline; naturally the work is
               | divided as much as possible among many teams. More devs
               | can in fact mean faster development if you're OK
               | compromising on quality.
        
               | newswasboring wrote:
               | Yes they don't do it with 10 devs because the complexity
               | is high. You don't think you need a larger team to handle
               | complexity? Or you think the 500+ team normalized to
               | complexity actually tell that AAA are understaffed.
        
               | linkdd wrote:
               | I do think you need more dev to handle more complexity.
               | 
               | But more dev to have less bugs, or to develop faster is
               | like saying that with 9 pregnant women, you can deliver a
               | baby in 1 month.
        
               | newswasboring wrote:
               | So you are saying in a large complex project there are no
               | impact on bugs by number of devs? I'm not saying there is
               | a linear relationship but it's naive to say that having a
               | large team does not help you handle bugs.
        
               | sleepybrett wrote:
               | I imagine at one of these 500+ companies the majority of
               | those are in the art department.
               | 
               | I'm thinking about say DICE. DICE has made essentially
               | the same game (battlefield/battlefront) about 10 times.
               | The 3d engine does get upgraded game to game, but clearly
               | the majority of the delta between games is simply the
               | art.
        
           | sandworm101 wrote:
           | > The gameplay is simple
           | 
           | No. Very no. It isn't a graphical game, but that means
           | nothing to complexity. The number of objects and behaviors
           | that the game engine must track, and track perfectly every
           | clock tick, blows away most graphics engines. There is no
           | room for the trickery that graphics/physics engines use to
           | determine which objects need to be tracked. Factorio must
           | track everything always, whether it is on screen or not. Each
           | of those objects is also interactable. The character builds
           | and maintains bespoke systems layered atop each other ad
           | infinitum. The network of possible behaviors may be more akin
           | to a giant excel document than a minecraft world, but that
           | doesn't make it any less complex.
           | 
           | See also Prison Architect. Cartoonish 2d graphics,
           | reminiscent of SouthPark imho, but nevertheless a very
           | complex game. Even after a thousand hours with it, Prison
           | Architect's AI still surprises me every time I play.
        
             | linkdd wrote:
             | And yet, the gameplay is just:
             | 
             | - move your character - mine stuff - craft buildings -
             | place buildings
             | 
             | And a small bit of combat for the aliens.
             | 
             | I insist, the gameplay IS simple, the content allows for
             | very complex designs.
             | 
             | Similar to programming languages, Assembly IS simple.
        
               | setr wrote:
               | The UI is fairly simple, the engine is fairly complex,
               | with a lot of interactions between different parts.
               | 
               | I don't think most games struggle because their UI is
               | complex, or because user behavior is complex (there's
               | really only so many things a player can do, especially
               | general ones -- most variety of interactions are
               | "scenes", entirely captured within themselves). At least,
               | most AAA bugginess isn't usually found in their UI. And
               | graphics aren't the complexity generally -- they're just
               | visual artifacts of the engine itself failing.
        
               | sandworm101 wrote:
               | >> The UI is fairly simple
               | 
               | It isn't. There is significant depth to menus and
               | displays. The way that players can interact with
               | information is very complex, more complex than something
               | as simple as FPS or flight simulator. If we wanted to get
               | very simplistic, Factrio has a much wider variety of
               | button presses than most every FPS.
        
               | slowmovintarget wrote:
               | I recommend you read the update notes. In particular the
               | multi-threading solution to belt management is an
               | interesting programming problem that many games just get
               | wrong.
               | 
               | As to your assertion about the game play of Factorio, it
               | is not mine, craft, and place like in a normal RTS. In
               | order to succeed at the game you must _design_ which is a
               | far cry from base building in StarCraft II, for example.
               | Blueprints are indicative of this design requirement.
               | 
               | There are games where you design ships and save templates
               | for them. But playing Factorio all the way through is a
               | much more complicated experience than movement and
               | crafting. Unless your assertion is that complexity of
               | gameplay is measured by input mechanics, which I think is
               | demonstrably incorrect.
        
               | fastball wrote:
               | Linkdd's point is about the complexity required from the
               | developer, not the complexity required from the user.
               | They are two different things.
               | 
               | That is of course not to say that the developer is
               | _worse_ for it, far from it: a developer that can create
               | a complex game based on simple rules is a better
               | developer imo. But that doesn 't mean the rules (and
               | therefore programming them) aren't simple.
        
               | slowmovintarget wrote:
               | That would be game mechanics (the software) instead of
               | gameplay (how a user plays the game).
               | 
               | Still, the scale of the mechanics leads to more
               | complexity than your average crafting game. If your
               | interpretation of what linkdd wrote is correct, his point
               | is directly controverted when considering that threading
               | discussion in the article. If you know the history of
               | Factorio, then you also know there are many underlying,
               | interlinked systems like that in the simulation that are
               | complex. The software must handle _all_ the ways in which
               | those subsystems could possible interact.
               | 
               | The comparison to Dwarf Fortress is apt. Another
               | similarly complex game that comes to mind is Distant
               | Worlds: Universe, a 4X game that, with all the managers
               | turned on, plays itself.
        
               | maxZZzzz wrote:
               | The network model is lockstep. Which means everything
               | that changes gamestate needs to be deterministic.
               | 
               | Keeping that alone bug free is quite the achievement.
        
               | sandworm101 wrote:
               | >> move your character - mine stuff - craft buildings -
               | place buildings
               | 
               | Have you played the game? That is, maybe, the first hour
               | of a game that lasts many many dozens even hundreds of
               | hours. Mining only happens in the first five or ten
               | _minutes_. There are a host of other interactions, from
               | tweaking object settings, optimizing pathing layouts,
               | planning, direction of bots, to deployment of the
               | factorio equivalent of Redstone circuitry.
               | 
               | And mods. As with KSP or minecraft, a greater number of
               | possible interactions comes from the modding community
               | rather than the stock game.
        
               | headcanon wrote:
               | linkdd is saying that complexity comes from emergent
               | behavior based on simple foundational building blocks,
               | like a programming language
        
               | tehbeard wrote:
               | That's a very charitable reading of what they wrote.
               | 
               | craft/place buildings implies a very discrete action and
               | does not encapsulate the sum of the parts, the
               | interaction between all these systems.
        
               | fastball wrote:
               | A parent comment mentioned Redstone, of Minecraft fame.
               | Redstone, as a thing that the developer created, is not
               | on its own very complex. But the things that user can
               | _make_ with Redstone are insanely complex. That is not
               | true for most gameplay in games, but it is true for
               | Redstone in MC and Factorio in general. That 's not to
               | belittle those things, they're both great. But if you
               | compare the dev time required to make Redstone in MC vs
               | the dev time to make other stuff, other stuff frequently
               | wins. Hell, I bet just making skeletons took more time
               | than making Redstone. But obviously that doesn't mean
               | Skeletons allow for more interesting gaming than
               | Redstone.
               | 
               | "Simple gameplay" does not mean that the experience of
               | playing the game is simple. Chess has very simple
               | gameplay (basically just: learning how 6 different piece
               | types move, pieces capture each other, and protect the
               | King) but the emergent complexity from those simple rules
               | is truly impressive.
               | 
               | Compare this to say Monopoly, which has a lot more rules
               | than chess, but is mind-numbingly _not_ complex in terms
               | of strategy and the overall play experience.
               | 
               | That is what linkdd is trying to say.
        
               | indeedmug wrote:
               | Even if what linkdd say on face value, every single piece
               | of software is "emergent" from programming and from his
               | logic is very simple. Clearly this is not true.
               | 
               | Simple building blocks don't mean simple programs.
               | Heavily interacting components leads to complexity and
               | significant bugs. That's just software engineering 101.
        
             | ravi-delia wrote:
             | I don't think the person you responded too meant to say
             | that the game lacks complexity as a player, or even that
             | its simple to program, just that it is difficult for the
             | player to force a failed state because the player has a
             | smaller range of actions than in a more typical AAA game.
             | Obviously the coding behind the game is _brilliant_ , but
             | in terms of player facing bugs its just much easier to
             | test.
        
               | fragmede wrote:
               | Limitations on the physical actions the player can take
               | is relatively limited - players can't even jump, very
               | much limits bugs that come from player movement and the
               | physics engine. But the gameplay has some _very_ complex
               | mechanics. Mechanics where lesser programmers would have
               | ended up with a far buggers and less fun version. Imo it
               | 's easy to imagine weird bugs that manifest as flakiness
               | slipping into the code that back railroad signals and
               | repeaters, and intersecting tracks.
        
           | SignalNotSecure wrote:
           | It is obvious that you never used the logistic systems and
           | built anything interesting using circuit networks
        
           | Retric wrote:
           | Complexity isn't simply the number of lines of code. Where
           | individual shaders are adding linear complexity subtle
           | interactions between different parts of a simulation can
           | easily end reaching full factorial complexity.
           | 
           | As such AAA games favor independent systems which add as
           | close to linear complexity as they can achieve. 3D models are
           | a great example where extreme detail is largely irrelevant to
           | every other part of the game.
           | 
           | That said, depending on what you're measuring AAA games end
           | up having wildly different levels of complexity.
        
           | serhatozgel wrote:
           | I believe you are mistaken, Factorio is an incredibly complex
           | game.
        
             | linkdd wrote:
             | Do you really think a 2D physic engine is comparable to a
             | 3D physic engine in terms of complexity?
             | 
             | Yes Factorio is complex. No it's not more complex than a
             | Witcher/Skyrim/Cyberpunk/whatever big budget game you can
             | think of.
             | 
             | When i say complex, I talk about code, architecture,
             | gameplay mechanics. Not play time...
        
               | munificent wrote:
               | Yes, I think Factorio's engine is more complex and
               | difficult to implement well than a typical AAA game with
               | rich graphics and "realistic" physics.
               | 
               | In Factorio, you have a very large number of active
               | objects with very dense, complex, time-critical and
               | deterministic interactions. In most other games, you have
               | relatively few active entities. The game gives you the
               | _illusion_ of a rich living world, but a lot of the
               | graphical bits floating around can 't actually be
               | interacted with. The physics system is a complex bit of
               | math but is fairly isolated from the rest of the engine
               | and has relatively few entities to process. If it gets
               | things "wrong" in minor ways, the player is unlikely to
               | tell.
               | 
               | Also, many AAA game physics and graphics engines work the
               | same enough that engines can even be reused. There's a
               | relatively small amount of bespoke system design. It's
               | just following the same well-tread paths. Factorio's
               | gameplay has enough novelty that the engine has to solve
               | challenging somewhat unique problems.
               | 
               |  _Source: Senior software engineer at EA for eight years
               | and wrote a best-selling book on software architecture
               | for games._
        
               | maccard wrote:
               | > Yes, I think Factorio's engine is more complex and
               | difficult to implement well than a typical AAA game with
               | rich graphics and "realistic" physics.
               | 
               | I think this is maybe true, but it's not a fair
               | comparison. The real comparison is how much effort would
               | go into making factorio with all of its polish in a 3d
               | world rather than a 2d world.
               | 
               | Factorio's technical impressiveness (?) Comes from how
               | well it's designed and implemented. The limitations that
               | it imposes are part of the reason it runs so well, and
               | also what make it such a great game.
               | 
               | > The physics system is a complex bit of math but is
               | fairly isolated from the rest of the engine and has
               | relatively few entities to process. If it gets things
               | "wrong" in minor ways, the player is unlikely to tell.
               | 
               | The difference between doing the above for physics and
               | graphics is orders of magnitude in how expensive they
               | are, and how complicated they are to implement. You're
               | right that most people don't notice when they go slightly
               | wrong, but they often go catastrophicly wrong. (Much more
               | often in 3d than in 2d). Factorio skirts around this by
               | not running a general purpose physics sim for the game
               | logic, and constraining the problem space (which to me is
               | even more impressive than getting a 3d physics engine
               | right)
        
               | LaGrange wrote:
               | > Yes Factorio is complex. No it's not more complex than
               | a Witcher/Skyrim/Cyberpunk/whatever big budget game you
               | can think of.
               | 
               | Than Skyrim, easily. Crowd mechanics in Witcher/Cyberpunk
               | give me a pause, but still probably more complex than
               | those.
               | 
               | Popular "simulation" games like Factorio, Rimworld, Dwarf
               | Fortress and Kerbal Space Program are deceptively heavy.
        
               | ashtonkem wrote:
               | Most games at that scale begin to simplify individual
               | objects into statistical averages. Factorio can't do
               | that, so every single object is tracked meticulously on
               | one thread. Even down to the position of the arms on each
               | loader, since where they are in their cycle affects the
               | game overall.
        
               | js8 wrote:
               | I have to agree with the OP, Factorio code is actually
               | pretty complex. Lots of it comes from polish and creating
               | the seamless player experience. It might not be as
               | technically complex as 3D engine, but no AAA developer
               | would care about optimizing the fluid or belt system to
               | behave in a scalable way. It's really well thought out.
               | 
               | (Also, there is a saying that it takes a genius to do
               | something in a simple way. So even if the resulting code
               | might be simple, arriving to that point can be actually
               | pretty complex endeavor.)
        
               | sleepybrett wrote:
               | I think it's probably as technically complex as a 3d game
               | engine. Just differently complex.
        
               | maccard wrote:
               | I really really don't think so. In my experience, 3d
               | games are orders of magnitude more complicated than 2d
               | games.
        
               | username90 wrote:
               | Most 3d action games have extremely few gameplay
               | programmers, they just pick an off the shelf engine and
               | then most of the technical work is optimizing the
               | graphics pipeline.
        
               | loup-vaillant wrote:
               | The only thing physical about Factorio are vehicles and
               | particle effects. That's not where the difficulty comes
               | from. It's more about optimisation: their entity system
               | minimises memory use (and caches misses), many things are
               | special cased for speed...
               | 
               | Think about the sheer scale of a 10 rocket per minute
               | megabase. The amount of inserters, robots, belts,
               | factories, the pollution involved, the number of biters
               | attacking the base constantly... The number of entities
               | on such a base is _enormous_ , yet they still manage to
               | compute it all in real time at 60 ticks per seconds. That
               | feat of engineering is just as impressive as a 3D physics
               | engine -- perhaps even a 3D _rendering_ engine.
               | 
               |  _(Of course, a AAA game is more than just a physics
               | /rendering engine.)_
        
               | scotty79 wrote:
               | Play Factorio in multiplayer on a megabase map. And
               | imagine how much insight you need to keep so many such
               | complex game mechanics to be kept in sync and performant
               | for even hundreds of players on same map.
               | 
               | Compare this to average bug ridden AAA game that has half
               | of game mechanics falling apart in visible ways in single
               | player spawning and despawning stuff randomly in failed
               | hopes of keeping an illusion that the systems are sort of
               | working!
               | 
               | A lot of triple A studios are havening trouble of
               | implementing inventory game mechanics without introducing
               | few item duplication glitches. Guys who are building
               | Factorio are on another level they really made
               | implementing game mechanics their core priority. For
               | triple As their core priority is how to budget for making
               | tons of assets and cramming them into the game.
        
               | rkangel wrote:
               | Specifically, think of one particular optimisation that
               | most 3D games can make that Factorio can't: don't process
               | stuff you can't see. Factorio is of course continually
               | running the entire factory, regardless of which bit of it
               | you are looking. I am amazed it is as reliably performant
               | as it is.
        
               | mywittyname wrote:
               | > don't process stuff you can't see.
               | 
               | There are absolutely optimizations that can be made to
               | process items that aren't visible on the screen.
               | Everything is deterministic, cyclical and can be
               | represented as a graph. Given the initial number of
               | resource at a node in the graph, and a time duration, you
               | can calculate exactly where each resource will be at any
               | time.
        
               | leetcrew wrote:
               | what kinds of optimizations are you thinking of? I don't
               | think the engine can do stuff like defer simulating
               | offscreen events to process them in a batch several ticks
               | later. anything happening anywhere on the explored map
               | could potentially affect things in the player's view.
               | several systems (eg, trains, electricity) need to respond
               | immediately to changes in the global state.
        
               | gradys wrote:
               | That optimization makes the 3D games more complex, not
               | less. What Factorio does is impressive and surely comes
               | with its own challenges, but it isn't necessarily more
               | complex.
        
               | yoz-y wrote:
               | Haven't played much factorio but I imagine that
               | simulating the factory is more akin to a game of life,
               | wireworld or a graph signal processing. I.e.: in one tick
               | you process all inputs of each entity, and put them to
               | outputs, maybe having a queue on each. This will always
               | scale linearly, and you can also parallelise this quite
               | comfortably.
               | 
               | In comparison collision detection and AI need to rely on
               | a lot of trickery (and thus bugs) because naive
               | approaches explode in complexity.
        
               | ashtonkem wrote:
               | Yes, it's as simple as moving tick by tick. But there is
               | a _lot_ of stuff. Like everything else, conceptually
               | simple things become difficult at scale.
        
               | falcolas wrote:
               | Factorio has collision detection and AI as well. Biters.
               | They have to do pathing, collision; all of the usual
               | stuff AI enemies have to do.
               | 
               | Plus, each item on a conveyor belt has collision as well
               | - they can tell when they run up against each other and
               | will stop. Inserters can't put items on a full belt, but
               | if there's a space they will sneak the item in (moving
               | items around it if necessary).
        
               | maccard wrote:
               | Have you written any collision deta code? The difference
               | between collision detection between two boxes in 2d , and
               | two convex hulls in 3d is many orders of magnitude.
               | 
               | Compare [0] to [1]. Being 2D makes factorio many many
               | times simpler than an equivalent 3d game.
               | 
               | None of that has any bearing on the quality of the
               | game,it's an excellent game, and a great technical
               | product to boot.
               | 
               | [0] https://developer.mozilla.org/en-
               | US/docs/Games/Techniques/2D...
               | 
               | [1] https://caseymuratori.com/blog_0003
        
               | maxfurman wrote:
               | Most 3D games don't _render_ objects that you can't see.
               | They still must simulate their actions each tick so that
               | they will be in the right place when you can see them.
        
               | rkangel wrote:
               | They might if they're just off camera. They don't if
               | they're in the next town.
        
               | BorisTheBrave wrote:
               | I think it _is_ more complex in most dimensions, except
               | for render pipeline and asset size. Physics engines are
               | off the shelf, even in AAA games, they 're not really
               | where the bulk of time is spent coding. Not to mention
               | all the games you described have fixed maps and no
               | multiplayer.
               | 
               | Really, most of the budget of AAA is spent on art and
               | level design. They have sophisticated tech, but often it
               | is not on an unreachable level.
        
             | 0-_-0 wrote:
             | You're talking about the user perpective, while GP is
             | talking about the programmer perspective.
        
               | est31 wrote:
               | Yeah a point & shoot game where you can choose your own
               | clothing with various 3D rendering goodies that works at
               | good enough FPS is way more complex implementation wise
               | than a factorio clone with its 2D graphics. For gameplay,
               | it's the other way round.
               | 
               | There is a good xkcd for this: https://xkcd.com/1425/
        
               | dkersten wrote:
               | Yeah, Factorio's complexity isn't in the graphics, it's
               | in the simulation.
        
               | bombcar wrote:
               | Factorio is a lot like Dwarf Fortress - the graphics are
               | a very small part of the gameplay.
               | 
               | Interacting with the simulation is the majority of the
               | gameplay - and the majority of the simulation is spent on
               | that.
               | 
               | The thing that is interesting about Factorio is it is
               | entirely deterministic (similar to old games that could
               | "record demos" such as Doom or the original Starcraft) -
               | this simplifies some things and complicates others.
        
               | fastball wrote:
               | Right, but the simulation isn't as complex as simulating
               | rain in a 3D game or whatever.
               | 
               | Nobody is arguing that Factorio doesn't have complexity.
               | But do you really think a one-man team could create
               | Cyberpunk 2077?
               | 
               | A one-man team built Minecraft which includes Redstone,
               | which allows for some amazing complexity. But that
               | doesn't make it more complex (dev time wise) than an AAA
               | FPS.
        
               | josephg wrote:
               | > Right, but the simulation isn't as complex as
               | simulating rain in a 3D game or whatever
               | 
               | I think a naive implementation of factorio would be
               | reasonably straightforward. But that implementation would
               | have no chance to scale to the size of bases factorio
               | manages. The complexity of factorio's implementation
               | comes from its simulation's optimizations, particularly
               | in the face of its hard determinism requirement.
               | (Something most physics engines and rain shaders never
               | need to think about.)
               | 
               | Making a good rain shader takes expertise but probably
               | not a lot of time when you know what you're doing (months
               | not years). Making a game like factorio probably doesn't
               | take more specialised expertise than many devs here have,
               | but even with all the requisite knowledge it would still
               | take me years to implement something as feature rich,
               | correct and performant as factorio's simulator.
        
             | slightwinder wrote:
             | The gameplay is complex, but that does not mean the
             | software must be complex. Take for example the ancient game
             | of Go. It's a bunch of very simple rules with some stones,
             | yet it's a highly complex game that could not be beaten
             | with traditional software-solutions.
        
         | scrumbledober wrote:
         | The factorio development blog is one of the best development
         | blogs out there
        
       | Phillips126 wrote:
       | Unrelated to the article, but I found clicking the rocket at the
       | bottom of the webpage an amusing (and fitting) way to handle the
       | typical "scroll to top" feature. Kudos!
       | 
       | Also - Awesome game!
        
       | kzrdude wrote:
       | Their multithreading story here was fascinating. Gratifying that
       | they have such a visual explanation.
        
         | willis936 wrote:
         | They keep the discussion very high level. The topic is much
         | deeper, but they appear to be constraining themselves to a
         | single-timestep-state. If they loosened up the state to include
         | two timesteps then a _lot_ more could be parallelized. Since
         | the simulation and graphics are in lockstep, this would add one
         | frame of latency. One frame of latency is hardly noticeable
         | against the 7-10 frames minimum added in multiplayer but the
         | payoff could be massive. It's hard work, without a doubt. An
         | example I like to point to is the minecraft mod
         | "tickthreading". It was never stable, but the concept is there
         | and sound.
        
           | Netcob wrote:
           | I've always wondered, how exactly games do this. Do you have
           | at least one "write" state and one "read" state, so that the
           | simulation can write during its update and the renderer can
           | read the previous state independently? I think copying the
           | write state to the read state would probably take some time
           | in a Factorio "gigafactory", while the renderer only has to
           | access a tiny part of the state most of the time.
        
           | Chabsff wrote:
           | It's hard to tell for sure. Double-buffering game updates
           | like that can involve a lot of memory copying. Considering
           | that it would not surprise me in the least if Factorio was
           | close to being bottlenecked by memory bandwidth, this could
           | easily be counterproductive.
        
             | willis936 wrote:
             | Factorio is sensitive to memory latency, not memory
             | throughout. This matches expectation of a single threaded
             | application with many data dependencies. Ripe for
             | multithreading where data independencies can be made.
        
           | JesseMeyer wrote:
           | The game Destiny went this route to increase GPU throughput
           | by 50%. An extra frame of latency, the dev's said, was hardly
           | discernible on a controller.
        
       | wesleytodd wrote:
       | I bought the game late last year and have almost 700 hours
       | already. This is a great game and the 1.1 update is awesome.
       | Logistics, move queue, and follow for Spidertrons are game
       | changing.
        
       | kgm wrote:
       | I taught myself linear programming because of Factorio. It is
       | easily the single game in which I have spent the most time,
       | probably close to 4,000 hours. It is delightful to see that the
       | team is continuing to improve it, even after the 1.0 release.
        
       | nindalf wrote:
       | > some media picked up on it and presented it as a "fairly bugged
       | release".
       | 
       | This is so unfortunate. I've never used any software, game or
       | otherwise that has been as bug free as Factorio. I guess it must
       | have been "journalists" who didn't want to put in any time
       | playing the game.
       | 
       | Congrats to them on reaching 0 bugs and 0 open issues - I can
       | only dream of achieving that one day!
       | 
       | For people wondering why they see Factorio updates on HN when no
       | other game makes it, I wrote about what makes this game appeal so
       | much to HN users - https://blog.nindalf.com/posts/factorio-and-
       | software-enginee...
        
         | Sohcahtoa82 wrote:
         | > "journalists"
         | 
         | In my experience, gaming journalists are often neither gamers
         | nor journalists.
        
           | koheripbal wrote:
           | Like science journalists, political journalists, or really
           | any journalists.
           | 
           | Are their any industries with quality journalists that have
           | legitimate industry knowledge?
        
             | krastanov wrote:
             | I am a scientist and I am pretty happy by most journalists
             | I have interacted with and most science articles for non-
             | scientists I have seen. Like all media, just stick to
             | reputable outlets.
        
             | filoleg wrote:
             | They are gems in the rough, but they do exist.
             | 
             | One that instantly comes to my mind is Matt Levine from
             | Bloomberg, who writes on finance. People on HN seem to be
             | holding him in high regard as well, whenever his name comes
             | up.
             | 
             | I wouldn't say it is due to the industry of his choice
             | commonly having quality journalists that have legitimate
             | knowledge of the industry, though. Finance journalism is
             | very densely packed with typical trash journos, just like
             | other industries.
             | 
             | I have an armchair theory that higher barriers to entry in
             | the industry (in terms of the pre-existing knowledge that
             | target readers have) increases the likelihood of a quality
             | journalist like Matt Levine appearing. Gaming journalism
             | requires almost no prerequisite knowledge from readers
             | aside from playing games, so the average quality of "game
             | journalism" is abysmal, and people who read those articles
             | are usually just all kinds of people. Same thing with "pop
             | science", because everyone wants to jump on the next
             | clickbait about some miracle drug or other futuristic
             | sounding stuff. With finance journalism, most average
             | people on the street have zero interest in reading those
             | articles, so the audience self-selects mostly towards those
             | who already have the pre-requisite knowledge and
             | understanding of the subject matter, so the demand in terms
             | of quality of the journalism from the target audience is
             | higher on average. Which would increase the probability of
             | someone like Matt Levine popping up, since those people are
             | much more valued and sought after.
             | 
             | That's just my personal guess though, so I don't encourage
             | anyone here to take the entire previous paragraph as a
             | fact.
        
         | fao_ wrote:
         | > I guess it must have been "journalists" who didn't want to
         | put in any time playing the game.
         | 
         | I'm not really sure what you mean. I'm not even sure what the
         | main article meant, because I could only find four mainstream
         | reviews covering the 1.0 release. The first one by
         | RockPaperShotgun[0] is essentially glowing and mentions how
         | they've closed so many bugs. The second one by Game Enthusiast
         | which seems pretty happy about it, the only reference to the
         | word "bug" in the review is:                   Let's just say,
         | Factorio has always been a diamond in          the rough. Or
         | more like just a lump of promising coal.          And after 8.5
         | years, 18,855 bug reports, 5,603 mods,          and probably
         | thousands of man hours, we can finally          conclude that
         | Factorio has become a spectacular          diamond. Albeit, a
         | diamond for gamers with a highly          specific acquired
         | taste.         - GameEnthusiast review[1]
         | 
         | The only other reviews I could find were both by PCgamer, and
         | only one mentioned the number of bugs left, but was overall
         | positive. Here is the reference to bugs, which is almost
         | entirely factual, and seems mostly-positive about it aside from
         | a single line:                   The rush to get it out a month
         | early does mean that the          1.0 build is still a bit on
         | the buggy side. According to          Wube, there are around
         | 150 reported bugs and 80 internal          tasks that still
         | need to be tackled, but they're          apparently smaller
         | issues rather than critical ones. You          can see the
         | known issues and current bug reports on the          official
         | forum. They'll hopefully be dealt with in the 1.1
         | update, which will focus on fixes and "filling the most
         | obvious gaps" rather than adding new stuff.
         | Factorio was pretty much feature-complete already--though
         | Wube was also planning a campaign and some UI improvements
         | that have been cut [...]         - PCgamer review [2]
         | 
         | The fourth review is particularly glowing. When talking about
         | bugs they say:                   Factorio has been in early
         | access for four years, so          most of its creases have
         | been ironed out. There are some         minor flaws. Visually
         | it isn't the most exciting game,          with an odd penchant
         | for beige and brown. The top-down          perspective can also
         | obscure potential spanners in your          works, like a
         | missing piece of conveyor belt or an          inserter facing
         | the wrong way.         - PCgamer review[3]
         | 
         | they give a 91/100, and have this particularly glowing passage
         | at the start:                   Let's skip the preamble, shall
         | we? Factorio is          brilliant. If you're remotely
         | interested in games about          management, construction,
         | and above all production          chains, then hop aboard the
         | nearest conveyor belt and          grab yourself a copy of
         | Factorio this instant. Then          pick up another copy for
         | the most important person in          your life, because they
         | won't be seeing you for a          while, and at least this way
         | they'll understand why.         - PCgamer review[3]
         | 
         | I'm honestly not sure why one line in a mostly-positive-but-
         | factual review that is mostly not subjective, results in in the
         | need to disparage the entire journalistic profession? Could you
         | explain why? I'm extremely curious, thanks.
         | 
         | [0 (RPS review)]: https://www.rockpapershotgun.com/the-
         | fantastic-factorio-has-...
         | 
         | [1 (GameEnthusiast)]: https://game-
         | enthusiast.com/2020/08/18/factorio-review/
         | 
         | [2 (PCgamer)]: https://www.pcgamer.com/uk/factorio-finally-
         | leaves-early-acc...
         | 
         | [3 (PCgamer)]: https://www.pcgamer.com/uk/factorio-review/
        
         | kwdc wrote:
         | While pointing out that factorio has bugs is factually true,
         | its effectively just clickbait in terms of the duration of how
         | long they impact players if at all. I'd judge that newsfeed
         | into oblivion. But these articles are few. The main game sites
         | only have glowing reviews.
         | 
         | Factorio's bugs are swatted at high speed with gusto and grace.
         | How do I know this? I use the experimental version for
         | gameplay. Any bugs soon vanish into the changelog history.
        
       | snthd wrote:
       | https://web.archive.org/web/20210129121156/https://factorio....
        
         | willis936 wrote:
         | I don't think we have to worry about the HN hug of death. Wube
         | posts their updates to their own subreddit that has 230k
         | subscribers. Afaik their website has never been smothered by
         | traffic.
        
           | basilgohar wrote:
           | There were problems early on when they were posting GIFs
           | instead of videos. It was nice because they noted the
           | bandwidth savings by converting over to WebM instead.
        
           | snthd wrote:
           | The website doesn't load for me on firefox on Android - some
           | vague security issue (I'm guessing it could be related to
           | OSCP Stapling?). factorio.com appears to be on cloudflare, so
           | you are of course right that it's not a hug problem.
        
       | avereveard wrote:
       | this is great, the new train logic allows for completely modular
       | factory building, can't wait to start all over again.
        
       | irtefa wrote:
       | This is super exciting! Going to be a fun weekend.
        
       | dubcanada wrote:
       | One thing some people don't know is there is a ton of really cool
       | mods - https://mods.factorio.com/
       | 
       | You can see some of the most popular at -
       | https://mods.factorio.com/downloaded and
       | https://mods.factorio.com/trending
        
         | enraged_camel wrote:
         | Any good texture packs people can recommend? I can't stand the
         | outdated graphics of the vanilla version. (Yeah, I'm one of
         | _those_ people.)
        
         | squiffy wrote:
         | Here are some recommended mods from a previous Factorio
         | discussion: https://news.ycombinator.com/item?id=22933767
         | Mostly convenience/quality-of-life improvements.
         | 
         | I "completed" the game using a lot of these and thoroughly
         | enjoyed it but it was incredibly addictive.
        
         | cwkoss wrote:
         | Some favorite mods (I've played a LOT of factorio over the
         | years)
         | 
         | Bobs Mods is a good "new game plus" after beating the base
         | game.
         | 
         | Space Exploration adds an amazing amount of depth, but it's
         | somewhat intimidating.
         | 
         | FNEI is a very useful recipe browser.
         | 
         | Recursive blueprints are incredibly cool, but also hard to
         | reason about. Fun to try though!
         | 
         | Factorissimo add recursive space (buildings that contain more
         | space inside than their footprint).
        
         | coryfklein wrote:
         | Looks like the top of the "downloaded" list is basically all of
         | Bob's mods? What's the story there - is it basically "Factorio
         | but with an alternate game progression"?
        
           | Xavdidtheshadow wrote:
           | Yeah, that and "angels" mods are two very popular mod groups
           | that make the game much harder and more complex.
        
         | sdfjkl wrote:
         | Amongst the total conversions, I've quite enjoyed Krastorio 2.
         | 
         | If you're into really detailed and complex factories,
         | Industrial Revolution might be for you.
        
           | [deleted]
        
           | 404-universe wrote:
           | As long as we're doing mod recommendations, I can also
           | recommend the Space Exploration total conversion, which
           | expands the game far past your first rocket launch. If you're
           | looking for a really complex factory and are so inclined,
           | it's compatible with Krastorio 2 (but it also works
           | standalone).
        
           | hanikesn wrote:
           | Had a blast with Krastorio 2. Thanks for your Industrial
           | Revolution recommendation!
        
       | koolakalaban wrote:
       | Recently discovered a less complex, open source alternative
       | called Mindustry. Highly recommend it.
        
         | dubcanada wrote:
         | That looks very similar (in gameplay) to
         | https://www.puppygames.net/revenge-of-the-titans/ which is
         | another great game.
        
         | Jaygles wrote:
         | Another game I like to recommend that is in the same vein is
         | Big Pharma. I particularly like the aesthetics.
        
           | NortySpock wrote:
           | Megaquarium is by the same team as Big Pharma
           | 
           | It's a aquarium business management simulator (think
           | RollerCoaster Tycoon but indoors and with aquatic life.)
           | Really enjoyed it as a relaxing casual game.
           | 
           | Looking forward to trying out Big Pharma.
        
         | louwrentius wrote:
         | Mindustry is absolutely fantastic, especially the recent 6.0
         | update. As addictive as factorio and I think that the whole
         | combat aspect is much more fun.
         | 
         | Combat in factorio is an aside, almost a nuisance, but factorio
         | could be better if it would copy some things from mindustry on
         | that front.
        
         | bavell wrote:
         | A very similar game called Dyson Sphere Program came out in the
         | last week, I've been having a great time with it! Basically
         | Factorio with planets and solar systems you can fly to. Early
         | access but tons of content.
        
           | notamy wrote:
           | I just heard about this game earlier today! It's looked super
           | cool from what I've seen, I might have to get it soon...
        
           | Vespasian wrote:
           | Great game. For me, it scratches all the right factorio
           | itches and adds some Sci-Fi and Space(TM).
        
           | gnud wrote:
           | Dyson Sphere Program looks interesting.
           | 
           | There's also Satisfactory, which is a 3d first-person-
           | perspective factory builder.
        
             | cwkoss wrote:
             | DSP is quite good. I think it's worth the ~$20 currently.
             | Definitely a few QOL rough edges and some balance issues
             | still, but certainly playable and haven't seen any critical
             | bugs or crashes.
             | 
             | I think building systems in DSP feels a lot more like
             | Satisfactory, but it's much easier to get a good view of
             | whats going on. Loved Satisfactory but found FPS
             | perspective frustrating frequently.
        
         | bregma wrote:
         | Many of the more popular mods _add_ complexity to Factorio. I
         | guess there might be an audience that swings the other way, but
         | I don 't imagine the lack of the dopamine surge from solving
         | the next problem is going to have Mindustry players putting in
         | the same insane hours.
        
           | willis936 wrote:
           | This is one of those cases where it is best to not judge it
           | before you try it. Mindustry has a bespoke assembly language
           | that lets you control the behavior of drones and buildings.
           | The complexity cap is far above factorio.
        
           | user-the-name wrote:
           | Not putting in insane hours is a feature for many.
        
           | AnIdiotOnTheNet wrote:
           | While I completed it, I personally did not enjoy my time with
           | Factorio. In my review I specifically used the term
           | "complexity fetishist" to describe the kind of player who
           | might enjoy the game _too much_.
           | 
           | Which isn't to say there's anything wrong with the game. It
           | actually felt kind of weird to not recommend it since it was
           | a pretty darned good execution of what it set out to be, I
           | just couldn't ever actually suggest to someone that they play
           | it. Either they wouldn't like dealing with the needlessly
           | ever increasing in complexity goldbergian monstrosity, or
           | worse they actually would.
           | 
           | I think the game's popularity among developers highlights a
           | core problem with our industry. Look at Factorio, then look
           | at all of the over engineering, the layers upon layers of
           | abstraction, the obsessive need to keep making software
           | larger and more complicated only to eventually tear it down
           | and rebuild the exact same thing with the new-hotness
           | widgets...
        
             | willis936 wrote:
             | Factorio was inspired by minecraft tech mods. My favorite
             | minecraft mod is gregtech. It adds the most complexity of
             | any mod I know of, but it's balanced in a rewarding way.
             | Higher tier setups need more factory to produce, but also
             | produce squared gains (each power tier goes up by a factor
             | of 4). The endgame is fusion for both power and alchemy.
             | It's great stuff, but eventually one has seen it all.
             | 
             | If you really want to see an offender of complexity for
             | complexity's sake: check out gregtech new horizons. They
             | maintain a minecraft modpack based around needing gregtech
             | recipes for all other mods. On paper that's great. Hell,
             | even I made a pack like that for personal play. They go
             | pretty far with it though, to the point that the
             | maintainers seem to have an expectation of grinding
             | endlessly and never reaching the highest tiers. An outsider
             | might dismiss it as chasing a dragon.
        
               | tialaramex wrote:
               | It's tough to get the curve right.
               | 
               | I actually haven't _completed_ all that many of the packs
               | I play, e.g. I finished Age of Engineering (even
               | meticulously upgrading all my storage to infinity though
               | I knew I 'd probably never use it) but I didn't
               | technically finish Agrarian Skies (I had a few of those
               | stretch goal quests left) or Project Ozone 2 (got bored
               | during the last of my singularities) or even Compact
               | Claustrophobia (I've run it twice, I escape, and then I
               | tend to lose interest before getting to the Moon)
               | 
               | I recently finished Star Factory and I realised that on
               | the one hand it was nice to be able to look at it and say
               | yup, I have ticked every box, almost anything you could
               | want my setup now produces in unlimited quantities -- but
               | on the other hand of course because it's so small it also
               | felt cramped. I had to use very obviously bad solutions
               | because the better options just weren't available in the
               | pack.
               | 
               | One problem I had in Factorio was that it seemed like it
               | was just doing one thing over and over, with different
               | dress up - whereas I like how Minecraft packs teach me
               | both new things I need to do, and entirely new ways to
               | solve problems. Writing a Predicate that automatically
               | processes my Astral Sorcery crystals goes from an idea
               | that I'm obviously not the first to have, to something I
               | can do almost by reflex... and then a pack says too bad,
               | no Integrated Dynamics so figure out a different way.
               | 
               | The other problem I had is that I like to ignore our
               | universe's rules, I like infinitely renewable everything,
               | sure that's unrealistic but it's a video game. My
               | Minecraft wins are generally powered by something
               | ludicrous, like a single inexplicably efficient solar
               | panel beaming energy from a world of eternal daylight, or
               | a closed box which is somehow producing and burning
               | unlimited amounts of Ethylene made from nothing. Factorio
               | clearly doesn't want such shenanigans.
        
               | willis936 wrote:
               | Constant learning does keep modded minecraft fresh.
               | That's why I eventually stopped playing: I had
               | sufficiently seen it all.
               | 
               | One thing that really allured me towards the end was the
               | idea of voxel layouts. I found it fun to optimize pipe
               | layouts between heat exchangers and boilers to maximize
               | throughout and minimize resource cost.
               | 
               | Factorio has similar feelings with 2D layout
               | optimization, but it feels comparatively simplistic.
               | There is also never a crunch for resources in factorio.
               | "Oh I need more iron" is very different than "I just
               | spent an hour hunting down a chrome vein and I better
               | carefully pick what I'll make next". This is a rather
               | hardcore game mechanic and I can see it being very niche.
        
             | RupertEisenhart wrote:
             | The universe is a Goldbergian monstrosity running on a
             | Godlbergian mostrosity. Computer programmers didn't invent
             | this pathology, and they might help us understand it.
             | 
             | Factorio is a celebration of things as they are.
             | 
             | "Five: From the wheels-upon-wheels-upon-wheels evolution of
             | computer programming dig out, systematize and display every
             | feature that illuminates the level-upon-level-upon-level
             | structure of physics." ~ JA Wheeler in "Information,
             | Physics, Quantum: the Search for Links"
        
               | AnIdiotOnTheNet wrote:
               | My point is that the problem with complexity fetishism is
               | that one adds complexity where none is necessary simply
               | because one _enjoys_ the complexity. That 's fine for a
               | game, but our industry is very often doing it at work
               | with products that are ostensibly meant to make people's
               | lives better.
        
               | fendy3002 wrote:
               | Added complexity isnt always bad. It's just that
               | abstraction is indeed a very, very hard thing to be done.
               | Powerful features will be complex.
               | 
               | Take browser as example, it's a form of abstraction (imo,
               | it's an abstraction done right). It abstract the http
               | communication in form of html and represent as gui.
               | Browsers are indeed, very, very complex.
        
               | RupertEisenhart wrote:
               | "then look at all of the over engineering, the layers
               | upon layers of abstraction, the obsessive need to keep
               | making software larger and more complicated only to
               | eventually tear it down and rebuild the exact same thing
               | with the new-hotness widgets"
               | 
               | That could be a sane evolutionary process. I'm not saying
               | it is, of course there are problems with the tech
               | industry, but this process of exploring a space of
               | possibilities with the tools you have, then breaking them
               | down and building up a better suited set of tools from
               | the ground up doesn't sound like a bad thing to me.
               | 
               | Maybe what I mean is, what makes you think the game is
               | unnecessarily complex? Playing it, I was always amazed
               | with how you become capable of achieving more and more
               | with less and less time and effort as the game goes on. I
               | don't see that it is made artificially more complex, it
               | seemed like there was a lot of effort put into making the
               | emergent complexity manageable at larger and larger
               | scales.
        
               | AnIdiotOnTheNet wrote:
               | - The vast majority of products you create are never
               | actually employed to do anything and are instead thrown
               | into a blender to make science-goo, arbitrary amounts of
               | which are required to unlock new stuff that is also
               | mostly destined for the blender.
               | 
               | - Bots are introduced _way too late_ in the game, forcing
               | the player to manage the rapidly increasing complexity of
               | their infrastructure _manually_ for a large portion of
               | it.
               | 
               | - Power distribution is a tedious non-problem you're
               | forced to keep solving, again _manually_ most of the time
               | because bots come so late in the game.
               | 
               | To name a few. The natural argument here is that those
               | things are required to motivate the player to make their
               | automation faster and more efficient to progress the
               | game, but the point is that they _feel_ needlessly
               | arbitrary. In a game like Subnautica, for instance, there
               | are some big high-resource things you have to build with
               | reasonably deep critical paths, but they are things you
               | actually use instead of just melting them down to
               | increase a number somewhere. They feel necessary,
               | science-slurry doesn 't.
               | 
               | Players also claim that yeah, that's all true, but the
               | _real_ game doesn 't start until after you've researched
               | everything and launched your first rocket anyway. Meaning
               | all of that is essentially a 40 hour _tutorial_.
        
             | username90 wrote:
             | Every game is about adding artificial barriers the player
             | has to deal with. Games without artificial barriers are
             | called movies.
        
             | rustyminnow wrote:
             | I think a lot of the appeal comes from reducing complexity,
             | not adding it.
             | 
             | My first playthrough was a rube-goldberg spaghetti mess.
             | Scaling out specific resources near the end became a very
             | painful process.
             | 
             | I'm in my second playthrough, and the goal is to build a
             | factory WITHOUT all the complexity. How can I cleanly scale
             | out resource production without things becoming a hot mess?
             | How can I build flexible re-usable subsystems that don't
             | restrict systems downstream?
             | 
             | Solving simple problems with complex solutions is one thing
             | (over-engineering) but solving a complex problem with an
             | elegant solution is much harder. And factorio is full of
             | complex problems.
        
             | imiric wrote:
             | That's an interesting take, I think I agree.
             | 
             | My biggest problem with Factorio is that after a few hours
             | it starts feeling like programming, which is why it
             | attracts a lot of programmers, but it lacks any tooling or
             | QoL features that remove some of the frustrations of
             | programming.
             | 
             | I can't add tests to ensure that refactoring my belt system
             | doesn't break some process on the other side of the map.
             | 
             | I can't place a breakpoint to trigger a debugger and step
             | through a tricky piece of logic.
             | 
             | I can't raise exceptions on unexpected behavior and handle
             | it in a sane way.
             | 
             | Some of these are contrived examples and I can't imagine
             | what the UI would look like, and they might be achievable
             | via debug mode or some mods, but I haven't explored much
             | outside of the base game.
             | 
             | So as the factory grows (and it _must_ grow!) the game
             | doesn 't have any mechanisms to help you deal with the
             | complexity. After a while it becomes a chore to manage, and
             | I usually end up thinking that I'd rather enjoy programming
             | instead. Which after spending a work day doing at my day
             | job, I rarely have the motivation to do in my spare time,
             | and when I do, I'd rather invest it on side projects than
             | on Factorio.
             | 
             | Still, it's one of the greatest games ever made, and the
             | thrill of watching it all work when it does work is
             | exhilirating, much like programming. :)
        
       | bregma wrote:
       | Leading up to this the developers were pushing out twice-daily
       | updates to the game. These guys give unheard-of levels of support
       | to their base. They should be the object of study in academic
       | courses.
        
         | meibo wrote:
         | They also know what they have - an extremely loyal fanbase and
         | a great product that can stand on its own. See: they never put
         | it on sale on Steam.
        
         | arkitaip wrote:
         | This seems to be the standard for indie dev studios [0]. They
         | have to work harder and smarter than the big guys because their
         | resources are in such short supply and they can't survive
         | having a game that flops.
         | 
         | [0] Just look at Edmund McMillen (The Binding of Isaac, Super
         | Meat Boy), Eric Barone (Stardew valley), Cardboard Computer
         | (Kentucky Route Zero), Scott Cawthon (Five Nights at Freddy),
         | Extremely OK Games (TowerFall, Celeste) or The Fullbright
         | Company (Gone Home) to mention a few.
        
           | bombcar wrote:
           | Indie dev studios also have the ADVANTAGE that they can do
           | this - if Bob wants to post a blog he just needs to run it
           | past Jim and Barbara - no need to run it through Legal, etc.
        
             | nip180 wrote:
             | Also "management" and "devops" needs to trust every dev to
             | push out a high quality update. Twice daily deploys don't
             | happen if QA goes through a 48 hour test process for every
             | release.
        
               | pbhjpbhj wrote:
               | Not a dev: " Twice daily deploys don't happen if QA goes
               | through a 48 hour test process".
               | 
               | Why does that matter, surely it's pipelined. If you feed
               | in RC packages to a 48h QA twice daily then after 2 days
               | lag you're getting tested code twice daily.
               | 
               | I'm not suggesting that's realistic for large software
               | houses, just that the logic seems wrong?
        
               | simonbw wrote:
               | I think the QA process isn't usually as pipelineable as
               | you're suggesting. On a website it's often easy to QA
               | changes that happen on page A at the same time you QA
               | changes on page B. But in a game, especially one like
               | factorio, it's probably a lot harder to find features
               | that can be tested and deployed simultaneously with other
               | features.
               | 
               | It would be easy to test changes to the design of Level 3
               | at the same time as changes to the design of Level 5, but
               | it would be hard to test changes to the way inserters
               | work at the same time as testing changes to the way
               | conveyor belts work.
        
               | meibo wrote:
               | Mind that the amount of QA you ought to have heavily
               | depends on what game you're making - e.g. with a story
               | heavy game, you 100% want give or take 3 weeks on every
               | update for localization checks, or for a MMO you probably
               | want to run new clients/servers with your testers first
               | for about a week to make sure nothing catastrophic
               | happens, which is especially important in online
               | games(lots of bad PR and real money invested by players -
               | you really don't want to have to roll back "saves").
               | 
               | All depends on budget and quantity of course, but this is
               | what's usually planned for from my personal experience
               | working in that sector.
        
               | CobsterLock wrote:
               | the devs at factorio have developed an amazing test suite
               | automation system to automate regression tests. I wouldnt
               | be surprised if this is what gives them most of their
               | confidence to do twice daily releases. I thought it was
               | newer, but they seem to have had it for the past 6 years.
               | So i guess my point is they dont need to 100% trust every
               | dev (while I'm sure they could with such a small team)
               | they can instead trust in the tests.
               | 
               | https://www.factorio.com/blog/post/fff-62
               | https://www.factorio.com/blog/post/fff-186
        
               | nip180 wrote:
               | Who owns the tests? Developers.
        
               | dstick wrote:
               | Wait, this went from twice-daily "updates" to release too
               | fast. One is a blog post / tweet, the other is software
               | related ;-) Where did you get twice daily _release_ from?
        
           | hobofan wrote:
           | I wouldn't call it standard for indie dev studios. It's
           | certainly what makes a good indie dev studio stand out, and
           | your list which is comprised of studios that make games in
           | the top ~5% percentile of quality shows that.
        
       | claw_howitzer wrote:
       | The section on multithreaded belts hits on my biggest complaint
       | with this game: I don't like that the belts are multi-lane, I
       | wish they were smaller and single-lane.
       | 
       | I've tried to get into Factorio twice in the past but I always
       | eventually run into some annoying issue where oops, I need
       | resources to be on the other lane of a belt, or a grabber arm
       | that should obviously be able to reach something isn't, or
       | something of that ilk, and I now need to scrap and rebuild my
       | entire design.
       | 
       | At that point, I feel less like I'm building a factory and more
       | like I'm working around the game engine, and it just immediately
       | kills my interest in going further.
        
         | psyc wrote:
         | To each their own, but I find it an interesting dynamic. I'm
         | having a hard time understanding the problem, but the game does
         | have a learning curve. Suggestions: The majority of my belts
         | carry one item. The remainder carry only one type in each lane.
         | Those are neatly merged at the beginning, and consumed
         | indiscriminately at the end. That is, the consumer wants both
         | items so they can be transferred by one inserted. I never pack
         | a belt to save on belts or space.
         | 
         | I'd hate for this to be the nit that stops a person from going
         | deeper into this amazing game.
        
         | Xavdidtheshadow wrote:
         | You might check out https://shapez.io, which is a simplified
         | (an open source) clone with single-lane belts.
        
         | Arnavion wrote:
         | >I wish they were smaller and single-lane.
         | 
         | Smaller and single-lane as in individual half-width belts that
         | can be placed independently? I think it would be more of a pain
         | to play with, because now only would you now have separate
         | left- and right- belt items, but also have more complex
         | rotations to be able to convert one belt into another at a
         | corner. Eg to convert a right-belt going east into a left-belt
         | going south, you need to rotate just the tip of the right-belt,
         | not the whole right-belt.
         | 
         | ---
         | 
         | >I need resources to be on the other lane of a belt
         | 
         | A single splitter and a little space around it can swap a belt
         | around if you need to. Or better yet, find the place where
         | you're mixing the two items on the same belt and make the
         | change there.                   A +           +-- A/B         B
         | +              A --+           +-+- B/A           +-+         B
         | --+
         | 
         | (The + in the second diagram is a crossing of belt and
         | underground belt.)
         | 
         | For single-item belts where everything's on one side and you
         | want everything to be on the other side, it's even simpler.
         | -++         A/- -++- -/A              -/A -++- A/-
         | -++
         | 
         | The + and + are a vertical belt feeding into the side of a
         | horizontal belt. Because the horizontal belt has another
         | horizontal belt to its left, the point where the vertical belt
         | touches it does not make a corner.
        
       | jackdh wrote:
       | Does anyone have experience updating servers to 1.1?
       | 
       | Is it as simple as loading into 1.1 loading the old 1.0 map in
       | single player, saving it as 1.1 then uploading to the server?
        
         | Fabricio20 wrote:
         | If my experience with old versions is to go by, you just update
         | the server binary and fire it up. No need to download + upload!
         | 
         | Factorio is a very stable game, do a backup and give it ago!
        
           | fendy3002 wrote:
           | Beware that some mods haven't been updated to 1.1
        
       | jimnotgym wrote:
       | Warning: this game is seriously addictive. I don't game a lot,
       | but I tried this and lost a weekend. Just say no
        
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