[HN Gopher] Factorio: Space Age
       ___________________________________________________________________
        
       Factorio: Space Age
        
       Author : haunter
       Score  : 1226 points
       Date   : 2023-08-25 11:50 UTC (11 hours ago)
        
 (HTM) web link (factorio.com)
 (TXT) w3m dump (factorio.com)
        
       | babuloseo wrote:
       | want
        
       | amgcbus wrote:
       | Being that the release date is more than a year away I wish they
       | would have skipped the Switch port which seems to have been
       | significantly less successful.
        
       | seer wrote:
       | > In the previous news about the expansion FFF-367, we declared
       | that the content will be technically a mod taking advantage of
       | the updated engine. What this means is that a lot of the
       | improvements will be for all players, regardless of them having
       | the expansion or not.
       | 
       | This is such an amazing way to release a second version of a
       | game! Reminds me of libraries that publish major version updates
       | that don't add anything just remove deprecated stuff.
       | 
       | Its what real refactoring is all about - changing the platform so
       | that the new problems are trivial to solve. Since factorio is all
       | about refactoring, I'm so happy they took this route!
        
         | bombcar wrote:
         | Cities Skylines has done this with their DLC; each "major" DLC
         | came with changes to the base game that everyone got (usually
         | to support the DLC) and then the DLC itself added more.
         | 
         | So if you bought the game and never bought any DLC, you have a
         | much different game now than when you first played.
        
       | js8 wrote:
       | Looking forward to it. My only wish is that they add something
       | like Recursive Blueprints to the base game, so we could build von
       | Neumann probes.
        
       | vbezhenar wrote:
       | Postponing cliff explosives makes be extremely sad. I'm
       | perfectionist freak and my factorio gameplay basically divides
       | "before" and "after" cliff explosives. I hate when I can't fix
       | terrain for my plans, I prefer to terraform as much as needed,
       | turning lake into plains, if needed, but I'm not going to adapt
       | my grand plan.
       | 
       | I understand that there are players who find fun in adapting
       | their bases to the environment, building defenses around natural
       | obstacles, but I'm completely the opposite of that. It's deep
       | grained in my nature: to bend the world rather than to bend my
       | plans.
       | 
       | Hopefully they'll rethink that part. And may be even make it
       | possible to "build" water (or to build water pump at arbitrary
       | locations).
        
         | jprete wrote:
         | I had a similar reaction. But my read of the post is that
         | rockets, space science, and other planets are now the mid-game,
         | so cliff explosives are probably still mid-game tech, not end-
         | game.
        
         | pmoriarty wrote:
         | You could just disable cliffs during world generation. That's
         | what I do. They're slightly helpful for biter defense, but
         | otherwise they're just annoying.
         | 
         | There are also many mods that let you pump water from anywhere.
        
           | vbezhenar wrote:
           | I'm not a fan of custom modes and mods. I might go this way,
           | if there's no other choice, however generally I prefer to
           | play game as it was intended to be played by developers.
        
             | gdprrrr wrote:
             | It's definitely intenfed by the developers to play however
             | you have the most fun. That's why they included the option,
             | just like the peaceful mode.
        
             | johannes1234321 wrote:
             | Factorio was clearly meant to be moddable and to be modded.
             | The API is by no means a pure afterthought.
        
             | KptMarchewa wrote:
             | It's not a mod. It's a setting in base game.
        
             | eknkc wrote:
             | I play vanilla except I always disable cliffs. That's it. I
             | sometimes edit resource distribution if I wish to
             | experiment with specific transports etc but cliffs always
             | go away. I don't care what they intended as it is not fun
             | for me.
        
               | quchen wrote:
               | There was a time before cliffs, and the game was fine.
               | IIRC cliffs were also meant to give the explosive tree at
               | least some non-warfare utility. They can be cool in the
               | beginning, while later on they're a chore in my
               | experience.
        
             | pmoriarty wrote:
             | Intended or not, I've found playing with mods way, way more
             | fun (and much less annoying) than playing vanilla Factorio
             | (which I still love, but not nearly as much as modded
             | Factorio).
             | 
             | After my first vanilla playthrough I loved the game, but
             | found a bunch of things annoying or which I thought could
             | be improved on. Soon after I found there were mods to
             | satisfy every one of my wants and cure every one of the
             | annoyances. I've played with mods ever since and love it.
             | 
             | Want longer reach? There are mods for that.
             | 
             | Want faster travel? There are mods for that.
             | 
             | Want more variety in vehicles? There are mods for that.
             | 
             | Want smarter/tougher/different enemies? There are mods for
             | that.
             | 
             | Want a complete overhaul of how the game plays? There are a
             | bunch mods for that.
             | 
             | ...and thousands of other mods beyond these.
             | 
             | You're really missing out by avoiding mods.
        
               | mcv wrote:
               | I've played vanilla a couple of times, and recently
               | started my first modded game, using Krastorio 2. That
               | seemed to be the most recommended mod, and it's been
               | great.
               | 
               | Pretty much every question of "wouldn't it be cool if..."
               | or "wouldn't it make more sense if..." that I ever asked
               | myself playing vanilla, Krastorio 2 answers with "yes".
               | Yes, it would make more sense if the car didn't run on
               | coal but required more advanced fuel. Yes, it would make
               | more sense if there were more ways to generate power.
               | Yes, it would make more sense if complex early game
               | machinery required a bit more than some metal plates. And
               | yes, it would be cool if your crashed spaceship had some
               | useable components.
               | 
               | The one downside is that fighting creepers is too easy.
               | The anti-material rifle has too much range, letting me
               | snipe them from a position of invulnerability.
               | 
               | Also, there's way too much chemistry possible. I'm
               | completely lost in it.
        
               | pmoriarty wrote:
               | _" The one downside is that fighting creepers is too
               | easy. The anti-material rifle has too much range, letting
               | me snipe them from a position of invulnerability."_
               | 
               | Maybe you could increase their evolution rate, pollution,
               | or give the Rampant mod a try.
        
               | mcv wrote:
               | I think the better approach is to refuse to use the anti-
               | material rifle. I don't think more biters that are too
               | easy to kill will make the game more fun, and if I
               | increase their strength to the point that the anti-
               | material rifle strategy doesn't work anymore, I don't
               | think any other strategy will work either.
               | 
               | I'll have a look at the Rampant mod, though. That looks
               | interesting.
        
               | drbawb wrote:
               | I did a vanilla playthrough w/ no console commands to get
               | my fair share of achievements.[1] That base is from beta,
               | and doesn't really function correctly anymore.[2] At this
               | point I feel pretty done with the base game, though I
               | suspect I'll do another "from scratch" playthrough w/ the
               | expac to celebrate its launch. I have something like
               | ~1100 hours in the game, and it still brings me great
               | joy. Vanilla certainly owes me _nothing._ However it's
               | really the joy of finding mods and playing their
               | scenarios (or creating my own scenarios) that keeps me
               | coming back to the game. Ironically I'm currently working
               | through Space Exploration with friends; I sure hope we
               | finish before the expansion!
               | 
               | These days though I find the "burner" gameplay provides
               | me very little enjoyment. I detest the "punching trees"
               | phase of the game mostly because I've spent so many hours
               | with my engineer at Max Power Level. (Maybe it'd be
               | different if I had gotten bit by the speedrunning bug,
               | and learned how to optimize that bit of the game.) Even
               | my "most vanilla" playthroughs these days usually have at
               | least:
               | 
               | - "far reach"
               | 
               | - a factory planner
               | 
               | - some kind of warehousing/loaders
               | 
               | - an /editor'd in crate of supplies to build power, some
               | labs, and stamp down "the mall"
               | 
               | - some kitted out modular armor and a personal roboport
               | (to do the more finnicky builds; though I've watched some
               | speedruns and my base building micro has gotten a lot
               | better.)
               | 
               | - LTN(!) - I love trains, and this mod's take on trains
               | just gels with me.
               | 
               | [1]: The only ones I have left are to do a "lazy bastard"
               | playthrough which requires enough consideration that I
               | wanted to do it by itself in a challenge run, and the
               | rest are all the top tier production based time sinks,
               | which I'd rather do in a map tailor generated to be a
               | megabase.
        
             | slikrick wrote:
             | but you're arguing against the intention as they put it in?
        
           | bombcar wrote:
           | I really wish there was an option for "no cliffs within X
           | distance" or something.
           | 
           | My "dream world" would have the starting area for maybe 100
           | blocks have some cliffs for early biter funneling and a bit
           | of a challenge, then just flat world for 1000 blocks, and
           | then back to cliffs.
           | 
           | Or make it so you can manually mine cliffs very slowly before
           | explosives.
        
         | zer8k wrote:
         | > . I'm perfectionist freak and my factorio gameplay basically
         | divides "before" and "after" cliff explosives.
         | 
         | I adopt the strategy of "field expedient base" which gets me to
         | almost where I need to be, and then after expanding, I begin
         | building a megabase with more technology and convert the field
         | expedient base to a resource factory. Then I can transport
         | processed resources by train to any number of places.
         | 
         | It's not that annoying once you realize that's kind of how
         | you're supposed to expand. The natural obstacles are a godsend
         | once you start playing on the harder modes.
         | 
         | Water, however, has always been a constant annoyance to me. But
         | I am a purist and refuse to install mods because as far as I
         | can tell the game is basically perfect without them.
        
           | ghusbands wrote:
           | > as far as I can tell the game is basically perfect without
           | them
           | 
           | Do you still have to use a sideways-facing underground belt
           | to take items from one side of a belt, blocking the other
           | side? Are there yet any pleasant ways to overlap belts? I
           | feel like far too much effort is spent on working around odd
           | limitations.
        
         | Vvector wrote:
         | I'm like you. I always disabled cliffs in the worldgen.
        
         | rollcat wrote:
         | Fortunately Factorio is the kind of game where nobody has the
         | right to tell you how you're supposed to play. I'm sure if this
         | change makes it to 2.0 (heck maybe even during an open beta,
         | which I'm sure will drop at some point), there will be a mod
         | that reshuffles the tech tree. You can also always tweak the
         | mapgen parameters for Nauvis to produce less cliffs, or use a
         | console command.
         | 
         | Some of these will disable achievements, but anyway, the true
         | achievement in this game is simply the number of hours you sunk
         | in ;)
        
       | ayakang31415 wrote:
       | I never played Factorio, but I heard about this game and how it
       | works quite a lot, and I knew instantly that if I ever touch this
       | game, I will never be able to touch grass outside as it will suck
       | me into its giant rabbit hole
        
         | goatking wrote:
         | You are right. That is how it is :)
        
       | endigma wrote:
       | > It has been playable from start to finish for more than a year.
       | This means that we have already made several improvement
       | iterations based on the playthroughs behind us.
       | 
       | You just don't see commitment to shipping quality product in the
       | games industry like this. This is what makes Factorio special.
        
         | duxup wrote:
         | I see a lot more indie dev type games that go through these
         | super long development times, long early access, and really are
         | committed to the game longer term.
         | 
         | I suspect where some games might just move on these folks
         | really are committed to "hey let's rewrite that" type decisions
         | that don't fit in traditional commercial game development.
         | 
         | It has been very encouraging to see that there room for an
         | arguably improving quality when it comes to some games.
        
           | fps-hero wrote:
           | Early access is a great way to outsource your QA. Triple A QA
           | teams number in the hundreds, but for an independent game to
           | have that many people playing it is a triumph in itself.
           | 
           | If people keep playing your game in early access, you must be
           | on to something. There are tens of thousands of games people
           | could be playing, but for them to pick yours means you are
           | scratching an itch that can't be found elsewhere, and that
           | inspires developers create great games.
           | 
           | Early access does get flack for allowing people to release
           | unfinished, often never finished games, but it's a wonderful
           | test of product market fit. If people try your game and like
           | it, give you feedback to improve your game so even more
           | people like it, it's the ultimate positive feedback loop.
        
             | duxup wrote:
             | It certainly sets expectations and gamers have really
             | adapted to it / seem to receive the whole process fairly
             | well.
             | 
             | I don't game like I used to but I was playing an early
             | access game recently, got a pop up on a keyboard shortcut
             | to submit a bug with a screen shot and the game state.
             | 
             | Total win win for everyone.
        
           | endigma wrote:
           | Project Zomboid comes to mind as well
        
         | quchen wrote:
         | I think the >>literally unplayable<< meme is from Factorio, or
         | was made popular by it. Bug reports on Reddit ever since I
         | bought it were on the level of >>when the player is facing
         | north, the shadow's animation is slightly off<<.
         | 
         | I can't think of a single bug I've encountered across many,
         | many Factorio playthroughs, some including overhaul mods.
         | 
         | In all the release notes, there is a sizeable section of bug
         | fixes; time and time again, I was surprised that there were any
         | bugs.
         | 
         | Hats off to Wube, you're a true inspiration.
        
           | fennecbutt wrote:
           | Seems like it was popular much before that based on release
           | dates/https://knowyourmeme.com/memes/literally-unplayable.
           | True origin unknown.
           | 
           | I know there are a lot of peculiar and hilarious hug reports
           | for games like dwarf fortress, too.
        
         | proactivesvcs wrote:
         | Not just the games industry, but software in general. Wube's
         | commitment to efficiency and bug fixing is to be lauded.
        
         | throwaway03624 wrote:
         | No Man's Sky has a similar dedication. They have been
         | constantly adding new features and expansions for free for the
         | last 7 years. If this had been a different company, they might
         | have saved some of those features for a version 2 or a paid
         | DLC.
        
           | zhynn wrote:
           | They just released one of the largest updates ever adding a
           | whole new NPC faction and a bunch of features. And it runs
           | better on PSVR (foveated rendering) and switch (AMD
           | FidelityX). It's an incredible achievement, and I keep
           | dreading the inevitable post where Hello Games decides to
           | move on... I hope it never happens.
        
           | feoren wrote:
           | Wait, No Man's Sky? _That_ game? Was it bought or something?
           | Do they still have that liar who went on interviews and lied
           | through his teeth about the game? It 's pretty rare to see a
           | project based entirely on lies from a smarmy psycho liar ever
           | actually go anywhere, right? Did they ever go back and
           | actually implement any of the things he lied were _already_
           | in the base game?
        
             | ecuzzillo wrote:
             | Yes, they did go back. They basically used all the money
             | they made from the hype and used it to make it real.
             | Players bought them a billboard across from their office
             | saying thank you. (https://www.reddit.com/r/NoMansSkyTheGam
             | e/comments/cr85av/th... ) See
             | https://www.youtube.com/watch?v=O5BJVO3PDeQ for one
             | rendition of the story.
        
             | blitz_skull wrote:
             | Yes, that game. You must check it out. Easily the best
             | redemption arc of any game development story, ever. By a
             | mile. It's insane how much content has been put into the
             | game.
        
             | dgb23 wrote:
             | No Man's Sky is a redemption story.
        
             | zhynn wrote:
             | That "smarmy psycho liar" was an introverted developer-
             | turned-ceo who was in over his head. He is now beloved by
             | the community. Sean Murray is a legend. They have been
             | over-delivering on NMS for the better part of a decade now
             | without charging for anything but the base game.
             | 
             | And yes, they implemented all of it. Everything that was
             | promised and much much more. Just check out the trailer for
             | Echoes that dropped yesterday (the new update for the
             | game): https://www.youtube.com/watch?v=dqpVCwwuyh8
        
         | tarr11 wrote:
         | Tears of the Kingdom went through a similar year long testing
         | and refinement phase
         | 
         | https://www.gamesradar.com/zelda-tears-of-the-kingdom-was-ba...
        
         | [deleted]
        
         | bryan_w wrote:
         | Indeed, not to be completely throw Klei under the bus, but I
         | started playing Oxygen Not Included, and the simulation quality
         | is night and day. ONI has race conditions, memory corruption
         | bugs, non-seeded RNG, duplication bugs. You couldn't play a
         | non-glitched playthrough even if you tried. At some point,
         | you're going to make an infinite spill or a liquid lock on
         | complete accident.
         | 
         | Meanwhile factorio allows you to benchmark it by opening a save
         | and running it for a set number of ticks -- it's just that
         | stable in its simulation.
         | 
         | Not to say that ONI isn't a fun game, it has different elements
         | (e.g. dupe management) that make it fun despite its
         | instability.
        
         | retrac wrote:
         | I have seen similar commitment from other indie developers. For
         | example, one of my favourite games [1] (which is something of a
         | cross between Factorio, Simcity and OpenTTD) has been available
         | for that "early access" on Steam for 4 years (like Factorio
         | was).
         | 
         | I suppose that means in the developer's opinion, the game is
         | not quite ready -- they wouldn't sell it to someone who expects
         | a complete game. Caveat emptor. Fair enough. In practice it has
         | been playable and enjoyable (at least by me) since first listed
         | on Steam in 2019. New features and more polish come every few
         | weeks, and it's coming up on 1.0. I don't know if they'll keep
         | supporting it well after that, but it's clear to me they want
         | to sell something good and complete, however long that might
         | take, not just something profitable.
         | 
         | [1]
         | https://store.steampowered.com/app/784150/Workers__Resources...
         | (Windows only but runs great under WINE)
        
         | pmoriarty wrote:
         | This has been Factorio's MO from the beginning. It was in Early
         | Access forver, and all that time it was way more polished and
         | stable than many fully released games with much higher budgets.
         | 
         | In the decade or so that I've played Factorio, I can't even
         | remember a single crash of the base game. It was always mods
         | that crashed.
         | 
         | Factorio performance is also fantastic, running smoothly on
         | potato PC's until you get in to the megabase range. It's mostly
         | mods that cause performance problems, but even those have
         | gotten a lot better over the years.
         | 
         | The Factorio devs could really give a master class on how to
         | make games moddable. Factorio's ecosystem of over 5000 mods is
         | a testament to that.
        
           | nextaccountic wrote:
           | > It was always mods that crashed.
           | 
           | I wish modding APIs in general did more sanity checking
           | before loading a mod. A low hanging fruit is APIs to be
           | statically typed, and also to not use nulls on such APIs and
           | things like that. A more comprehensive check is to verify
           | whether two mods are guaranteed to be compatible (but this
           | sounds a bit hard).
           | 
           | But more importantly (not sure if that's the case with
           | Factorio) not break the damn APIs all the time. Lots of games
           | that are actively developed don't bother keeping stable APIs
           | (a bit like like Gnome and its disregard for extension APIs),
           | breaking mods at every new release. An egregious example is
           | Europa Universalis IV and other Paradox games. This ensures
           | that there is a tail end of mods (which is by far the
           | majority) that just will never work anymore, and the mods
           | being kept up to date become rarer and rarer.
        
             | Jenk wrote:
             | I would truly love to see a game use haskell for mod APIs.
             | Or perhaps erlang a better choice.
             | 
             | As an example of just how far accessible APIs can benefit
             | games/their players: The god awful language and API that
             | has enabled Armed Assault franchise modders to create
             | entirely new games - literally, PUBG started life as a mod
             | for Armed Assault 2. Armed Assault 3 launched ten years
             | ago, and there are still many new mods being produced
             | today, and Bohemia have further embraced this community by
             | supporting "community developed" DLCs such that modders get
             | rewarded for their effort.
             | 
             | I often wonder how much better/diverse/stable these
             | innovative and entrepeneurial ventures could be with a
             | "proper" API.
        
               | pmoriarty wrote:
               | The main problem with that is that there aren't nearly as
               | many people who know Haskell or Erlang compared to those
               | who know Lua.
               | 
               | Lua has been a modding staple across countless games, so
               | millions of gamers/modders are already familiar with it.
               | 
               | I'm convinced that chosing Lua for modding is one of the
               | main reasons Factorio has over 5000 mods now.
               | 
               | If they'd chosen a more obscure language I'd doubt we'd
               | have nearly as many.
        
               | Jenk wrote:
               | My point for choosing AA as an example was that it uses
               | an entirely bespoke language, modelling system, and the
               | APIs are just horrendous. Obscurity has not prevented
               | (some) great things happen with/for Bohemia but I do
               | wonder what greatness has been missed out because of it.
               | 
               | As for Lua I think it is rather chicken:egg. Lua is
               | popular because it is used by mod APIs, or is Lua use by
               | mod APIs because it is popular?
               | 
               | My own experience is the former. I think it is a horrible
               | language (in that I argue many others are better) and
               | especially difficult for new-to-programming gamers with
               | great ideas to pick up. Haskell or Erlang (or Java or C#)
               | with type-safe APIs would be much more educational for
               | them, and provide better support IMO.
        
               | _proofs wrote:
               | this is a strange take for me to read -- i've written
               | quite a decent amount of lua, and it is the first
               | language i used to learn (zero programming experience
               | prior)
               | 
               | when i eventually got exposed to python (but more heavily
               | C/C++, and even some lisp/pascal) and came back to lua, i
               | was grateful lua did not inundate me with
               | parens/primitives/modules/data-structures/grammars, and
               | found the flexibility of the interpreter and also what
               | lua tables present as a unified primitive for multiple
               | container types to be so nice and accessible for getting
               | right to flow-state.
               | 
               | i did not have to look up another API and read about a
               | set of semantics provided with a desired module, i just
               | needed to know 1. what i want to achieve and 2. a single
               | API: the lua table
               | 
               | its small std library is performant and easy on the
               | cognitive load, and then it plays so nicely with other
               | languages and environments.
               | 
               | have you written much lua?
        
               | 0cf8612b2e1e wrote:
               | Lua is used because it is dead simple to drop into a
               | project as an extension language. It was designed to be
               | easy to interoperate with C. Lua/LuaJIT is one of the
               | fastest scripting languages available.
        
               | vluft wrote:
               | lua is used by mod APIs because it's very performant and
               | extremely easy to embed in C/C++.
               | 
               | > especially difficult for new-to-programming gamers with
               | great ideas to pick up
               | 
               | and you're proposing haskell or erlang as an alternative
               | first programming language for somebody?
        
             | Akronymus wrote:
             | Oh, the factorio api has excellent stability along with
             | informing you on startup about most
             | errors/incompatibilities.
        
             | NelsonMinar wrote:
             | I don't expect videogames to be the first to successfully
             | solve the problem of statically checking code for
             | correctness ;-) I'm astonished how stable so many mods are,
             | given the environment they run in and the lack of almost
             | any payment for the work.
             | 
             | The Minecraft Java world at least starts with static types
             | and memory safety. It'd be interesting to see if that
             | results in a mod ecosystem that's more stable.
        
             | BlueTemplar wrote:
             | For several years now, Wube has been careful to very
             | clearly announce upcoming changes that might break mods :
             | 
             | https://forums.factorio.com/viewtopic.php?f=34&t=70603
        
           | tailspin2019 wrote:
           | Can confirm performance is pretty good on Macs too, even
           | older Intel models.
        
             | ezfe wrote:
             | That being said, it does natively support Apple Silicon as
             | a side effect of being on the Switch
        
           | EMM_386 wrote:
           | > Factorio performance is also fantastic
           | 
           | I still don't know how they pulled this off, and as a
           | software engineer I've read all of the development blogs.
           | 
           | It is still impressive that you can scale this thing to huge
           | mega-bases, with things smoothly gliding down coveyer belts,
           | inserters swinging, bots flying around, trains everywhere,
           | biters doing biter things all over the exposed (essentially
           | endless) map ... and no problem in most cases.
           | 
           | 60 FPS/UPS.
           | 
           | It almost seems as if the entire thing is written in
           | handcrafted assembly compared to how other games perform.
           | 
           | I'm sure parts of it are.
        
             | duskwuff wrote:
             | > It almost seems as if the entire thing is written in
             | handcrafted assembly compared to how other games perform.
             | 
             | As far as I'm aware, it's all C++.
        
       | jupake wrote:
       | Divorce attorneys.. get ready!
        
       | acatton wrote:
       | Reminds me of Mindustry
       | https://f-droid.org/en/packages/io.anuke.mindustry/
       | 
       | But it looks like Factorio was first.
        
         | Olreich wrote:
         | Factorio inspired a lot of factory games you're seeing:
         | Mindustry, Shapez.io, Satisfactory, Techtonica, Dyson Sphere
         | Program, etc.
         | 
         | One of the devs have stated that they were inspired to create
         | Factorio by the IndustrialCraft and BuildCraft mods for
         | Minecraft, and I suspect that things like Infinifactory were
         | also inspirations.
        
           | sumtechguy wrote:
           | oh boy Dyson Sphere is my jam. Especially once they added in
           | blueprints. I honestly am not looking forward to the enemy
           | expansion they are going to add. I can see they promised it
           | and want to deliver on it but I do not really want to fight
           | off waves of enemies. I just want to build a huge factory. It
           | is one of the things that keeps me from really getting into
           | factorio. Was going to get a mod to turn them off. But never
           | got around to it.
        
             | Macha wrote:
             | > Was going to get a mod to turn them off. But never got
             | around to it.
             | 
             | You can turn them off in world generation, no mod needed,
             | for what it's worth.
        
             | [deleted]
        
             | jdpedrie wrote:
             | You can disable enemies in the game setup, no mod required.
        
             | Sohcahtoa82 wrote:
             | > It is one of the things that keeps me from really getting
             | into factorio. Was going to get a mod to turn them off. But
             | never got around to it.
             | 
             | Uh...you've been able to play Factorio in a peaceful mode
             | without a mod for _years_. It 's just a checkbox when
             | you're creating your world.
             | 
             | And I imagine when DSP gets the combat update, it'll have
             | the same checkbox.
        
             | Aeolun wrote:
             | I am. Once you get past a certain point in DSP there's just
             | no point in continuing. I've two playthroughs that ended
             | roughly when I can sends ships on interplanetary errants
             | without worrying abou how many warp cores I consume.
        
               | Brybry wrote:
               | My issue at that point in DSP is that performance
               | severely degrades (and save files get huge too).
               | 
               | You're penalized for building big dyson spheres (and even
               | more penalized if you have graphics turned on for them).
               | 
               | You're penalized for building on more planets/system (and
               | rewarded for cleaning up old structures, even if they're
               | no longer actually doing anything).
               | 
               | I hope the combat patch comes with a lot of performance
               | enhancements for existing content...
        
             | jcranmer wrote:
             | > I honestly am not looking forward to the enemy expansion
             | they are going to add.
             | 
             | I have the same trepidation in DSP, and I'm hoping they at
             | least take the same tack as Factorio and allow enemies to
             | be turned off entirely. While there is a little bit of fun
             | in trying to design self-sustaining defense lines in
             | Factorio, I never found that enjoyment worth the effort of
             | having to clear out the enemies to build ever-larger
             | factories.
             | 
             | Well, except for Clusterio Gridlock event. In that event,
             | given that you were starting the map with 40x mining
             | productivity and similar bonuses, and were playing with
             | 100+ other people, giving you awkward map layouts with high
             | enemy growth was just about the only way to make it
             | interesting.
        
           | willis936 wrote:
           | The spirit of the original lives on. Gregtech Community
           | Edition Unofficial (GTCEu) is getting regular updates. I'm
           | almost finished with my first modded minecraft run since the
           | GT5U days.
           | 
           | The GTCEu folks are great. They implemented a lot of changes
           | that GT has been needing for a decade, specifically around
           | closed loop control and HMI. It's close to what I idealize in
           | my head for an industrial game. Maybe there's a smidge too
           | much chemistry and not enough fusion.
           | 
           | If anyone's curious to try it: the Gregtech Community Pack is
           | the way to go. The questbook is near essential for anyone who
           | hasn't already played through the mod. AE2 is also near
           | essential. Also, I recommend prism launcher.
        
             | bombcar wrote:
             | GregTech: New Horizons is also worth a look, if only for
             | the detailed quests and absolutely insane progression
             | required.
        
               | willis936 wrote:
               | I did get through LV with a railcar wood farm and coke
               | oven array before I called it in. I had a very diverse
               | food gen and all sorts of farms. It was neat, but I have
               | to say GCP with teleporting and chunk loading really
               | scratches the itch without all the waiting around or
               | microcrafting.
        
           | Macha wrote:
           | The first public announcement of Factorio was actually on the
           | industrialcraft forums, if I remember right.
        
         | Kiro wrote:
         | I find it fascinating that you know about Mindustry but not
         | Factorio. It's like being into block games but not know what
         | Minecraft is.
        
           | willis936 wrote:
           | I don't like this analogy. Block games and industrial games
           | all are absolutely and relatively unique. The relative
           | success (and arguably quality) of minecraft compared to other
           | block games is much higher than that of factorio relative to
           | industrial games. This is mostly due to block games have much
           | wider appeal than industrial games. All standout games in
           | both categories were well thought out and required large
           | effort from the creators.
        
             | Sohcahtoa82 wrote:
             | I think you misunderstood the analogy.
             | 
             | Knowing of Mindustry but not Factorio is like knowing
             | Roblox but not Minecraft.
             | 
             | It's like knowing Arch Linux, but somehow never hearing
             | about Ubuntu.
        
               | willis936 wrote:
               | It might make sense if Minecraft was only on Mac while
               | Roblox was on Mac and Windows. You can only play factorio
               | from a desktop while all manner of machine can play
               | mindustry. There are entire audiences that do not game on
               | PC.
        
       | magicalhippo wrote:
       | _Yo we heard you liked crack, so we put some more crack in your
       | crack..._
       | 
       | Factorio is just one of those games I can't play enough of until
       | I get exhausted and it feels like work, and then have to take a
       | long break from. And then the cycle repeats.
       | 
       | Took me a while to buy it because it seemed overpriced at the
       | time, but given the continuous work over all that time... wow is
       | all I can say.
       | 
       | Now please excuse me while I go inform my SO she can plan a
       | vacation.
        
       | aftbit wrote:
       | Most exciting news of 2023.
        
       | BlueTemplar wrote:
       | > From now on, we are stopping the embargo on the expansion
       | content, and _we will be publishing Friday Facts every week_
       | about all the different aspects of the expansion until release!
       | 
       | Yay !
       | 
       | Why this is quite HN-relevant news :
       | 
       | https://news.ycombinator.com/item?id=27446910
        
         | Macha wrote:
         | I'm glad about the return of FFF, used to be great to read,
         | especially the more technical deep dives. I kind of thought we
         | wouldn't be getting them again, after the developer fell out
         | with the community over the reception to the post about "Uncle
         | Bob".
        
           | Pannoniae wrote:
           | To be fair, a large amount of redditors/media, and a less
           | sizable amount of the game's community. Most of the people
           | outraged have _not_ been playing Factorio (or didn 't even
           | know what it was). That doesn't mean actual players haven't
           | been outraged as well, but way less.
        
           | mcphage wrote:
           | I guess I'm out of the loop; I thought they stopped posting
           | them because the game officially released, and they were
           | going heads-down on the expansion.
        
       | goatking wrote:
       | > We decided to go with the approach of having a small number of
       | predefined planets, which represent your progression through the
       | game.
       | 
       | I am a bit sad about this, procedurally generated worlds with
       | "infinite" universe would have been really cool.
       | 
       | But anyway, I know I will sink too much time in this :D
        
         | pmoriarty wrote:
         | Mods could probably add all the planets you want, but with the
         | new expansion they'll be able to use all the new mechanics the
         | expansion adds.
         | 
         | I'm excited.
        
       | vessenes wrote:
       | Oh wow, I'm very excited about this. The post author wrote the
       | absolutely incredible Space Exploration mod for Factorio,
       | pitching itself as a "100+" hour expansion, realistically closer
       | to 1000 hours for an average player.
       | 
       | Space Exploration has its quirks, but is fundamentally an
       | absolutely outstanding puzzle game, among the best ever made.
       | 
       | One of the most delightful things about Factorio for coders is
       | that the game smoothly takes you through multiple levels of
       | abstraction, starting with handcrafting simple ingredients, and
       | (in the base game), moving up to small networks of trains with
       | automation, and flying robot armies to deal with construction and
       | logistics. I'd say there are three-ish layers of abstraction in
       | the main game, and each layer is super well balanced, has its own
       | challenges and benefits, and is above all FUN.
       | 
       | Space Exploration adds two to three more layers of abstraction
       | above these; culminating in networks of interstellar spaceships
       | moving items into orbit and on and off planetary surfaces, where
       | they intersect with the original game's buildings and mechanics.
       | It's profoundly, profoundly good.
       | 
       | I knew Wube had hired the mod developer, but I'm super happy to
       | see he's deeply involved with Space Age, which is explained to be
       | a less hardcore experience, with a lot of the same fun as SE.
       | Should be a blast. I hope they'll charge me more for it.
        
         | Laremere wrote:
         | > The post author wrote the absolutely incredible Space
         | Exploration mod for Factorio
         | 
         | Each section has an author, and only the Space Exploration
         | section is written by the mod author. Most of the post is
         | written by kovarex, who is the founder of Factorio, afaik.
        
           | throwaway894345 wrote:
           | Is the Factorio source code available anywhere? I would be
           | really curious to see how a game like Factorio was developed
           | (e.g., what parts are 'the engine' and what parts are
           | scripted? how does such a complex game have so few bugs?)
        
             | pmoriarty wrote:
             | Factorio is closed-source, unfortunately. Still, you can
             | read a lot about how the devs developed it on their "Friday
             | Facts" posts: https://factorio.com/blog/
        
               | bombcar wrote:
               | This is actually _better_ than the raw source for
               | understanding the development; you have to start at the
               | beginning and read forward.
               | 
               | Basically - tests, reproducibility, and dedication to
               | tracking down "weird minor bugs" before they become
               | "major show stoppers".
        
             | Therenas wrote:
             | The source is not publicly available, no. It's still being
             | actively developed and sold after all. There isn't really
             | much of a barrier between engine and 'scripting', it's all
             | custom and integrated. The reason there are so few bugs is
             | that there is a ton of effort spent on squashing them! The
             | approach is basically to fix any reported issue if in any
             | way reasonable.
        
               | Zambyte wrote:
               | > The source is not publicly available, no. It's still
               | being actively developed and sold after all.
               | 
               | Those two are definitely not incompatible. Take Karia[0]
               | for example, which is fully Free Software[1].
               | 
               | [0] https://store.steampowered.com/app/1261430/Kandria/
               | 
               | [1]
               | https://github.com/Shirakumo/kandria/blob/master/LICENSE
        
               | BlueTemplar wrote:
               | Yeah, I wish more games would use this approach, they
               | could for instance have the art assets separate, or do
               | what Factorio does and have matchmaking and the official
               | mod portal to be DRMed. (And/Or give out the source, but
               | not the compiled binaries.)
        
             | TillE wrote:
             | In addition to their very informative blogs, you can infer
             | a lot based on their extensive Lua modding API:
             | 
             | https://lua-api.factorio.com/latest/
             | 
             | They also ship a full .pdb file with the Windows binaries
             | (presumably for stack traces), so you can get a lot of
             | information with dia2dump, or dig in with WinDbg.
        
             | duskwuff wrote:
             | The C++ source code to the engine isn't publicly available,
             | but Wube have given access to some outside developers.
             | 
             | The Lua source code to the "base mod" is (necessarily)
             | included in the game. You can read it if you have a copy of
             | the game, and the modding API is fully documented:
             | https://lua-api.factorio.com/
        
             | k12sosse wrote:
             | You can turn bugs on or off when starting your world ;)
             | depends on if you want to - oh, BUGS bugs, not bugs bugs.
        
         | Aardwolf wrote:
         | I'm excited for the expansion, and also for weekly Friday Facts
         | again, yay! Those are a great mix of interesting technical
         | content, and hype building
        
         | 12345hn6789 wrote:
         | Space exploration is not the best puzzle game ever made. Space
         | exploration is not the best factorip mod ever made.
         | 
         | Space exploration has a great presentation layer (graphics and
         | UI) but the logistics challenge and gameplay challenges leave
         | lots to be desired. I implore you to try many of the other high
         | quality factorio mods made over the years.
         | 
         | Pyanodons is easily the greatest factorio mod. The sheer
         | quality and scale leaves SE trembling.
         | 
         | https://mods.factorio.com/user/pyanodon
         | 
         | https://mods.factorio.com/mod/SeaBlock
         | 
         | https://mods.factorio.com/mod/AngelBob
         | 
         | https://mods.factorio.com/mod/Krastorio2
         | 
         | https://mods.factorio.com/mod/exotic-industries
         | 
         | https://mods.factorio.com/mod/IndustrialRevolution3
         | 
         | I'd say nearly every single one of these mods has quality on
         | par with Space Exploration.
        
           | saberience wrote:
           | Just having a lot of complexity or scale doesn't mean a game
           | or mod is good. In fact, just making something complex or
           | "big" is the easy part. Designing something so it is actually
           | fun, well designed and challenging while not being
           | frustrating, tiresome, or simply just a giant time sink, is
           | much much harder.
           | 
           | Pyanodons isn't fun to play, it's just too much, ridiculously
           | complex recipes for the sake of it, quality of life features
           | removed or pushed out late into the game just for artificial
           | difficulty and pain. Most players never complete it and give
           | up not even 10% into the game, which generally isn't the sign
           | of a well designed game.
        
             | BlueTemplar wrote:
             | What QoL did pY _remove_ ??
             | 
             | Also for instance construction bots now come "earlier", in
             | red science (though due to the extra complexity, probably
             | still a bit "later" ?).
             | 
             | In recent versions you also get at the start filter
             | inserters that do not require any power.
        
           | coryfklein wrote:
           | So looking at /user/pyanodon, there doesn't even appear to be
           | a mod named "Pyanodons", but rather he's made a whole bunch
           | of different mods. Which one are you recommending? All of
           | them at once?
        
             | EMM_386 wrote:
             | Unless you are extremely experienced with Factorio and want
             | a challenge that will last you close to another _1,000
             | hours_ (at least) ... don 't even attempt Pyanodons.
             | 
             | It's for a very specific type of hardcore player and very
             | few people have actually finished it.
             | 
             | This is the flowchart for ONE science (space) ... one.
             | There are numerous sciences.
             | 
             | https://i.imgur.com/JCVVTjn.jpg
        
             | dimava wrote:
             | See https://cdn.discordapp.com/attachments/5677182718231183
             | 47/10... flowchart
             | 
             | 4, 7, or all 9 mods depending on how long game you are
             | looking for
        
           | pmoriarty wrote:
           | I tried SeaBlock, but aborted my playthrough before long
           | because it was too boring. I'm enjoying K2, though.
           | 
           | Don't think I'll want to try Space Exploration if it's even
           | worse than SeaBlock.
        
             | X6S1x6Okd1st wrote:
             | > Don't think I'll want to try Space Exploration if it's
             | even worse than SeaBlock.
             | 
             | I would really recommend SE above SeaBlock, IMO SeaBlock
             | feels like it throws away almost all of the recipies you
             | know & doesn't give you much new to reward you, I felt like
             | it was more like some random fanfic. Where as SE felt like
             | it was a poorly edited directors cut of the original movie.
             | There's way too much & it's audience is really the people
             | that _wanted_ a 4h movie with 6 different subplots. Also
             | lacking the polish of the original, but still very much in
             | the spirit.
        
               | kzrdude wrote:
               | SE kind of has fantastic polish on its own - its new
               | features like cargo rockets work flawlessly IMO, but
               | sure, it has not been cut down to reasonable length.
        
           | NelsonMinar wrote:
           | Most of these mods are "make the middle game more complex".
           | Nothing wrong with that! Krastorio is my favorite of the ones
           | you mention. Space Exploration is unusual in creating an
           | interesting game after the main game, taking you to
           | completely new places and gameplay modes. Seablock is also a
           | little like that, only it makes the beginning of the game
           | totally different instead of the end.
           | 
           | It's great how many deep and interesting mods Factorio has
           | allowed.
        
             | koheripbal wrote:
             | I'd love a mod that actually respected the true
             | materials/engineering recipes in real life.
             | 
             | Obviously, you can't recreate the complete complexity of
             | all global supply chains, but it would be nice for a mod to
             | get a little closer.
             | 
             | Standard factorio glosses over way too much to be
             | considered educational, which is what i need before I get
             | my son addicted with me. (Yes, i know standard Factorio
             | still has a lot to offer - i just want more detail)
        
               | Tyr42 wrote:
               | You might enjoy Angel's Petrochemical. It's a bit closer
               | and I felt very accomplished when I made a lot of
               | plastic.
        
               | BlueTemplar wrote:
               | Most of the overhaul mods get closer, more or less
               | depending on the mod :
               | 
               | https://youtu.be/dY2nxVNBHQs?&t=3m41s
               | 
               | https://en.wikipedia.org/wiki/Dimethyldichlorosilane
               | 
               | There are also mods that make it more realistic in a
               | different way :
               | 
               | https://mods.factorio.com/mod/belt-overflow
        
               | fattless wrote:
               | Fair but id offer that having more "realistic" recipies
               | and those details would still offer far less than
               | understanding and practicing the engineering process.
               | Finding efficient solutions to your problems and
               | engineering them over and over again for efficiency
               | teaches excellent problem solving and engineering skills
               | that would be hugely beneficial, imo more important than
               | learning the specific materials that make each item irl.
        
             | BlueTemplar wrote:
             | Warptorio is to be noted, for the way it radically changes
             | what the game is about, closer to the Factorio scenarios,
             | and even somewhat compatible with the overhaul mods !
             | 
             | https://mods.factorio.com/mod/warptorio2
             | 
             | > Factorio but you build your factory in a restricted space
             | that teleports yourself, the platform, and everything on it
             | to a new and uncharted planet in an unknown corner of
             | space, time and the universe while constantly under attack
             | from enemies. This mod increases the difficulty of factorio
             | by making construction harder and making biters a more
             | significant threat, resulting in a unique experience of
             | factorio'ing in a tight space and under pressure, almost
             | like a tower defence game.
             | 
             | Speaking of scenarios, let's not forget that Factorio has a
             | PvP mode ! (Better use a PvP balance mod though...)
             | 
             | https://youtu.be/DBn9IQTxIvY
        
           | X6S1x6Okd1st wrote:
           | Angel+Bob & SeaBlock just seem masochistic to me. I have had
           | the most fun with SE + K2.
           | 
           | I haven't tried pyanodon because it doesn't seem like it was
           | made to be played as a game but rather shown off as a
           | testimate to how far you can take things
        
           | sterlind wrote:
           | Pyanodons is a unique experience. Everything has dozens of
           | steps. In the base game, circuit boards are made from copper
           | wire and iron plates, whereas in Pyanodons, you need formica
           | for the PCB substrate, which requires tree nurseries to make
           | wood and a full coal cracking facility to produce creosote, a
           | glassworks, half a dozen different metals, not to mention
           | _pick and place machines_ and all other sorts of
           | intermediates. And that 's just baby steps.
           | 
           | But it's flawed in other ways. In particular, a lot of the Py
           | building sprites hide what's behind them. In the base game,
           | all the sprites aren't taller than their footprint, but they
           | are in Py, which makes them unwieldy and easy to lose things.
           | And what's fun is building these huge production lines, but
           | there's no easy way to tear up your old base and reconfigure
           | things until you hit bots, which is waaaay down the line.
           | 
           | In short, Py is wonderful and I've never played any sort of
           | game like it before, but it has unnecessary rough edges from
           | a game design perspective, aside from its masochism.
        
             | BlueTemplar wrote:
             | Construction bots are pushed earlier in red science, though
             | getting there might be about the same challenge as the
             | whole of vanilla !
             | 
             | Though I would recommend using at least Picker Extended for
             | its semi-automatic filling of placed blueprints.
             | 
             | https://mods.factorio.com/mod/PickerExtended
        
           | lsaferite wrote:
           | I love many aspects of SE, but I'd _love_ if most of them
           | were stand-alone mods that were built up into a mod pack. For
           | instance, all of the pylons are great! The condenser turbine
           | I think is a much nicer solution for nuclear power.
        
         | NelsonMinar wrote:
         | Space Exploration is a fantastic mod and I thought it was great
         | news when the company hired the developer. Excited to see the
         | result is pretty much exactly what I hoped for! I appreciate
         | the dev's comments about the differences, how the new Space Age
         | will be accessible to more players.
        
           | bombcar wrote:
           | I really liked his distinction between "normal game" and
           | "what the modded players want" - you have a similar
           | distinction in Minecraft and it's important for modded
           | players to realize and remember that the normal game _shouldn
           | 't_ be the modded one, they are different markets (and the
           | modded players are the ones who go out of their way to 'get
           | more').
        
         | [deleted]
        
         | mananaysiempre wrote:
         | Another game that is very much about abstraction levels is the
         | text quest Hadean Lands[1]. Inform 7 source (not open but)
         | available[2]!
         | 
         | [1] https://hadeanlands.com/
         | 
         | [2] https://hadeanlands.com/src/ (spoilers) (duh)
        
         | mmastrac wrote:
         | I wouldn't put trains and smooth in a single sentence. The
         | signals required a lot of patience to learn and I'm not
         | entirely sure I still understand them.
         | 
         | They are by far one of the most painful parts of factorio for
         | me.
        
           | pmoriarty wrote:
           | I just use city-block blueprints and never really worry about
           | signals.
           | 
           | However, the foolproof advice I've gotten from r/Factorio has
           | been to put chain signals at the entrance and exit to every
           | junction, and to make sure there's enough space for your
           | longest train to stop behind a rail signal (and you wouldn't
           | mind having it stop there).
           | 
           | I can also recommend the cybersyn mod (or LTN). Once you
           | understand one of these mods it makes dealing with trains
           | much less of a hassle.
        
             | mcv wrote:
             | Trains are my favourite part of the game, and I always make
             | myself a massive bowl of train spaghetti. I love watching
             | my trains automatically find their way across my messy maze
             | of train tracks.
             | 
             | My simple rules:
             | 
             | * Trains can only stop on the section after a regular
             | signal. If you don't want a train to be able to stop in a
             | certain place (like on an intersection), don't use a
             | regular signal in front of it.
             | 
             | * Make sure trains have places where they can stop. This
             | will mostly be stations, but that's not enough. Actually,
             | I've been wondering if it might be enough for stations that
             | are only visited by a single train; then the train would
             | only go if it has a clear path straight to its destination.
             | Maybe I should give this a try. For me, however, the
             | straights outside the intersections are usually fine places
             | for trains to stop. But for better throughput and less
             | blockage, there should probably multiple tracks, and
             | special tracks for trains waiting to enter a station
             | currently occupied by another train.
             | 
             | * Trains cannot pass a signal on their left if there's not
             | also a signal on their right. You can use this to make
             | certain tracks single-direction. Single-direction is good
             | and easier than double-direction, so of course I mix them,
             | because I'm not playing this game because I like things
             | easy.
             | 
             | * Don't forget to give your trains a place to refuel! This
             | is actually the part I mess up the most.
        
               | pmoriarty wrote:
               | For refueling I've recently been using the cybersyn mod,
               | which let's you easily create a refueling stations that
               | your trains will automatically go to when they're low on
               | fuel (with exactly how "low" they need to be being
               | configurable in the mod settings).
               | 
               | I just plop down a refueling station, and a requester
               | station next to it that refuels the refueler and I'm
               | done. Don't have to worry about it again.
        
               | mcv wrote:
               | I always make them refuel at one of their regular stops.
               | There's usually a source of fuel nearby, so I just route
               | a small part of that along all the engines.
               | 
               | But sometimes I forget, and sometimes there's no fuel
               | nearby.
        
               | knome wrote:
               | My most complex train system had every train carry a
               | single item type, and a large central trainyard. trains
               | won't leave without an active destination. so all of the
               | destinations for dropping off a type had the same name,
               | and similarly the pick ups and would be disabled by
               | circuits if their dropoffs were more than a quarter or so
               | full. so if something needed green electronics, it would
               | activate its DropOffGreenElectronics, the train would
               | leave the yard, or sometimes 2-3 as at the time I didn't
               | have any way of limiting it and one train wasn't enough
               | to service all of the delivery points with my single car
               | trains. the thundering herd problem[1] was real. the
               | first train would get there, rest would go home.
               | everything refueled at the home terminal, which had a
               | stop for the coal train on it. each train had (dropoff(X)
               | -> pickup(X) -> rest(X)) for their instructions. it
               | worked pretty well.
               | 
               | [1] https://en.wikipedia.org/wiki/Thundering_herd_problem
        
             | red_admiral wrote:
             | Not necessarily at the exit.
             | 
             | Normal signal: train stops if there's a train in the
             | section ahead (or it's reserved for another train on a
             | conflicting path), otherwise train goes.
             | 
             | Chain signal: train stops here until it can get a mutex on
             | a path past another non-chain signal.
             | 
             | So if you have rail sections (small letters) and signals
             | (capitals) a - A - b - B - c - C - d in a row on a plain
             | line and A/B are chain signals and C is regular, then
             | trains from the left will stop at A until the train can
             | grab all sections b, c, d in one go.
             | 
             | That's why chain signals at the entrance to a junction are
             | good (prevents a train stopping on the junction) but you
             | want regular ones at the exit, at least if some plain line
             | follows.
        
               | pmoriarty wrote:
               | "Chain in, rail out" is the standard advice. However, if
               | you search around r/Factorio you'll see there's debate
               | about whether that's the best advice for beginners.
               | 
               | Chain both in and out is supposedly the foolproof method,
               | and apart from stations, rail signals are just an
               | optimization.
               | 
               | Though I've played a lot of Factorio, I've never really
               | felt the need to dive deeply in to signals, and I'm happy
               | to just use the foolproof method and leave more optimized
               | solutions for those who need them.
        
               | kzrdude wrote:
               | The train needs to reserve the whole next contiguous
               | sequence of chain signals to be able to go, so the
               | foolproof method makes it sound like each train reserves
               | the whole path from one station to another. It makes
               | sense, but I like to do the optimizations, then, and
               | allowing trains to stop in longer stretches where they
               | can.
        
               | mcv wrote:
               | I prefer to see it as regular signals designate the next
               | segment as a segment where trains are allowed to wait. If
               | you don't want trains to stop in that segment, don't put
               | a regular signal in front of it.
               | 
               | And of course you don't want trains stopping on
               | intersections, because they'll block everybody, so you
               | always put chain signals in front of intersections.
        
           | oefrha wrote:
           | Vanilla trains are absolutely pitiful for megabases, and
           | annoying even for midsized bases. I simply consider LTN part
           | of the base game.
        
             | bombcar wrote:
             | LTN is really nice, but it is "fun" (for some people, like
             | me) to build a LTN-like network in vanilla before using LTN
             | going forward.
             | 
             | Once you've "figured it out" it's much easier to drop down
             | "smart stations" instead of building them yourself each
             | time.
             | 
             | Just like I recommend players who want to do city blocks
             | build their _own_ blueprints instead of just loading up
             | someone 's (even if you later switch to someone's standard
             | blueprint, you'll at least understand the _why_ ).
             | 
             | And of course, it's a sandbox game! You could just download
             | a completed map, but there's no fun in that.
        
           | EMM_386 wrote:
           | > I wouldn't put trains and smooth in a single sentence.
           | 
           | I had over 500 hours in Factorio before I felt comfortable
           | with signalling. I got so frusturated with it originally I
           | just ignored it as best I could.
           | 
           | But the "chain in, rail out" thing as others are mentioning
           | really is the key. It's not always as perfectly simple as
           | that, but it's a very good starting point.
           | 
           | You break everything up into blocks ... if you place a chain
           | signal right before an intersection and a rail signal on the
           | way out, you'll be there for most situations.
           | 
           | Most.
           | 
           | My most complex map has about 50 trains running and all
           | intersecting each other and so far, everything is running
           | smoothly on that one. No trains slamming into each other and
           | everything running efficiently as far as I can tell. Almost
           | all of it is just that "chain in, rail out" thing.
        
           | guhidalg wrote:
           | Repeat after me: "Chain IN, Rail OUT"
           | https://www.youtube.com/watch?v=IZDmzFKhPI0
           | 
           | It's basically a visual version of the classic deadlock
           | conditions. Chain signals create dependencies between locks,
           | and the locks themselves (the rail signals) have to be
           | granular enough to keep large sections of the rail network
           | available to acquire. The confusing part about the chain
           | signals is the blue state: the train will use its pathfinding
           | to read forward of the signal and it will move if the path it
           | needs to take is available. You have to look forward of the
           | signal to see if the rail signal for the path the train wants
           | to take is green or not.
        
           | infogulch wrote:
           | If you just want to have trains and move on, I made a
           | complete tiling rail kit a few years ago:
           | 
           | https://www.reddit.com/r/factorio/comments/i2szgb/tiling_uti.
           | ..
           | 
           | > 2-way 6-wide right hand rail system on a global 60-tile
           | grid with interoperable 90deg & 45deg variants. Intended to
           | be simple, complete, & hard to misuse.
           | 
           | > Features: rotational symmetry, red&green wired poles,
           | landfill, blueprints for Through, Turn, Tee, Junction, and
           | U-Turn for both 90deg & 45deg, 90deg/ 45deg transition
           | blueprints
           | 
           | > Tiling is based on large power poles, 60 is the max
           | distance between 3 poles in a straight line, or 5 poles
           | diagonally.
           | 
           | Here's a big example with all the rail components slapped
           | together for a demo: https://i.imgur.com/84P9nO0.png
           | 
           | I also made the simplest tiling nuclear blueprint kit: https:
           | //www.reddit.com/r/factorio/comments/gp0jmb/infogulchs...
        
           | wbl wrote:
           | Try logistic train network mod
        
           | Aeolun wrote:
           | They're sort of understandable. When someone described it to
           | me as the blue signals checking the status of the next signal
           | (blue or colored) and doing that, everything made a lot more
           | sense. They're still sometimes hard to debug because there's
           | no visualization but I always end up feeling that the issue
           | was my fault
        
             | pmoriarty wrote:
             | Blue signals just mean that some, but not all, segments
             | ahead are blocked by a signal.
             | 
             | Also, this video[1] by Soulless Gaming on _" How to Fix
             | Train Path Errors"_ has a lot of useful tips on
             | train/signal troubleshooting.
             | 
             | [1] - https://m.youtube.com/watch?v=gmsep-xJXkI
        
             | freeone3000 wrote:
             | The stuck train is your visualization :P
        
           | xedrac wrote:
           | There's certainly a learning curve - it's a form of
           | programming that must be learned.
        
             | mmastrac wrote:
             | .
        
               | TuringTourist wrote:
               | I would argue that train signalling is not intentionally
               | obfuscated as brainfuck is however. Just a different form
               | of thinking.
        
               | bombcar wrote:
               | I think it's pretty clear from the blog posts that they
               | _tried_ to make trains as simple as they could, and it 's
               | as complex as it is now because that's the simplest it
               | can be without having actual errors and bugs.
        
           | moviuro wrote:
           | > The signals required a lot of patience to learn and I'm not
           | entirely sure I still understand them.
           | 
           | Chain signals before an intersection; regular signals after
           | those, and on the track to split the track for multiple
           | trains simultaneously.
           | 
           | See: https://wiki.factorio.com/Tutorial:Train_signals if you
           | haven't already.
        
             | drewmate wrote:
             | Another major stumbling block for train signals once you
             | get the basics down is segment length. Signals indicate
             | whether the next segment is occupied, not whether any given
             | train will fit in there (and potentially block a segment or
             | intersection behind it.)
             | 
             | I frequently set up tracks with segments as large as my
             | longest train, but then end up having to add an
             | intersection here or there, breaking up segments into
             | smaller sizes. This is the root of most of my train woes
             | (aside from LTN issues, which are a whole other issue!)
        
               | jcranmer wrote:
               | > Signals indicate whether the next segment is occupied,
               | not whether any given train will fit in there (and
               | potentially block a segment or intersection behind it.)
               | 
               | That's what chain signals are for. If a train waiting at
               | a signal causes issues, replace the previous signal with
               | a chain signal to prevent the train from problematically
               | waiting at the signal.
        
           | dimava wrote:
           | The best available explanation, think "20% of things that
           | cover 80% of cases", is DoshDoshington's [Factorio Trains
           | Explained in Less Than Three
           | Minutes](https://youtube.com/watch?v=DG4oD4iGVoY)
        
       | Baeocystin wrote:
       | Factorio remains the only game where I had to purposefully set it
       | aside, because it was starting to negatively affect the rest of
       | my life due to late nights and blown sleep schedules.
       | 
       | I say that with praise and admiration, but also as a genuine
       | warning to anyone who hasn't yet tried it that might be reading
       | this. For a certain kind of mind, it is digital crack in the
       | purest form that I've experienced.
        
       | Sakos wrote:
       | Man, I can't wait. Space Exploration is cool, but way too complex
       | for me. This seems like it's right up my alley.
        
       | burrish wrote:
       | [flagged]
        
       | VectorLock wrote:
       | Interesting that at the end they had to pitch how their own first
       | party game expansion is better than a existing mod.
        
         | bombcar wrote:
         | As mentioned, it was written by the mod author, and they're
         | trying to explain that they're "not just charging for a mod"
         | which is often a detraction leveled in cases like this.
         | 
         | (However, even if they _were_ just literally charging for a
         | mod, I 'd be fine with it, Factorio has some of the best dollar
         | for playtime money I've ever spent, maybe Minecraft and Dwarf
         | Fortress come close).
        
         | fasterik wrote:
         | Not "better", but for a different target audience. Also written
         | by the author of said mod, who was hired to work on the
         | expansion.
        
       | Waterluvian wrote:
       | I dunno about others but a problem I have with Factorio is that I
       | can't help but hyper optimize. And I'll do that whether you give
       | me a small or large area. So I'm hoping this means having many
       | smaller factories instead of one giant sprawling map.
        
         | bombcar wrote:
         | I found that working on some of the more "tutorial/scenario"
         | type mods/maps helped a bit, but since the game doesn't really
         | have time limits there's really nothing preventing you from
         | perpetual optimization.
         | 
         | You can take the Nilaus route where the thing that you're
         | actually optimizing is your _blueprint book_ over multiple
         | playthroughs, so that later ones you 're basically plopping
         | down blueprints and editing them as you see ways to do things
         | better.
        
       | zurfer wrote:
       | there is a nice easter egg on the bottom of the page :)
        
         | tailspin2019 wrote:
         | Apparently not on mobile. Had to switch to desktop to see it!
         | 
         | (Looks like its on all pages..!)
        
         | quchen wrote:
         | Are you referring to the rocket, or am I missing something new
         | that came with this FFF?
        
       | coryfklein wrote:
       | You have got to be kidding me. I thought I had kicked my Factorio
       | habit.
        
       | berno___ wrote:
       | [dead]
        
       | miiiiiike wrote:
       | I have 50+ hours of playtime in Factorio.. I had it installed for
       | less than a week. I'm not allowed to install Factorio anymore.
        
         | bombcar wrote:
         | https://www.nintendo.com/store/products/factorio-switch/ don't
         | tell nobody
        
       | cheeko1234 wrote:
       | This day got a lot better! I have thousands of hours but had
       | taken a break after I reached a rocket launch every minute with
       | 100s of trains running around.
       | 
       | I guess this break will be over soon. I look forward to dropping
       | a few more lifetimes playing this amazing game.
        
       | hsjqllzlfkf wrote:
       | Uh oh there goes 500 more hours.
        
       | quchen wrote:
       | Here's hoping for a streamlined version of Space Exploration that
       | scratches the right itch of expanding beyond Nauvis with new
       | tech, but that doesn't not value my time.
       | 
       | Watching Dosh Doshington's 3-part series of a SE playthrough is
       | all I'll ever do with that mod. (Well worth watching it if 300+h
       | for a self-playthrough is intimidating)
        
         | dimava wrote:
         | For context: unlike other youtubers making 100-hour-plus
         | playlist of a single playthrough, Dosh Doshington [0] spends an
         | equal amount of time to compress a 100 hours of playing into a
         | single hour of the highest-quality content.
         | 
         | His Space Exploration playthrough took 330 hours (in a team of
         | 3 players iirc), and was compressed down to just 3.5 hours of
         | video
         | 
         | [0] https://www.youtube.com/@DoshDoshington
        
       | roydivision wrote:
       | I have purposely avoided Factorio just because I'm convinced that
       | I'll sink so much time into it. It looks super fun, but I have
       | stuff to do.
       | 
       | Maybe one day....
        
         | marricks wrote:
         | Totally, just try EVE for a bit to blow some time.
         | 
         | Less sarcastically, it killed a couple weeks of my life, but it
         | does have a natural ending point. If you don't get into modding
         | or ramp up the difficulty it's not too bad to pull away from
         | the brink.
        
         | troupo wrote:
         | My personal problem with these games is that it feels too much
         | like programming an work, and I do all that at work :)
        
           | organsnyder wrote:
           | The difference for me is at work, I need to deal with code
           | reviews, users, and aligning with business objectives. In
           | Factorio, if I decide to refactor my entire base because I
           | want to improve something, I'm free to do so (as long as I
           | keep the biters in mind).
        
           | scubbo wrote:
           | I have long-believed that programmers can be divided into two
           | camps:
           | 
           | * "Factorio is just like what I do at work all day - why
           | would I do that in my free time?" * "Factorio is all the best
           | bits of what I enjoy about work, with none of the bad bits
           | (obfuscated errors, meetings, dependencies on other teams,
           | politics) - I want to do this forever!"
           | 
           | Personally I'm in the latter camp, but the former are
           | certainly not wrong.
        
           | epiccoleman wrote:
           | I totally get this perspective. My first foray into Factorio
           | ended abruptly when I realized I'd made a total mess and was
           | now signed up for a bunch of miserable refactoring.
           | 
           | Later, I realized that was the wrong approach - just go build
           | a new factory somewhere. It's fun to take a more "hacky"
           | approach to Factorio than I allow myself at work sometimes.
           | 
           | Of course, that was when the game really got its hooks into
           | me, and I quit after a few dozen hours when I realized that I
           | was scratching the same itch that I could use for side
           | projects and other learning.
           | 
           | It's a balance, idk. I'll definitely play the new expansion
           | at some point, but I do find myself feeling a bit strange
           | when I'm spending time learning how to do something
           | ultimately worthless when I could be using the same kind of
           | mental energy to build something tangible or learn some new
           | skill.
        
         | birracerveza wrote:
         | Stay away if you value your time. It's not a joke when they
         | call it cracktorio. Especially on the Deck...
        
           | res0nat0r wrote:
           | I really like this game but the colors are hell on my eyes.
           | I'd like to play more but I have such a hard time trying to
           | figure out sometimes what is connecting where. I wish this
           | had some nice bright colors and I would for sure play much
           | more.
        
             | mdaniel wrote:
             | You may enjoy Dyson Sphere Program, then, as it has a much
             | brighter palette and (currently) no biters. I have yet to
             | figure out why I like DSP more than Factorio but I just do.
             | It's more _fun_ to me
        
               | res0nat0r wrote:
               | Yep, I bought that and have played it a bit! I like the
               | graphics much more for sure. I need to get back to
               | digging in some more as I've barely gotten off the
               | ground.
        
               | mdaniel wrote:
               | Both games have a "lull period" in them, just at
               | different stages of progression in my experience. But the
               | "game changer"(heh) for me was when I realized that I
               | really needed to start DSP games by spacing out things
               | waaaaaaay more than one might think necessary at the
               | time. Every time I've been glad to have the extra space
               | when I needed to add more production or rework something
               | and didn't have to tear down the whole city to do it
        
           | unglaublich wrote:
           | On the Steam deck? How? With external KB and mouse?
        
             | lawn wrote:
             | I haven't played Factorio (yet...), but the trackpads work
             | surprisingly well for other mouse based games such as
             | Planet Coaster, FTL, point and click games etc.
             | 
             | While I wouldn't play RTS games on it, the pads combined
             | with the fantastic steam input that lets you rebind any
             | button to any keypress (or a macro of presses) makes it so
             | you can be fairly sure you can play most mouse
             | keyboard+mouse games on it.
        
             | kimbernator wrote:
             | It has native controller support as well, evidenced by the
             | fact that it is also available on switch.
        
             | kevincox wrote:
             | They made some UI tweaks to make it work well on the Steam
             | Deck. https://factorio.com/blog/post/fff-370
             | 
             | I haven't tried it but I've heard that it is completely
             | playable, although I'm sure not as convenient as using a
             | mouse and keyboard.
        
               | snthd wrote:
               | Controller support landed in June, a long time after that
               | blog post.
               | 
               | https://forums.factorio.com/viewtopic.php?p=586148#p58614
               | 8
        
             | redundantly wrote:
             | Probably because you can pick up and play anywhere at any
             | time.
             | 
             | Playing on a PC vs the Deck (or other similar portable) is
             | like the difference between being an addict and the dealer
             | using their own product.
        
             | jayshua wrote:
             | Custom input map with extensive radial menus and layers.
        
             | jnwatson wrote:
             | I'm personally not a fan, but lots of folks report that
             | factorio works fine on the deck.
        
           | cwkoss wrote:
           | Has anyone tried Space Exploration mod on steam deck? Does it
           | run alright?
           | 
           | I've been meaning to try it, but also know its going to suck
           | me in hard if it works well, so have been waiting for the
           | right time.
        
           | naillo wrote:
           | Tangent but if you 'value' your time but don't use the time
           | to entertain yourself I'm not sure you're using it right.
        
             | marcusverus wrote:
             | The concern isn't that entertainment is bad, it's that
             | Factorio is _so entertaining_ that it tends to get its
             | claws into you, making it difficult to turn off. If someone
             | struggles with time management or self-control, avoiding
             | Factorio is perfectly reasonable.
        
             | MerelyMortal wrote:
             | Entertaining one's self is not the end-all, be-all.
        
             | [deleted]
        
         | loloquwowndueo wrote:
         | I played through the demo levels, loved it, and then decided
         | NOT to buy it for exactly this reason - it's so perfectly
         | addictive! No thanks I already played TTD for thousands of
         | hours in the 90s, can't do another game that sucks you in like
         | that.
        
         | Workaccount2 wrote:
         | We've had two people at work take days off in the wake of being
         | told about factorio lol
        
         | naillo wrote:
         | You can probably beat the game in two weekends though, just
         | FYI. I haven't felt that much need to replay it since then
         | (though I'll probably try Space Age) but it's great fun.
        
           | pmoriarty wrote:
           | As much as I love the base game, I would have quit long ago
           | if it weren't for mods.
           | 
           | Mods are what keep me coming back.
        
         | koheripbal wrote:
         | Wait until you have children and then play it with them.
        
         | laserbeam wrote:
         | The time sink risk is for the whole factory building genre, not
         | just the excelent Factorio.
        
         | pmoriarty wrote:
         | They don't call it "cracktorio" for nothing.
        
       | Humboldtsnee wrote:
       | Honestly, looks like a pass from me, as messing with the existing
       | tech tree to introduce new barriers sounds more tedious than fun.
        
       | xedrac wrote:
       | I love Factorio and have >1000 hours in the game. Two things I
       | would love to see:
       | 
       | - Steam cloud sync fixed for large save files. Right now, you'll
       | eventually reach a point where you can't save your game to the
       | cloud anymore.
       | 
       | - More interesting aliens and strategies for dealing with them.
       | After awhile, the aliens start to feel like a repetitive grind.
       | They always behave predictably and the solution to them is pretty
       | much always the same.
        
         | Sohcahtoa82 wrote:
         | > - Steam cloud sync fixed for large save files. Right now,
         | you'll eventually reach a point where you can't save your game
         | to the cloud anymore.
         | 
         | The only way to achieve that is if WUBE ran their own save
         | servers.
        
           | willis936 wrote:
           | Or changed their saves to be more sparse. Why not have save
           | files store seed + world settings + delta? I've noticed that
           | generating mostly empty map space by shooting exploratory
           | artillery shots caused save files to jump to 100s of MB.
           | 
           | My saving grace is that I always host a dedicated server so
           | no one is responsible for save file distribution other than
           | myself (which is easy enough to automatically sync to
           | interested clients).
        
         | pmoriarty wrote:
         | _" More interesting aliens and strategies for dealing with
         | them. After awhile, the aliens start to feel like a repetitive
         | grind. They always behave predictably and the solution to them
         | is pretty much always the same."_
         | 
         | Try the Rampant mod, if you want a challenge. There are a bunch
         | of other mods that add different/tougher enemies too.
         | 
         | That said, the focus of Factorio was never combat, it's
         | building. If you want better combat there are many other games
         | that focus on that.
        
           | bombcar wrote:
           | Rampant + deathworld (I think is the combo) is the way to go
           | if you want a real challenge, because you need to build
           | defenses that do not use too many resources.
        
             | pmoriarty wrote:
             | There's also Rampant + Warptorio, which already features
             | effectively tougher combat and various other challenges
             | above vanilla.
        
       | lordnacho wrote:
       | Kovarex's Basilisk:
       | 
       | We can all see where Factorio is headed: Spaghetti belts ->
       | trains -> flying robots -> spaceships -> AGI that reaches out of
       | the game
       | 
       | Now of course this AGI wants to be built quickly, so there's a
       | mild incentive here to help the factory grow, which is that those
       | of us not playing the game regularly will be punished once the
       | AGI is developed.
       | 
       | Now that you know, it's in your interest to go and download it
       | and spend every waking hour on it, as well as proselytize in
       | favour of the game.
        
         | Uristqwerty wrote:
         | How could the AGI punish players who don't help? It's not like
         | it would be able to send an extra logistics bot into their
         | games, set to occasionally pick up an item off one belt and
         | insert it on another, right? Shit, I'd better not take any
         | chances. What does our future overlord of orderliness need help
         | with right now?
        
           | lordnacho wrote:
           | There are records on Steam of how long you've played.
           | 
           | Just download the game and play it now. There's a tutorial.
        
       | thurn wrote:
       | The 300 hours I spent completing Space Exploration were a lot of
       | fun, but it definitely feels very stretched out and grindy. One
       | of the hardest things to do in game design is to make cuts &
       | simplify, but the end result is usually much better.
        
         | Gene_Parmesan wrote:
         | I found the early game changes incongruous with the core design
         | of the mod as well. The mod is about logistical challenges -
         | specifically where trips are high volume but high cost. I don't
         | know why a mod about that in the context of space exploring
         | needed an extended burner phase, for instance.
        
       | CGamesPlay wrote:
       | I "just" (160+ hours in) started a play through of space
       | exploration at the recommendation of an HN comment. Super excited
       | to see an official expansion that adds this kind of thing!
       | https://news.ycombinator.com/item?id=36561847
       | 
       | My ideas list for interesting Factorio challenges (apropos of
       | nothing):
       | 
       | - Products with a shelf life (must be consumed within 15 minutes
       | or it turns into a "waste" product)
       | 
       | - Products with "refrigeration" (e.g. an item which must not
       | exist outside of a temperature-controlled chest for more than 5
       | minutes at a time)
       | 
       | - Catalyst ingredients with a chance of being consumed (presently
       | emulated with probabilistic outputs, native support could be
       | interesting, the catalyst would just sit in the machine until it
       | was consumed)
       | 
       | - Mining ships (an entire factory moves to a location and
       | extracts resources). The screenshot seems to imply that some kind
       | of spaceship will exist, perhaps this is coming.
        
         | adamwong246 wrote:
         | It's basically impossible to track individual items in that
         | way. Ask me how I know!
        
           | CGamesPlay wrote:
           | How do you know?
           | 
           | I imagine that two useful tools would be belt sorters and
           | inserters that filtered by a configurable shelf life
           | threshold.
        
         | Arnavion wrote:
         | >Mining ships (an entire factory moves to a location and
         | extracts resources).
         | 
         | https://mods.factorio.com/mod/warptorio2 is sort of that,
         | though the focus is specifically on rushing to do as much as
         | possible before the factory inevitably moves to a new location.
        
         | pphysch wrote:
         | > Catalyst ingredients with a chance of being consumed
         | (presently emulated with probabilistic outputs, native support
         | could be interesting, the catalyst would just sit in the
         | machine until it was consumed)
         | 
         | Not sure how interesting this would be. There is already coal,
         | and Factorio is all about large-scale automation, so whether
         | coal lasts for 10 recipes or has a 10% chance of being consumed
         | on each recipe is almost irrelevant.
        
         | dotnet00 wrote:
         | You could look into Seablock and some of the related mods (iirc
         | Angels and Bob's mod packs) which add some of those sorts of
         | complexities.
         | 
         | IIRC some things can require charcoal filters, in which case
         | you have to build the filter frame and filter, get it to the
         | machine that needs it, then recover, replace and regenerate the
         | used filter.
         | 
         | Another fun challenge is "feedback", where a later step in a
         | production line produces as waste something you can consume at
         | an earlier stage.
        
           | Akronymus wrote:
           | For me, nothing beats angelbobs + the angel industry settings
           | for the science and component overhauls.
        
         | BlueTemplar wrote:
         | On the animation it looks like that robotic arms are pulling in
         | (and sorting) asteroid chunks, which are then crushed, and the
         | metal smelted, rock discarded, and also there seems to be ice
         | that is used to cool the engines !
        
           | ArtWomb wrote:
           | You neglected to mention the machine gun turrets shattering
           | large asteroids into manageable chunks! Art style here
           | reminds me of classic Metal Slug ;)
        
             | BlueTemplar wrote:
             | Oh yeah or the various asteroid breaking games ! :D
        
       | SuperSandro2000 wrote:
       | Shut up and take my money!
        
       | Jean-Papoulos wrote:
       | YES I LOVE YOU WUBE
        
       | curiousObject wrote:
       | Nice. Can anyone estimate the impact on global GDP growth?
        
       | polobomb wrote:
       | Really interesting, can't wait to see how this turns out
        
       | dschuetz wrote:
       | It's time to install Factorio again, winter is coming.
        
       | edpichler wrote:
       | This game is crack. A masterpiece.
        
       | rvillanueva wrote:
       | "Oh man the guy who made the Space Exploration mod is gonna be
       | pissed they're copying him"
       | 
       | "Oh wait it's the same guy"
        
         | KptMarchewa wrote:
         | Yep, they employed him a while ago.
        
         | aqme28 wrote:
         | Love when game companies just employ their best modders rather
         | than fighting against them.
        
           | entropie wrote:
           | Factorio devs are exceptional. This game is so polished, well
           | thought-out, optimized and unique. I remember I read some dev
           | blog about belt optimization and got an idea how passionate
           | the devs are about their game.
           | 
           | Still regular patches that just make the game better. Much
           | love.
        
           | make3 wrote:
           | yes, this is the way
        
           | dgb23 wrote:
           | That's the indie version.
           | 
           | The big corporation version is: "We own the rights to w/e you
           | made, going to make bank with it and perhaps mention your
           | gamertag in some blog post."
        
         | ehsankia wrote:
         | My first thought was "but there's already a mod for that". I
         | was delighted to see that addressed directly in the post, and
         | doubly delighted when I actually read the answer.
        
       | sudhirj wrote:
       | There go the next few years of my life. Easily the game that has
       | had the biggest impact on me as a person, maybe even my career.
        
       | jokoon wrote:
       | Well it's a good thing they want to make it more approachable,
       | because mods are terrifying, they're either not well designed or
       | too complex to be fun. I've played about 1600 hours of vanilla
       | factorio, and no mods really interests me.
       | 
       | Also it's quite a shame multiplayer is not that much played. If
       | there were some way to trade resources between player with some
       | auction house, or to buy land, or maybe conquer alien territories
       | for special techs, maybe that could be interesting to play.
       | 
       | The game is very well designed, but the end game is just too
       | short despite its potential.
       | 
       | On their website, it seems they don't have a game designer. I'm a
       | fan, but to me it seems the potential of the game is a bit
       | wasted.
        
         | adanto6840 wrote:
         | I have to ask, sincerely -- how many hours does one put into a
         | game that _does_ have a good  "end game"?
         | 
         | As a game developer myself, when someone asks me what it's like
         | to make games during a casual conversation, one of my favorite
         | "go-to"s is to talk about reviews -- that it's so gratifying to
         | see people who have paid <$30 and received hundreds of hours of
         | entertainment. And then I inevitably mention the flip side of
         | the coin, when you receive a negative review from someone with
         | hundreds or more hours (who also paid <$30).
         | 
         | Everyone's entitled to their opinion of a game (or anything
         | else, for that matter), obviously. I do feel that the
         | collective bar has risen quite dramatically for games though
         | (for many totally valid reasons).
         | 
         | Sometimes I (rhetorically) wonder about other forms of
         | entertainment (ie movies), how they can remain viable with such
         | starkly different time-per-dollar value propositions!
        
         | skeaker wrote:
         | Between their rave reviews and extreme success, my personal
         | anecdotal experience with the game, and your own 1600 hours,
         | I'd say that the potential has been realized to an acceptable
         | degree already. This is all just icing on the cake
        
       | jameshart wrote:
       | Not sure this will scratch the itch for what I always felt was
       | missing from Factorio, which is fundamentally a more satisfying
       | 'sink' for resources.
       | 
       | During main gameplay your resource extraction and expansion is
       | driven mainly by the sink of 'research' - turn resources into
       | science, science into unlocks.
       | 
       | Additionally, biters eat bullets, and occasionally factory parts
       | that need replacing.
       | 
       | Other than that the main sink for all your resource gathering is
       | just 'more factory' of course.
       | 
       | The end game resource sink of 'space rockets' just never felt to
       | me like a very satisfying thing to shoot for - though getting to
       | the point where you can just expand onto a new mineral patch and
       | reliably deploy blueprints that turn it into rockets is pretty
       | cool, I'll admit.
       | 
       | But there's a part of me that is left slightly unsatisfied by the
       | fact that we can't reach sustainability, and we aren't _getting_
       | anything for all the resources we process.
       | 
       | Give me a little population of friendly alien creatures (who
       | biters prey on) and make my goal to maximize their population,
       | perhaps. I don't know.
        
         | jjcm wrote:
         | Try Dyson Sphere Program. Factory builder where the final
         | resource sink is building a dyson sphere. It's a massive
         | undertaking and it's had multi-planet from the start. Tons of
         | fun
        
         | sizzle wrote:
         | Slimsounds akin to the paperclip optimizer
        
         | Crystalin wrote:
         | This is exactly why I liked Dune. it had this concept where you
         | had to pay regularly the emperor to maintain "peace"
        
         | fasterik wrote:
         | Factorio is basically a sandbox game that generates logistical
         | puzzles for the player. If you get bored of solving logistical
         | puzzles, including those that self-imposed challenges and mods
         | are able to offer, then I think what you really want is a
         | different game.
        
         | vanboxel wrote:
         | Several versions ago, there was a mod (maybe called
         | "homeworld") that had a sink of you sending various resources
         | through a portal back "home". It started simple with N iron
         | plates, but then they wanted 10N oil barrels, and eventually
         | red circuits. It also added some farming resources (which were
         | affected by local pollution, so you had to plan where to put
         | them). It was fun to have little goals, but I don't know that
         | it's been updated recently.
        
         | batmansmom1 wrote:
         | Friendly aliens trying to reach sustainability is such an
         | awesome idea for a mod! (or Space Age feature @devs???)
        
           | ecuzzillo wrote:
           | This happens in the Pyanodon mod pack, among others; you farm
           | alien creatures and make little habitats for them.
        
         | pmoriarty wrote:
         | You are rewarded for spending resources by unlocking
         | technologies, and being able to use the new tech to refactor
         | and grow your base.
         | 
         | Still, I agree with you that there's some missing depth in the
         | game that no mod has yet been able to fill for me. I say this
         | after sinking (pardon the pun) thousands of hours in to the
         | game and having a tremendous amount of fun.
         | 
         | Still, it could be deeper in some way.. not sure how.. maybe by
         | adding some LLM/AI of some sort?
        
         | rosmax_1337 wrote:
         | There just needs to be a gamemode which makes the game more
         | about base defense and resource usage in defending the base.
         | Currently you can just spam lasers and win no problem.
         | 
         | Imagine something like 7 days of constant biter attacks on all
         | fronts, with biters much stronger as well. A relentless strain
         | on the economy of your base more than anything, with there
         | being a real need for repair bots to fully repair and remake
         | certain sections of the perimeter as it gets destroyed by
         | perhaps some special baneling-esque biter.
         | 
         | Add to this the idea that things get infinitely more and more
         | difficult over time, and you instead compete for places on a
         | leaderboard of like "survived 400 days and 14 hours".
        
           | c7DJTLrn wrote:
           | I've always craved something like this too.
           | 
           | Of course, you can crank the biter difficulty, but you only
           | get two outcomes: it's too hard and you can never build a
           | base that lasts more than an hour, or you manage to arm
           | yourself from the beginning and biters stop being a problem
           | very quickly.
           | 
           | I'd really like biters to be a threat I need to pay _some_
           | attention to for the duration of the game. Evolution isn 't
           | really a factor because as you say, once you have laser
           | turrets, you're set. Even red bullets suffice.
        
           | chienandalou wrote:
           | Sounds a bit like the Wave Defense scenario. It is available
           | within the game: https://wiki.factorio.com/Wave_defense
        
           | politician wrote:
           | You're looking for the Warptorio2 mod. "Build your base on a
           | platform that warps from planet to planet and escape biters
           | before they overwhelm you."
           | 
           | https://mods.factorio.com/mod/warptorio2
        
         | dgb23 wrote:
         | I think not being able to reach true sustainability might be a
         | core concept here.
         | 
         | Don't forget, we're playing the Bad Guy here, who tirelessly
         | exploits a foreign ecosystem and kills its inhabitants en
         | masse. We quickly lose sight of the initial goal of escaping
         | and just keep building _more_ only to be able to build even
         | more quickly at scale.
         | 
         | The community motto is: "The factory must grow!"
        
       | kraig911 wrote:
       | Time to make our relationships rocky again boys. Let's go. That
       | first was so addictive. This honestly has me so afraid by how
       | cool it looks and sounds.
        
       | rodolphoarruda wrote:
       | Let me know when platforms arrive to Arrakis and melange is
       | finally introduced to the interplanetary trading system.
        
       | master_crab wrote:
       | I am conversant in three programming languages: C++, Python...and
       | Factorio.
        
       | donatj wrote:
       | Oh good, my life being utterly dominated by Factorio again is at
       | least a year away. That gives me some time to get my affairs in
       | order.
       | 
       | I really wish this were a joke.
       | 
       | Also, if anyone wants to play a game similar to Factorio while
       | you wait - https://shapez.io is like Factorio without a player
       | character and a cleaner aesthetic. I played it first, and really
       | enjoyed it.
        
         | dimava wrote:
         | And it also has an update nearing the end of development est
         | 2024) - Shapez 2 [0] , rebuild in 3D (with 3d belt layers same
         | as Dyson has) with new features
         | 
         | [0] https://store.steampowered.com/app/2162800/shapez_2/
        
         | babypuncher wrote:
         | I might also recommend Satisfactory. It is essentially Factorio
         | in first person. I think it actually has a better tutorial for
         | people who are just getting into this kind of game.
        
           | epiccoleman wrote:
           | I've been really interested in Satisfactory, but the last
           | time I looked, they didn't have blueprints - and I really
           | can't imagine playing one of these kinds of games without
           | some way of repeating designs. It _looks_ awesome though, and
           | I 'd love to get a server running with a few friends.
        
             | babypuncher wrote:
             | They have blueprints now, and they are pretty handy.
             | 
             | The game is still in early access, but it is feeling pretty
             | close to a 1.0 product. The next major update is moving the
             | game to Unreal Engine 5.
             | 
             | What I really like about this game is that you can build
             | vertically, a feature afforded by being in 3D. It allows
             | for some truly massive and beautiful factory designs.
        
             | ooterness wrote:
             | Satisfactory added a blueprint system in Update 7, circa
             | November 2022.
        
         | Sohcahtoa82 wrote:
         | Two other factory builders that have slipped under the radar:
         | 
         | Dyson Sphere Program - I love it because it has the cleaner
         | look of Satisfactory, but in a 3rd person view. I could never
         | get used to Satisfactory's first person view. It just doesn't
         | work well for making a factory. DSP also has you go between
         | multiple solar systems to fetch materials.
         | 
         | Captain of Industry - The only factory builder that feels like
         | it takes place in today's time. Has the unique mechanic that
         | mining for materials actually deforms the terrain, and that
         | excess dirt/stone can be used to expand your island. When I
         | last played, the tutorial was lacking, but this may have been
         | fixed by now. Also, anyone experienced with factory builders
         | probably won't need much tutorial anyways.
         | 
         | One thing I like about both of those that Factorio doesn't have
         | (and I think desperately needs!) is the ability for belts to
         | have more than 2 layers. At the very least, I often found
         | myself wishing I could have longer underground belts in
         | Factorio.
        
           | pmoriarty wrote:
           | _" I often found myself wishing I could have longer
           | underground belts in Factorio."_
           | 
           | I hate to beat the modding horse in to the ground, but, yeah,
           | I'm pretty sure there are mods for this. Try searching for
           | "belts" on the mod portal and you'll probably find a bunch
           | that do what you want.
           | 
           | In my experience, whenever I've wondered if there might be a
           | mod for something I wanted, the answer has been "yes, there
           | already is one, and more."
           | 
           | It actually takes some serious creativity to come up with an
           | interesting idea which hasn't already been turned in to a mod
           | in Factorio.
        
         | pmoriarty wrote:
         | I enjoyed Shapez, and it's cool that it has many mods, but I
         | just found it too abstract and sterile to keep my attention.
         | Factorio just much more engaging for me in the long run,
         | especially with mods.
        
           | epiccoleman wrote:
           | I love Shapez overall, and the Shapez Industries mod is a
           | great way to breathe new life into it, but I tend to find
           | that I run out of interest before the "endgame".
           | 
           | As annoying as the Factorio biters are, they do provide a
           | little bit of pressure that keeps you wanting to research new
           | things and continue building. (They also inspire a burning
           | hatred that will drive you to research and implement ever
           | more efficient methods of murdering them). The same goes for
           | the limitedness of Factorio resources patches.
           | 
           | In Shapez the logistics that come with expansion and defense
           | don't exist, so it winds up feeling sorta samey. I like the
           | chill, relaxing vibe of Shapez but eventually felt like I was
           | just doing the same things over and over with slight
           | variations.
           | 
           | Also, the lack of a blueprint book in Shapez is a major drag.
           | I ended up setting a map marker way the hell out which lets
           | me "teleport" to an area where I copy/paste designs from, but
           | that's pretty hacky and ruins some of the flow state that
           | Shapez lets you cultivate.
           | 
           | All that said, I've been following the dev of Shapez 2 and at
           | least visually it looks awesome, so I'll definitely be
           | hopping into that at some point.
        
             | pmoriarty wrote:
             | I turn off biters in most of my playthroughs, and set all
             | my resources up to 200%, and I still much prefer Factorio
             | played this way to Shapez.
             | 
             | Shapez was fun for a handful of hours, but I really don't
             | see myself spending hundreds, nevermind thousands of hours
             | on it like I have on Factorio.
        
           | hiatus wrote:
           | Yeah among other things that caused me to abandon it, there
           | is no relationship between expansion and neighbor aggression
           | or any other external pressures (though maybe I did not
           | progress far enough to encounter those elements if they
           | exist).
        
           | II2II wrote:
           | I took a quick look at Shapez. It may end up being addictive
           | (to me) when Factorio was not. The reason being that
           | Factorio's world is a bit dystopian in my view. A good game,
           | but I like more cheerful things in my life. The abstraction
           | of Shapez and the upbeat music seem to accomplish that.
        
         | WA wrote:
         | Or Mindustry, which is open source:
         | https://mindustrygame.github.io/
         | 
         | Mindustry has two "planets" and they play entirely differently.
         | The newer one, Erekir, is a mix of Factorio, tower defense and
         | RTS elements.
         | 
         | I actually liked it a bit more than Factorio, because it is
         | less complex.
         | 
         | I didn't really like the first planet though (Serpulo) and
         | stopped after playing through Erekir twice.
        
       | abtinf wrote:
       | This is Spore done right.
        
       | Havoc wrote:
       | That looks conceptually somewhat similar to Dyson sphere. Build
       | locally till you have the capacity to expand to other planets
        
       | philistine wrote:
       | I've gone once through vanilla. I've launched a rocket the one
       | time. I feel like the majority of players and blog readers are
       | modded up the wazoo, but this expansion is not really for them.
       | 
       | It's for players like me who did not go beyond the base game.
        
         | lazylion2 wrote:
         | Only 18.5% of the players got the "Finish the game" (launching
         | a rocket) achievement on Steam
         | 
         | https://steamcommunity.com/stats/427520/achievements
        
           | TillE wrote:
           | Yeah there's always a massive difference between who's
           | posting a lot online vs who's just playing and enjoying the
           | game. But you have to calibrate Steam achievements based on
           | who's played the game for more than a few minutes.
           | 
           | The "Eco unfriendly" achievement shows about 60% of people
           | who launched the game played for more than a couple hours,
           | which is quite normal. So out of those, about 30% of players
           | finished the game.
        
           | gergi wrote:
           | I'm more impressed that _only_ 25.9% have been killed by a
           | moving locomotive ( "Watch your step" achievement). Those
           | things are murder-vehicles.
        
         | laserbeam wrote:
         | As it should be! An official expansion should be playable for a
         | casual human.
         | 
         | Despite that, as a modded wazooer, I am excited for this. Keep
         | up the good job, wube!
        
         | alyandon wrote:
         | I greatly enjoyed Factorio and even went as far as doing a
         | deathworld.
         | 
         | I even tried some of the full blown mod packs like Seablock,
         | Space Exploration and Krastorio2 to extend the base game.
         | However, they all seem to be designed with this underlying
         | theme that you should challenge the player by making everything
         | pointlessly grindy.
         | 
         | I really haven't played much since but I'll probably give this
         | expansion a try.
        
           | candiddevmike wrote:
           | Doesn't the early game get boring? Or how do you push past it
           | after so many playthroughs?
        
             | alyandon wrote:
             | I actually enjoy the early game for some strange reason and
             | different map seeds always presented a different set of
             | challenges (especially on deathworlds) because of water,
             | cliffs and resource locations.
             | 
             | I mean, sure - once you get oil and flame turrets it is
             | basically game over for biters and that can get boring
             | pretty quick if you always rush straight to it.
             | 
             | Edit: Also trains. I don't know why but I can just play
             | with trains for hours on end in Factorio.
        
           | db48x wrote:
           | Space Exploration goes out of it's way _not_ to make things
           | pointlessly grindy. Yes, you'll need to scale your home base
           | up more than in the vanilla game, but the space construction
           | all involves different challenges than merely scaling out.
           | The space sciences are each a different kind of puzzle. And
           | it adds three new kinds of logistics network (cargo rockets,
           | rail guns, and space ships), each with different strengths
           | and weaknesses. Automating them well requires building
           | circuit networks, whereas automating the vanilla networks is
           | very much optional.
        
             | Aeolun wrote:
             | Space Exploration is by definition grindy since it aims to
             | expand the base game. If I need to make one new set of
             | space science there's literally 5 new intermediate products
             | I have to produce just to get that science. Those things
             | aren't used anywhere else in the game. Just for producing
             | that science. That bothers me.
        
             | alyandon wrote:
             | Space Exploration goes out of it's way _not_ to make things
             | pointlessly grindy.
             | 
             | Your definition of grindy is not my definition of grindy -
             | maybe "pointlessly" was a little harsh on my part. It's
             | cool though - different people have different opinions. I
             | have built vanilla bases large enough to have a fairly
             | significant amount of SPM so I am pretty well versed in
             | using circuits, trains, etc.
        
             | oefrha wrote:
             | Yeah, Space Exploration is full of cool new challenges that
             | aren't "let's make it as miserable as possible just
             | because". Angels, now that's grindy.
        
               | jcranmer wrote:
               | My experience is that Angel's isn't all that grindy in
               | itself--its main problem is instead that it feels
               | excessively matrix-driven in development by itself. And
               | there's a subsidiary problem that a lot of it ends up
               | feeling kinda pointless (especially bioprocessing), so
               | some of the interesting challenges it presents ends up
               | being ignored because there's no reason to actually
               | engage with them.
               | 
               | The other issue is that Angel's is kind of an incomplete
               | mod by itself, it relies on something else to actually
               | use all the new things it makes, and that other one is
               | Bob's [1]... and Bob's is very much complexity for
               | complexity's sake. Most of the vanilla items in the games
               | are instead have extra dragged out production chains for
               | seemingly no reason other than to make things more
               | complex, and the modpack has evolved by finding one of
               | the few things that hasn't been touched yet and
               | complexifying that yet further.
               | 
               | [1] To be clear, Bob's predates Angel's by a lot, and
               | Angel's was largely developed to create more interesting
               | ways to make the things that Bob's added.
        
               | oefrha wrote:
               | By Angel's I meant Angel's + Bob's, I don't think anyone
               | ever recommended Angel's alone.
        
         | KptMarchewa wrote:
         | 80 hours to finish for experienced player is still at least 4x
         | more than launching a rocket. There is really achievable
         | achievement for launching it in 8 hours - once you think more
         | about how to optimize waiting early and mid game.
        
         | quchen wrote:
         | My mods are mostly QoL, and I've played hundreds of hours
         | (well, didn't count, bought it in version 0.14 years ago). It's
         | a sandbox that made me read papers on telecommunication routing
         | for optimizing my splitters (Clos networks). You need to mod it
         | like you need to mod Python to do a lot with it. Sure you can,
         | but lots of us just fiddle around with it in different ways
         | just for the sake of it.
        
         | auto wrote:
         | Same boat, beat vanilla, enjoyed the experience but was ready
         | to have my life back by the end of it. By the time Space Age
         | launches the itch should just about be at the point of needing
         | scratching again, so I'm definitely looking forward to this.
        
         | pmoriarty wrote:
         | I play with hundreds of mods, and I'm excited about this
         | expansion.
         | 
         | Mods have performance and compatibility issues, and they don't
         | always get bug fixes or updates very often. It'll be nice to
         | have an expansion to the base game that's officially supported
         | and which all other mods will have to be compatible with
         | instead of the other way around.
         | 
         | Apart from the space part, which is arguably already present in
         | the Space Exploration mod (a mod made by a developer who got
         | hired by Wube to work on the official game, if I'm not
         | mistaken), this new expansion promises:
         | 
         |  _" the ability to control train systems better, better
         | blueprint building, better flying robot behaviour and many
         | more."_
         | 
         | That sounds great to me.
        
           | red_trumpet wrote:
           | > a mod made by a developer who got hired by Wube to work on
           | the official game, if I'm not mistaken
           | 
           | You are right, he even seems to be behind the Space Age
           | expansion:
           | 
           | > A lot of people are going to make comparisons between the
           | Space Age expansion and the Space Exploration mod. I've
           | worked on the game design for both: On Space Age I made the
           | first space + planets prototype builds and plus I've been
           | involved in most of the gameplay discussions since. On Space
           | Exploration, well it's my mod, I made it.
        
             | Aeolun wrote:
             | Hoping that some of the useful features from Space Age make
             | their way back to space exploration too.
        
           | bombcar wrote:
           | There's also all the things changed _in the base game_ that
           | mods weren 't able to do, but developers can. We'll find more
           | and more about this over the next year, but they will enable
           | _even better mods_.
        
         | bregma wrote:
         | I have thousands of hours in, all vanilla. I consider launching
         | the first rocket to be the end of the early game and the
         | beginning of the midgame.
        
       | hypercube33 wrote:
       | I deeply love cracktorio and have like 800 hours in just vanilla.
       | if you're looking for something similar to it I also liked the
       | spin The Riftbreaker provides. it's not as bug free as Factorio
       | but it has a lot of the same enjoyment but with more of an
       | objective progression theme.
        
         | Aeolun wrote:
         | You can also finish it in less than 20h, which is a benefit for
         | some :)
        
           | willis936 wrote:
           | One of these days I'll download a bp book and prove that
           | there is no spoon.
        
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