• GrapheneOSRuinedMyPixel@sh.itjust.works
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    10 hours ago

    I distinctly remember seeing sprites about 10 years ago, where the enemies were eco protesters. The biters were protesters with signs, the spitters were protesters with Molotov cocktails, the nests were tent encampments.

    I think I did not imagine that and it seems to me that the enemies’ mechanics make a lot more sense if they were people protesting.

    Does anyone know what I’m talking about? Was this in the early builds or was that a mod?

    P.S: the goal of Factorio is clearly to build a large enough factory to cripple your hardware, then apply the gained skills in a real factory to be able to buy new hardware, then get fired due to your addiction, freeing up time to build further

  • onlooker@lemmy.ml
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    8 hours ago

    Automation games are usually my jam, but I bounced off Factorio pretty quickly. The automation part I got really into. I wanted to keep things as efficient as possible, but then I kept being interrupted by fauna attacks and I kinda hated the disruption. It didn’t help that various defense systems like turrets and the like needed their own supply chain for ammo, so I had to drop everything, start working on that, monsters started attacking my base on another location, rinse, repeat. You get the idea.

    I am aware you can turn off the attacking fauna, but that feels like turning off an integral part of the game, so I dunno.

    My brother is currently way, WAY into it, though, so I might give it another shake in the future.

    • SippyCup@lemmy.ml
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      2 hours ago

      I always turn the enemies off. I just want to automate. But the tech tree existing for weapons and being useless really bugged me so I got really in to Dyson Sphere program. But enemies have been added there too.

    • Jayjader@jlai.lu
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      3 hours ago

      In a very real sense, the game is only intended to be played in the manner that makes it actually fun for you.

      The fauna is an integral part of the game only in the sense that the pollution produced by your machines makes them angry and makes them evolve, and a lot of work has gone into balancing the pollution/evolution rates to provide a sort of tension and pressure that adapts to how fast you are progressing. If you care a lot about experiencing things “as the devs intended them” then I understand not wanting to cut off an entire system and set of mechanics. In that sense, dealing with the attacking fauna without completely stalling or falling apart is one of the first hurdles you are “meant” to struggle with.

      There are intermediates between keeping the attacking fauna and removing them: you can disable their expansion, you can make them only attack when damaged, and you can tweak the numbers that determine how your factory’s pollution affects them. You can also change the amount of “safe space” the game forces the map to give you around where you spawn - this alone can be the difference between the early game being anxiety-inducing or quite relaxed. These can only be done at map generation (unless you don’t mind using console commands to change things on an existing save/map).

      Without changing any map settings, it’s not immediately obvious how many options you have to address the problem in-game, but here are some pointers if you ever do give it another try:

      • trees will absorb pollution, preventing it from reaching biter nests. They can absorb a decent amount but will eventually die and stop absorbing. Starting in a forest can be a bit more cramped than in a desert but at least you don’t have to fend off as many attacks early on.
      • avoid overproducing just to fill up buffers - you probably don’t need to have 2k green circuits sitting in a chest as soon as you can make them. avoid emitting all of that pollution until you actively need those items.
      • try to set up defences before they are needed. You can build a new production line first to know what space it requires, but set up walls and turrets before you turn it on. This should help prevent you being interrupted by attacks on undefended machines.
      • researching damage upgrades gives you more damage output per unit of pollution produced, helping keep the balance in your favor
      • only a nest that is exposed to pollution will send attack parties. You can toggle displaying pollution in the world map (now called “Remote View”) and proactively clear out nests before the pollution his them. You’re essentially choosing between proactive defensive efforts vs reactive efforts.
      • reloading a previous save to change your approach without restarting an entire game is totally legit and nothing to be ashamed of.

      At the end of what I would call the early game, you unlock even more options.

      • efficiency modules reduce the pollution a machine emits. They also reduce the amount of electricity the machine consumes, which will indirectly lower your pollution by making you burn less coal
      • solar power is a great way to lower the amount your factory is polluting once your panels and accumulators are already made. Making enough to power your whole base, however, takes a lot of steel and other ressources, whose refinement emits pollution. So don’t expect solar power to automatically fix your fauna problems - it’ll take a little bit of thought
      • laser turrets do away with the need to produce ammo and get it to the front lines, though the spikes in power consumption they cause keeps them from being a total, immediate fix. Similar to solar power, you’ll need to plan a bit.
      • flamethrower turrets are much easier to supply than gun turrets, and can be waaaaaaaay cheaper depending on how much crude oil you have available to you

      Finally, you could also first play the game through once without the fauna to get familiarized, and then do a second run with them activated. in my experience, it’s a lot more fun to deal with them once you know your way around the other mechanics.

      • onlooker@lemmy.ml
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        16 minutes ago

        I did not expect to get such an in-depth response, holy shit. Thank you! Saving your comment for when I get around to giving Factorio another whirl.

    • polle@feddit.org
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      5 hours ago

      Turn these biters of or set them to peaceful mode. I bought the game in beta and disliked the biters, like you i just wanted to build in my own pace. Some years ago i heard about the option of peacefull mode and got hooked so hard to this game.

    • Jankatarch@lemmy.world
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      7 hours ago

      I never played factorio but it probably makes the satisfying efficiency feeling even more satisfying when there are beings trying to destroy it and getting destroted themselves no?

      • onlooker@lemmy.ml
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        7 hours ago

        I dunno. I feel like diverting resources to defense systems, necessary as they are, makes the factory less efficient than anything, but that’s just me.

  • InFerNo@lemmy.ml
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    9 hours ago

    You guys should try mindustry. It’s a factory/mining/tower defense games. I think it’s hard as balls to get right.

  • MonkeyTown@midwest.social
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    11 hours ago

    I wish I liked games like factorio.

    I love base building stuff (rimworld is my current obsession, tho I almost like making my heavily modded game function properly more than actually playing it) but automation is just too many moving parts, and too much planing and I can’t bring myself to do any of it right.

    If not for that it would probably be entirely my jam. I get downright jealous when I see some of the amazing stuff people do.

  • Blaster M@lemmy.world
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    13 hours ago

    The game is still actively developed, with the primary focus on bug-fixing. The price is one-time, and there is no intent to sell another expansion, as the game is pretty much at its technical limits as to what you can add to the game with the current expansion.

    Also it has a ridiculously good mod repo and management system built into the game.

    • NuraShiny [any]@hexbear.net
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      10 hours ago

      I have thousands of hours in DF…and I really wish it wasn’t a buggy mess.

      Marksdwarves not taking arrows? Follow this easy 20 step guide of obtuse mechanics that circumvent what’s probably several bugs?

      You fixed them taking ammo? Great, good job! Are they using the training room you set up verifiably correctly? No? Well sucks.

      There are so many instances of this. Exploding trees killing woodcutters if trees grow into one another. Items left perpetually on the floor that can never be moved again. Military squads never returning from expeditions, forever blocking their noble spots and sometimes making it impossible to refill any positions…endless problems.

      A lot of it can be fixed with DFhack but not all of it can. I am happy they are doing fresh content for the game, but I also wish they would take, like, two years to fix all the known bugs that have been in the game for several years. And while the steam version has a better interface then what was there before, it’s hardly perfect. It’s mostly just a bit more user friendly while being obtuse in new and inventive ways.

      Why am I writing all this? Honestly I don’t know. I just…the game is uniquely frustrating, but so cool when it does miraculously work.

    • Evil_Incarnate@sopuli.xyz
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      19 hours ago

      A friend recommended it to me years ago, and I thought I’d try. On my second fort, I thought I was going ok, we got attacked but my unarmed and untrained dwarves fought off the attacker and I was rebuilding. I told my friend and he asked if it was goblins. No, it was a Titan. I thought it was normal, but I haven’t seen one since in the thousands of hours I’ve played.

        • FunkyStuff [he/him]@hexbear.net
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          17 hours ago

          If you enjoy Dwarf Fortress it’s very similar, but instead of military dwarves just… training passively, the whole game is centered on progressing them little by little through a wide array of different mechanics that each have a lot of nuances. It’s even more of an ‘autism game’ because it has a lot of minmaxing and analysis/decision making. The only part of it that is ironically a bit unfriendly to my brain is how FOMO inducing the minmaxing mechanics are, because you always feel like you can make the numbers on your guys go even higher.

  • SchmidtGenetics@lemmy.world
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    18 hours ago

    The game has an end and a reason to stop playing though.

    The point of the game is to launch a rocket, you can continue past that if you want.

    • 9bananas@feddit.org
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      18 hours ago

      i mean…not anymore!

      space age added tons of content after the rocket launch!

      in space age the goal is to travel to the edge of the solar system ;)

      • SchmidtGenetics@lemmy.world
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        18 hours ago

        That’s an additional paid for expansion, something they originally said they would never do.

        It also STILL has an end goal.

        • TJDetweiler@lemmy.ca
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          14 hours ago

          The actual end goal is how much science per min can you pump out to flex on other autists. If you think the game ends when you launch a rocket, or when you get to the edge of the solar system, you are certifiably not autistic enough.

          • SchmidtGenetics@lemmy.world
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            13 hours ago

            I’ve launched a rocket with Angels mods and orhers… I’ve done my fair share haha.

            The goal is to cripple your computers UPS at that point, or whatever the term is.

      • goatbeard@beehaw.org
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        10 hours ago

        Yeah, Paradox Interactive makes a lot of games, mainly Grand Strategy Games that attempt to simulate (alt) history. Crusader Kings is medieval, Hearts of Iron is WW2, etc. It’s a bit like Civilization on steroids with a daunting learning curve.

  • paultimate14@lemmy.world
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    18 hours ago

    The main Factorio dev is pretty publicly a shithead.

    Perhaps even worse: Factorio has never gone on sale. They are very strongly against the idea of sales. Which like… Fine, but game value depreciates so you should at least drop the price over time. Not the case- in fact they INCREASED the price from $30 to $35 in 2023. The game came out in 2020. It’s now a 5 year old 2D indie game listed at $35. Can I afford that? Yes. Am I going to buy it? No.

    • lazial@lemmy.world
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      14 hours ago

      I’m also curious about how game value depreciates.

      Games tend to go on sale to sell more copies later in their lifespan, attracting customers that weren’t going to pay the original price for it.

      It sounds like you’re saying that the game can’t be played for as long if you buy it later, which doesn’t really make sense to me.

      I might be a biased, as I’m one of those people with a few thousand hours into Factorio, and several hundred into other factory games.

    • fuckyoukeith@lemmy.world
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      18 hours ago

      What do you mean that the dev is publicly a shithead? Genuinely curious because I’ve mostly only seen positive information about them

      • paultimate14@lemmy.world
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        18 hours ago

        A couple of different controversies. He has posts on Reddit (that have since been deleted, but you can find them archived) talking about how student-teacher sexual relationships can often be consensual.

        The more famous controversy is this one. Which is hard to summarize other than him being a general asshole to fans, and while he didn’t really say anything too terrible he uses a lot of red-flag language talking about “cancel culture” and “sjw’s” which, in my experience, is only used unirlnically by shitty people.