Trust me

  • SleepyPie@lemmy.world
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    1 hour ago

    Satisfactory > Factorio

    Once you start riding your powerlines as zip lines you’ll never want to go back.

  • dovahking@lemmy.world
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    13 hours ago

    I’m playing it for a week now and even using a modlist with automation mod to play it like factorio.

  • Katana314@lemmy.world
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    1 day ago

    I like my idea for a Factorio movie.

    An engineer crash lands on a planet during a corporate visitation to another planet. Desperate, he finds his company’s schematic drive on factory creation. He builds his way up to a satellite, which is preprogrammed to beam his SOS home. Relieved, he hits the button to launch it, watches it go up.

    Then, looks down at everything he got to build on his own, with no oversight, no managerial correction, all his own efficiency. He’s even made his own greenhouses to make his own food. Automated a logistics bot to attempt a new mix of coffee each morning, warmed by residual nuclear reactor heat.

    Something stirs in him, and he “accidentally” veers the satellite 8 degrees off course. It sheers against the atmosphere and burns to a crisp, its wreckage destroying his semiconductor production (which is then rebuilt automatically within the hour). The engineer resumes his next project.

    From there, eventually a passing ship does a scan of the planet, curiously finding it inhabited and very industrialized. They send a lander to the surface to investigate. It’s shot down by a fleet of hundreds of missiles.

    The issue goes to Earth’s military command. They have no idea who is on this planet but need to take the threat seriously. Another scouting contingent is deployed, able to land on a safer side of the planet, but on the way down, they spot a “city” in which buildings are arranged in the words “GO AWAY”.

    Landing, the scouts work out that the nearby bots are from the corp’s schematics, and slowly work out what happened. They attempt a few more efforts to extract the engineer, now as a prisoner for shooting down a craft, but the “war” continues.

    Eventually, a psychologist is able to ask the engineer about his feelings of loneliness on the planet. He replies that he’s been alone for far longer than his space flight, and even on Earth no one connected with him - machines just made sense. He curses his company’s greed for infinite growth, and declares the planet is off limits.

    The psychologist accepts his terms - but also ridicules him, since his factory exhibits the same pointless growth as his company. And so, he remains, a prisoner of his own planet.

  • zod000@lemmy.dbzer0.com
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    1 day ago

    The comic is highly accurate, I just wish that Factorio didn’t feel so similar to work. I like Stardew Valley overall, but I just don’t want to make friends with NPCs and play a fishing minigame.

    • lobut@lemmy.ca
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      1 day ago

      I think with Stardew Valley, you don’t necessarily “have to” …

      Factorio feels way too much like work (as a developer) to me. I played it all weekend once and then when I had work on Monday I didn’t feel any weekend relief that I expected.

      • zod000@lemmy.dbzer0.com
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        24 hours ago

        That is exactly how I feel with Factorio. With Stawdew Valley, you essentially hit a wall if you aren’t willing to grind out some specific things (fishing for instance). It’s not the end of the world and I got enough enjoyment out of it to not consider it a waste of money, but I haven’t been able to check out any of the last few recent content updates because most of it was on the other side of the “wall”.

    • yermaw@sh.itjust.works
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      1 day ago

      I think there needs to be a large part of the game to ignore to make the bit you want to do feel better.

      • zeca@lemmy.ml
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        1 day ago

        Thats a good insight, i think youre right. I felt that playing fallout new vegas

        • yermaw@sh.itjust.works
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          20 hours ago

          I feel it when I’ve got tedious paperwork that needs to be done. Suddenly I’ve got so much energy and motivation to run the vacuum cleaner around.

  • JcbAzPx@lemmy.world
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    2 days ago

    BTW, it’s okay to ignore the story on Stardew Valley. Never let anyone tell you you’re playing it wrong. There’s no such thing.

  • nialv7@lemmy.world
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    1 day ago

    Factorio is like an addiction… I hate this game and I hate myself for not being able to stop playing it.

  • sp3ctr4l@lemmy.dbzer0.com
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    2 days ago

    I am genuinely convinced that the difference between female autism and male autism just literally is the difference between Stardew Valley and Factorio/Satisfactory.

      • sp3ctr4l@lemmy.dbzer0.com
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        1 day ago

        So, to combine both:

        Make The Sims, but they are taught to be industrial engineers, who build factories instead of homes.

        You can only partially direct their social and personal actions, you can’t do the builder aspect of The Sims now, you have to teach them how to do it.

        And your Sims have to both hit production quotas, and also not all kill each other.

        Or, make Factorio, but what you’re building is personality templates, who you then put into some kind of dollhouse type environment, and keep testing, untill you manufacture androids that produce the… sitcoms?.. that you desire.

        • ricecake@sh.itjust.works
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          1 day ago

          Okay, but trying to guide a braindead little sim automaton through basically playing factorio would be incredible. “Oh my God, why are you running the blue circuit belt through there? Stop it! No! STOP CRYING DIANE, YOU CHOSE TO SKIP EATING AND USE A SUSHI BELT. Stop eating off the floor, there’s coal everywhere”.

          • sp3ctr4l@lemmy.dbzer0.com
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            1 day ago

            … Some time back I put forward the idea of just making a game that is like, half splinter cell/mgs stealth combat, and half dating sim.

            Basically, you have to guide the neediest, clumsiest, insecure, easily distracted, most frustrating npc through what is ostensibly a combat game… but the game just actually is an escort quest, with extra steps.

            I put it forward as a joke, and a surprising number of people said they’d play it.

            Apparently, fun, … is just a kind of frustration, that I guess… seems solvable.

            • ricecake@sh.itjust.works
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              22 hours ago

              That fits. I think games where you need to care for a dumb little creature hit a couple buttons in our psychology. You want to make it do the right thing because you want to succeed at the game and get that reward of “it did good”. It’s struggling, which means you’re paying attention to it, and it’s doing so with enough charm that you’re not just entirely indifferent. Most importantly, it needs to succeed often enough to make sure you know it can, and slowly get better so you have the long term satisfaction of having improved it. Extra bonus points if you can give a bit of wish fulfillment fantasy. “My sim who regularly eats old fish out of the trash is somehow a self employed artist who lives in a great house I got distracted and built to my dream specification. I would totally play pool until I wet myself and fell asleep crying on the floor.”

              I think there’s actually a lot of truth to fun being related to frustration. If something is too easy you don’t get the dopamine hit, because why would your brain reward you for learning something trivial? If it’s too hard the path to most joy is giving up. At the sweet spot it’s obviously possible, but you struggle enough that you get a dash of dopamine for succeeding. The trick is keeping the struggle varied or infrequent enough that you’re brain doesn’t declare it a source of diminishing returns.

              Shitty mobile games are the king of it, since they have a standard/easy ramp that quickly moves to just above most people’s threshold with the “out” of a loot box that has a chance to give you a bonus labeled as just a small boost. And they’re normally $10/10, but the 50 packs is $15 for the moment, and since you’re new you get $10 off…

              Not-those types of games tend to just try for “balanced difficulty scaling”.

  • Khrux@ttrpg.network
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    1 day ago

    My overly ambitious Minecraft mod I long since gave up with was basically a pollution and yield mod to incentiveise a flow or early manual work > midgame automation > lategame manual work for the best resources.

  • binarytobis@lemmy.world
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    2 days ago

    There are lots of stories like Last Starfighter where someone is recruited through video games for some fantastical job and some General or something is like “You have the highest score ever, only you can save us!” Always seemed pretty far fetched to me.

    But if we were going to another galaxy and they wanted someone to lay out production infrastructure? I could totally see recruiting based on most playtime on steam for Satisfactory.

    • Buddahriffic@lemmy.world
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      1 day ago

      I’d keep getting screwed because in RL, you need to build supports before the building they support, not as an afterthought to make it look more realistic.

      “Need a bridge? Zoop mode, aaaaand it’s done!” Longest part of building a bridge comes from finding or fighting things on the way.

    • zod000@lemmy.dbzer0.com
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      1 day ago

      That movie gave me legit anxiety as a kid. I had this subtle fear that my high score on games at the local arcade or bowling alley would draw me into some deep shit.

      • binarytobis@lemmy.world
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        2 days ago

        “Pack it up, space is cancelled.”

        “What, why?”

        “We left you alone for a week and now every square inch of this planet is completely covered in factories. It’s unlivable. We’ll have to get the Planet Crafter guy to terraform a new planet and start over.”

      • potoooooooo ✅️@lemmy.world
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        2 days ago

        Hand over the reins of one nation each to the top players of: Factorio, EVE Online, Dwarf Fortress, HOI4, Minecraft, Kerbal Space Program, Cities Skylines, etc.

        • ricecake@sh.itjust.works
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          1 day ago

          City skylines would be the best place to live, and would have a natural friendship with factorio.

          It would be a bit weird making a bowl of cereal and having a freight train blast up to your house at 200mph, a robot flies out of the depot just past the dog park, skims above the pedestrian walkways at just under the speed of sound, unloads the single stack of of cereal boxes that the train is carrying and sticks it in your pantry before they both vanish just as fast. You only had a half a box of raisin bran left and you hit the resupply threshold.

            • ricecake@sh.itjust.works
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              15 hours ago

              I would recommend it. It can take a minute your first time through to get to some of the intense optimization stuff, but a lot of it’s there really early.
              The dominant gameplay loop by far is “you have tools. There’s a new problem to solve with those tools that’s hard/tedious. Solving it means you can make tools that make the problem easier. Goto step one”.

    • db0@lemmy.dbzer0.com
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      1 day ago

      Oh man, ONI is the one I managed to get into for a while. I find the physics/chemistry simulation the most interesting. Having the environment itself trying its hardest to kill you is very fascinating. One doesn’t need any space aliens, the space itself is immensely hostile.

      • Melobol@lemmy.ml
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        1 day ago

        I do love that the biggest challenge is your own incompetence. If you don’t know what to look out for, if you forfot to fix something, ifyou don’t build contingencies… Everything is your own fault :D

    • merc@sh.itjust.works
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      2 days ago

      ONI has amazing “process engineering” where you take some substance, use a machine to transform it into another, feed it into a third, etc.

      But, what’s extra great about it is that it also includes a pretty basic, but still fully functional simulation of chemistry and physics. So, you can feed oil to the oil refinery to get petroleum, but it’s only 50% efficient. If you want a more efficient process you can boil the petroleum instead by dropping oil onto something hot. But doing that generates petroleum that’s at hundreds of degrees so you need to cool it down. So, instead of just doing that, you can pre-heat the oil coming into the boiler using the petroleum that the boiler produces, creating a counter-flow heat exchanger that cools the petroleum while pre-heating the oil.

      • Darkmuch@lemmy.world
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        2 days ago

        Factorio is great at making you automate to save time. Endless map, with more and bigger resource piles as you move away.

        ONI is about fighting entropy. Everything starts in a nice and easy to use format, but as you use it, you make all this waste heat and matter. It’s about finding ways to use all the waste products, or build natural means to convert materials by running pipes through areas of excess heat.

        • merc@sh.itjust.works
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          2 days ago

          Yeah, good description. Fighting Entropy is really the trick that makes ONI great. I just love how at the beginning heat isn’t even on your radar as something to worry about. You might not even know that the heat overlay exists. But, by the mid-game if you don’t start handling heat suddenly everything starts breaking.

          Also, the size is another big difference. Factorio has that endless map where you just keep expanding your conveyor belts. The further out you go, the more you have to worry about aliens, but after a while that isn’t much of an issue. Meanwhile in ONI as you start making bigger and bigger colonies, it starts to feel cramped.

          • ricecake@sh.itjust.works
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            1 day ago

            The factorio dev blog has some good reads about finding the right balance of tedium as driving mechanism to figure out automation and also needing the game to be enjoyable. Basically the moment an activity becomes stale they want you to be able to automate it

      • Melobol@lemmy.ml
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        2 days ago

        I do not want to admit how much time it took to build a working boiler. My magma volcano was under powered so the whole cooling with the oil generators didn’t work.
        Then I moved (destroyed the old one) and built a brand new in the core layer. Now that worked. But meanwhile my hydrogen production and oxygen generayors died down because the natural gas geysers and the excess co2 clogged my airways…

        • merc@sh.itjust.works
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          2 days ago

          Yeah, a minor deviation from a working contraption can mean it fails completely. They’re often really unforgiving. But, they’re so satisfying when they work.