Comment on What's a recent game you've tried playing that isn't worth the hype?
Arkthos@pawb.social 1 day agoI feel vindicated. I have the exact same feeling of factorio feeling too much like work, having to refactor everything because the requirements change is one of the more frustrating parts of software engineering imo, and the game feels tailored specifically to invoke that frustration.
I imagine that part gets better after the first hundred hours where you basically know what’s coming. I don’t have the patience to learn the tech tree though, given that I don’t even enjoy the game.
WolfLink@sh.itjust.works 1 day ago
I’m curious how you play factorio because when I played there was very little refactoring, just adding more and more onto the assembly line.
themusicman@lemmy.world 1 day ago
Factorio sucks for perfectionists. You have to be able to embrace the spaghetti, and not everyone can
WolfLink@sh.itjust.works 1 day ago
Yeah I’ve seen people try to balance things perfectly in factorio, but strat is always to overproduce and let belts getting backed up balance out the throughput.
themusicman@lemmy.world 1 day ago
Yeah same. I’ve seen other people stockpile intermediate resources to try and smooth out bottlenecks, but I think that’s wasteful. Build extra throughout, and have as little product sitting there as possible.
De_Narm@lemmy.world 1 day ago
I’m fuzzy on the details, but it went something like this:
Then:
Oh and:
Therefore, I designed stuff from scratch to fit the new requirements.
That’s from the very beginning, but after repeating this pattern a few times, I gave up. Building it non-optimized felt even worse.
WolfLink@sh.itjust.works 1 day ago
Interesting. Optimizing the factory for your immediate current needs sounds very tedious, because those needs change all the time. I instead optimize for expandability and adaptability. The factory game genre isn’t for everyone, but if you are interested in some tips:
My solution is usually something like:
This construction allows for easy expansion without having to destroy anything. I typically don’t disassemble anything unless it’s actually a problem for some reason or I need the space. This is especially important because you often need some basic components like the level 1 belts even into the late game.
Also, once you unlock robots, you can literally copy-paste, just select an area to upgrade all belts/arms/etc. in, and a lot of other neat tricks that drastically speed things up.
And one last peace of advice: Overproduce everything and let belts backing up balance out the resource distribution. Then if you discover that belts that previously were backed up are now sparse, figure out why and optimize it, usually by adding more production of whatever the missing resource is.
Ultimately throughput is all that matters. Loss of throughput because you don’t need something isn’t wasteful. Loss of throughput because you aren’t producing enough of something is a problem to solve. Things that don’t affect throughput don’t matter and aren’t wasteful.
Arkthos@pawb.social 1 day ago
I played pretty much the same way De_Narm did. I tried caring less, though because I had no idea what would come next, it inevitably descended into spaghetti. I am stressed out about technical debt enough at work to be playing a technical debt simulator lol.
Dedicating the space needed to expand, ensuring everything you build is scalable, inevitably requires you to know a lot about what’s coming.
Yeah, if you know what you’re doing you can avoid these issues. I did not enjoy myself in the slightest, so after some hours of giving it a chance I decided that learning how to avoid these issues was not worth the pain. I’ll just stick to work instead.