
What a great riff on the classic

What a great riff on the classic
Dwarf Fortress represent my personal brand of Autism best
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.
...ere the titans get hungry.
What if it was Chinese
(Amazing Cultivation Simulator)
I only know of this game because has SsethTzeentach reviewed it in the past, but it seems quite funky indeed.
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.
Rock and stone!
The factory must grow.
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
Seems like the very first, very outdated trailer from 2013 contains some of that - though in the trailer itself it seems more like bio-zombies than eco protesters. The game could only be pre-ordered at this point, though the video's description suggests there was already a demo available. I don't know if the game's lore at this point was already "you play as an engineer that has crash-landed on an alien planet" -- if it wasn't, it wouldn't surprise me that the decision to make that be the lore ended up convincing the dev team to abandon humanoid enemies.
In any case, starting from the following year's (2014) trailer the fauna is already in the form of biters, spawners, and worms.
tagging @causepix@lemmy.ml in case they're interested in this tidbit of history.
The game has long eschewed "good" and "bad"; thematically I'd say it's more of a "water & oil" situation where you, the crash-landed engineer, don't really have a way to both get off the planet and not pollute -- you are of a fundamentally incompatible nature compared to the bugs. I imagine it could be possible to do a play-through that deliberately avoids automation and attempts to launch a rocket with the minimum of pollution emitted, though that's more of a self-imposed challenge to try out when you already "master" the game (it will be long and dull, for the most part). As this analysis puts it, "Factorio is a game about building factories, and only uses environmental devastation as a minor background mechanic." Another analysis comes to more-or-less the same conclusion.
It's worth noting that, as of the Space Age DLC that released almost exactly 1 year ago, things get pushed even further away from morality. On the one hand, the dlc introduces a way to replant trees, including automatically, finally allowing players to get to a point where no blurb of pollution ever extends into the rest of the world/map. On the other hand, to complete the dlc you will need to farm the fauna by literally capturing the spawners and harvesting biter eggs from it. It's a very fun automation and logistics challenge (harvested eggs hatch into aggresive biters if not used in a recipe quick enough, and nutrients for the spawners must be produced off-world and imported via rockets else the spawner reverts back to a "wild" state). Things are even less clearly moralized by the end of the dlc, where you obtain the capability to craft new spawners and plop them down wherever you want. This means you can add to the native fauna, not just take from it. In a sense, you get more agency in how your relationship to the native fauna ends up. The road to that agency, however, remains that of the base game. Neither planting trees nor creating new spawners is available without launching a rocket off-world (in fact, it takes many many rockets to get to this point). As the first analysis I linked so succinctly puts it, "[i]t is manifest destiny that a rocket be launched, so exploitation of the environment is unavoidable and the efforts of the bug race stand in the way of fate." Cynically speaking, the DLC basically just lets you green-wash your dominion of the planet/solar system, after-the-fact.
just one detail though. you pretty much enslave the biters in a way that looks very gruesome. well technically you imprison and enslave the nests, but those are alive.
Oh yeah, the graphics really insist that they are captured spawners, not converted, raised, or otherwise "friendly" spawners.
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.
What other automation games are you into?
The latest one I tried out was Oddsparks which I think is fantastic but I bounced off it because the rail system is a bit underpowered compared to what I'm used to in Factorio and Satsfactory.
I haven't touched them in a while, but I enjoyed Big Pharma and Shapez.
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:
At the end of what I would call the early game, you unlock even more options.
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.
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.
You're welcome!
I'm just glad the length of my response didn't intimidate you. Factorio is really one of my favorite games of all time, top personal contender for "if you were stuck on a desert island and could only bring 1 video game with you", so it's easy to ramble far too long about.
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.
The combat system in DSP is not as disruptive as the one in factorio, and it isn't as "integral" to the game as the one in factorio either. Once you get rid of the darkfog bases in your planet they will mostly leave you alone unless you're unlucky; if that minimal interaction sounds annoying, turning them off entirely has little consequence.
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.
You can tune the biters and make them spawn less, tech up slower etc.
IIRC you can also use the Rail world mode and turn the settings as if they are Normal mode since any cleared space will not respawn biters.
You can also turn up the resource richness and size so you have to expand less and then every now and then clear out an area. I used to be a bit turned off by the biters but now I've leaned into it and have have blueprints for making laser perimeter which kinda automates a lot of the biter handling.
Maybe you just need a mindset shift where the biters are another automation challenge instead of it being an intrusion. I really hope you get to enjoy this game, I can't anymore since I have a baby now but I hope you can. I'll for sure start again as soon as time allows.
Also, aim for 100% roboport coverage so you can automatically rebuild everything that gets destroyed. Then you can clear out something, paste a perimeter wall and continue on with factory stuff.
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?
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.
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.
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 ;)
That’s an additional paid for expansion, something they originally said they would never do.
It also STILL has an end goal.
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.
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.
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.
You guys should try mindustry. It's a factory/mining/tower defense games. I think it's hard as balls to get right.
Satisfactory is tight.
Fuckin love Satisfactory
Yeah I'm doing a playthrough on that right now. Only got as far as coal power but I'm really enjoying it.
Dyson Sphere Program is closer in gameplay than Satisfactory, for a 3-D variety
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.
Enjoys modding games more than playing, dislikes Factorio.
Have you tried modding Factorio? It’s a pit of fun