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As someone who has recently got back into games, Factorio is a ton of work—and I love strategy games like Civilization.

Playing Factorio is not unlike doing engineering work itself. Initially, I was hooked. After a while, the brainpower it takes to build and refactor large factories felt too demanding.

It began to feel more like work, than enjoyment.




That's exactly what happened to me. I played it obsessively for a few weeks and then it just started feeling like I was solving the same kind of problems I already solve all day for money, and if I was going to be doing that I might as well be getting paid. Which I guess shows how much I love my job (or at least the fun bits of it) but also kind of took the wind out of my sails in-game.

Edit: Also I got to the endgame point where you spend 99% of your time just setting up new mines and rail depots to keep feeding the beast. That was a fair while ago though so maybe there's more to do endgame, or maybe I'd just finished the game which is also OK.


I go through a cycle like that every so often. I start a new game of factorio after a long break, get super addicted for a week or two, and then get a feeling that its just work, and I'd rather be working on some python project because I don't have to deal with biters attacking me in VS code.

Late game factorio feels exactly like coding, except you can't copy paste as well and make loops and other time saving abstractions.


"Late game factorio feels exactly like coding, except you can't copy paste as well and make loops and other time saving abstractions."

I'm not sure what you mean by "as well", but Factorio does have various rather sophisticated methods of copying and pasting. For instance, there's the regular Control-C sort of copy, which allows you to rotate the entities before pasting, should you prefer. Then there are blueprints, which let you select which entities in a copied blueprint to store, what icon(s) to assign them, and let you have a library of blueprints and folders of blueprints even. That's more sophisticated than some text editors' copy/paste features.

As far as loops go, you can actually create loops in Factorio.

First, there's the simple belt loop. Those can be pretty useful (like with Koravex enrichment process, and coal-powered coal miners powering themselves or each other are also pretty popular).

Inserters can also be used in loops (from box to box, for instance).

Then there are more sophisticated loops involving trains and entire factory groupings.

Then there's the circuit network and combinators, which provide a visual programming language in which loops are possible. Some mods provide combinators will expose the full power of Lua programming to you in-game.

This is not to mention the possibility of writing your own Factorio modules in Lua, which literally is programming in text in a traditional language, and where you can write loops to your heart's content.

As for "time saving abstractions", with the Factorissimo2 mod, you can even abstract away parts of your factory and reuse those parts as modules. These modular parts can themselves be abstracted or nested as submodules of other modules, etc.


I dont mean like a literal loop, but gameplay loops that you cant automate.

This includes things like plopping down yet another mining base, plopping down yet more production, etc...

You can make blueprints for all theses things, but you can't automate the blueprint placing. Sometimes you need to reconfigure circuit stuff for special train stops, so they get the right products, and as far as I know this can't be done via blueprint.

It just gets tedious after a while, especially because it doesn't take all that much to build a rocket, making it unnecessary if you just want to beat the game.


"You can make blueprints for all theses things, but you can't automate the blueprint placing"

You can, actually. Check out the "recursive blueprints" mod.


And yes, someone made an automatically self-expanding base using said mod. It's impressive.


Factorio is a game to automate things. So finally I thought that watching Factorio play on YouTube is ultimate automation.


Definitely. The article is pretty subjective; I'd say there are lots of glaring flaws in Factorio. I played it for a while, stopped when I hit a major problem, but when I came back the game had changed quite a bit and I couldn't get back into it.

Flaws of Factorio in no specific order:

• The car has maddeningly terrible physics. The OP claims this yields "comic fun". It doesn't. It just means you're constantly crashing into trees and needing to repair the car.

• At some point I hit a biter nest I couldn't beat, couldn't go around (some sort of story based misson). There was NO way past this obstacle. No way to make the game easier, no way to beat them, I was even reduced to looking for cheat codes or ways to hack the game files (there weren't any). So I just dropped the game. The sudden cliff-edge in difficulty made no sense and felt like they hadn't play-tested their own game properly.

• The GUI is terrible. I have no idea why he thinks it's good.

1. Placing rails is an exercise in frustration because it's so easy to mis-align things and end up with two pieces of rail that don't quite line up, forcing you to then dig it all up and try again.

2. Placing signals and stations is an equally frustrating exercise in finicky nitpicking. There are lots of ways to set up a railway line such that it simply doesn't work, with no hints about why or what you did wrong. It feels like debugging an embedded system.

3. The article cites "TIL I learned a shortcut" being a meme - that's because the GUI doesn't help you learn any shortcuts.

4. The icons are very small yet high detail, making them difficult to distinguish sometimes. There's no way to zoom anything to make this better. The colour schemes are washed out. The art is just unattractive.

• Randomly generated maps mean you may often end up with an unusual shortage of resources, or things in weird locations.

• The core mechanic is extremely hard to actually improve at. Although I enjoyed making factories at first, I pretty quickly realised this was too much like programming to actually be enjoyable long term. Factories quickly end up drowning in 'tech debt' if you aren't experienced, so you're constantly tempted to restart levels and try again to make a more sustainable factory, but then you end up stuck again later when you obtain some new bit of tech and realise your factory is wrongly structured for the next part of the game again.

The article hints at this last problem. He says "As tempting as it is, don't restart a new factory when you want to rebuild. Just learn how to use bots to deconstruct, and fix it. It'll be more fun that way."

Er, great. And how do I learn how to use bots to do that? The game did eventually get a few half-hearted tutorials that I found actually more confusing than the game itself, but I don't recall any about bots. You quickly realise that most of the information you need to learn the game is on random user-written wikis.

Factorio has managed to get some market success despite being pretty badly built in many ways. I'd definitely recommend checking it out for the novel conveyer-belt mechanic, but if you like building games Cities: Skylines will be much more satisfying and a far more professionally built product.


>> At some point I hit a biter nest I couldn't beat, couldn't go around (some sort of story based misson). There was NO way past this obstacle......

The research tree gives you many different ways to kill a biter nest: * Flame Throwers * Turrets / Laser Turrets * Personal Laser Defense * Combat Robots * Tank * Artillery * Atomic Bomb

>> Factorio has managed to get some market success despite being pretty badly built in many ways.

Maybe the game is not for you. But you are way off base here. The Factorio team has built a very solid product here.


Just want to second how solidly built the game feels. There's definitely a learning curve which keeps on going for many hours (and I think that's a big part of the appeal) and there's some missing in-game information that I've found myself having to look up online - that much is true.

But the UX has incredible amounts of well-thought out polish. Different sized hitboxes for different components, often really favoring playability makes navigating bases really handy. Live map view with the ability to zoom into a location you're not currently near to get a real view of the factory at that point. Unrealistic long reach. Smart notifications on events happening in the base. Graphs diagramming pollution generation and electricity use by factory component type spanning the whole game period. Map layers showing which zones are protected by your defenses, or the extent of spread of pollution, or the routes and locations of your automated trains. And dozens of really useful shortcuts as mentioned.

The game would be perfectly playable without any of these and still be really fun but the love and attention put in by the devs is very clear. And the most amazing thing is seeing all of these things happening all at the same time with thousands of moving pieces updating at 60hz and the game still runs smooth as butter. As a developer I've been very impressed by how smoothly this game runs. And as a gamer I have seen much much simpler games put computers to the test to achieve much less.


"the UX has incredible amounts of well-thought out polish"

I agree so much with this. The UX seems so incredibly well thought out.. much more than virtually any game I've ever played.

There are some wrinkles and annoyances here and there, but virtually everything I've had complaints about while playing the vanilla game I found mods for later that solved it.

The only major complaint I still have about the UX of the game is the circuit network and combinators, which are a very clunky attempt at visual programming that don't provide enough feedback to keep from descending in to spaghetti code when doing something of even moderate complexity, and debugging these things is an absolute nightmare.


This was during some sort of story-driven tutorial in which biters would swarm a base after a few minutes of play, so research wasn't relevant. There was no way to get past them except by just beating them out action style. I did search pretty thoroughly.


"This was during some sort of story-driven tutorial in which biters would swarm a base after a few minutes of play, so research wasn't relevant"

I have heard of this issue, and have seen a screenshot of someone else in the demo where the game placed the biters way, way, way too close to the player's base. That's just unfair, especially for a newcomer to the game.

I'd consider this a bug in the demo, and would report it as such to the developers.

In my own playthrough of the demo, about a year or two ago, I did not have this issue. The biters were well away from my base, and I had ample time to research the technology I'd need to beat them by the time they became a serious threat. I think they must have messed up the demo sometime after that.

The workaround for this is to play the full game, and forget the demo. There are plenty of tutorial videos on youtube which you can watch which will help you with any part of the game you don't understand, and in the full game you can choose a map that doesn't have any biters near by (or even make them peaceful so you don't have to worry about them at all).


I was playing the purchased game, so it wasn't a demo.

It was on a level where you had to reach a computer in some crashed rocket, if I recall correctly. You had to build turrets and keep them filled with ammo, but you started in a corner of the map with no base or raw materials, so you really had to move quickly before the ammo the game gave you to start with ran out and you became overwhelmed. You also had to use grenades to take out a biter nest so you could get to the rocket, and had a limited number of those too. So it was basically an action game rather than a building game at that point and a very badly balanced one.

But like I said I felt there were a lot of other issues. I really wanted to like the game, but "solid" wasn't the impression it left me with.


"The car has maddeningly terrible physics. The OP claims this yields "comic fun". It doesn't. It just means you're constantly crashing into trees and needing to repair the car."

I agree about the car physics, but there are mods which will let your car run over trees and rocks without taking damage. You still have to be careful about running in to parts of your base, but bots can almost instantly repair both your car and whatever you hit if you do hit it. Also, there are mods to make the car physics more realistic, but it's still a pain to drive... especially over a network in multi-player where there's lag.

"At some point I hit a biter nest I couldn't beat, couldn't go around (some sort of story based misson). There was NO way past this obstacle. No way to make the game easier, no way to beat them"

You can turn on peaceful mode, and various mods exist to reduce the difficulty of the biters.

"The GUI is terrible. I have no idea why he thinks it's good."

I love the GUI. I think it's really well done for a game of this complexity.

"Placing rails is an exercise in frustration because it's so easy to mis-align things and end up with two pieces of rail that don't quite line up, forcing you to then dig it all up and try again."

This is easily solved by copying and pasting already aligned portions of rails. Another way to do this is by clicking on the arrow at the end of a stretch of rails and that'll let you extend them and move them around without committing until you like the layout (kind of hard to explain with words, but it's very useful and I think it should eliminate any placing issues you have that you don't just want to use copy/paste for). Finally, there are rail blueprints you could use, and even automated blueprint placement (see the "recursive blueprints" mod) than can be programmed to be as precise as you want.

"The article cites "TIL I learned a shortcut" being a meme - that's because the GUI doesn't help you learn any shortcuts."

Not true. The game shows you tooltips when you hover over portions of the GUI, and those tooltips show shortcuts (if there are any). So there's definitely plenty of shortcut discoverability in this game. Also, if you look in the "Controls" settings, you can search for game features that have shortcuts. That's great for discoverability (though it would be even better if you could do a reverse-search by typing a shortcut and be shown which feature that shortcut activates, which Factorio can't do as far as I know).

"The icons are very small yet high detail, making them difficult to distinguish sometimes. There's no way to zoom anything to make this better. The colour schemes are washed out. The art is just unattractive."

I agree about the small, unzoomable icons, which can be a bit hard to read sometimes, but at least for me playing on 1920x1080 resolution, it's rarely a significant annoyance. Very rarely I need to know what something is and have a hard time figuring it out because of the size of the little icon.. and usually in those cases I can get more information on the entity by mousing over it or clicking on it. 99% of the time that's not an issue, though.

As for the art style.. yeah, it's pretty bland. There are some mods which enhance the art a bit, but I've yet to see something that makes the game really beautiful.

Fortunately, the sound effects in the game are pretty good, and somewhat make up for the lack of visual flare.

"Randomly generated maps mean you may often end up with an unusual shortage of resources, or things in weird locations."

There are a number of things you can do about this

First, you can preview maps and control various settings that affect the random placement of resources. If you don't like the way things are placed on a random map, you can try another.

Second, you can edit your own map and that way have no randomness at all, if you don't want it.

Third, you can use someone else's hand-edited map.

"Although I enjoyed making factories at first, I pretty quickly realised this was too much like programming to actually be enjoyable long term."

This is a matter of personal preference. Personally, I enjoy the similarity to programming, and actually find it less annoying and mind-numbing than ordinary programming. Factorio programming is more fun for me than regular programming (except for combinators and the circuit network, which really are super annoying for anything even moderately complex).

"Factories quickly end up drowning in 'tech debt' if you aren't experienced"

Well, that's where playing the game more helps.. just like in any game, you get better at it by playing.

"you're constantly tempted to restart levels and try again to make a more sustainable factory, but then you end up stuck again later when you obtain some new bit of tech and realise your factory is wrongly structured for the next part of the game again"

I find myself getting better and better at this each time I play, and when I watch videos of really expert players play the game I can see that much more sophisticated organization is possible.

"how do I learn how to use bots to do that?"

I'd encourage you to search on youtube for videos on any part of the game you struggle to understand. There are a wealth of tutorials on there.

Also, I can recommend the #factorio channel on the Esper IRC network, the Factorio forum and r/factorio on Reddit. There are many expert users on there who would be happy to help you.




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