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Solving Factorio Quality

282 points · 108 comments · laurenth

  1. lordnacho · · focus · HN ↗
    I played Factorio a fair bit before Space Age came out, it's awesome. I played it for ages with my kid, and it's a great tool for having him think about software decisions.

    However I hit a wall with the game that has a relation to how AI has upended the programming world.

    Basically, I got bored, and it might be because of the automation.

    In the early game, you are running around with an axe, manually putting down inserters and assemblers, manually crafting items. You eventually make some assembly lines to automatically build stuff, and the outputs then go into more and more complex recipes for which you need to organize the flow of resources.

    Along the way, you gain the ability to build trains to move goods from faraway places. Along with a number of other mechanics that are introduced, this creates a bit of novelty, because you discover some slightly different requirements and you get to exercise your brain in how to connect things together.

    But then at some point, you learn how to make robots. Robots can place factory components as well as just moving goods around. You make a blueprint, plonk it down, and then the robots get all the necessary pieces, and place them down for you. This completely alters the game, because a blueprint can have a huge number of pieces while still being modular. There are people with libraries of square tiles encompassing every aspect of the game, that can simply be snapped together like legos.

    I got to a point where I was assembling libraries and caring more about building a good set of components than actually wiring things together into a factory. I got an auto-placement mod, which I figured was a bit like predictive text in an IDE, it saves you from having to put down inserters and turn them, that kind of micro thing that can mess up your factory if you screw it up, but is actually tedious.

    Armed with my new library of everything and my auto-placement mod, I destroyed my enjoyment of the game, somehow.

    I had played the game enough times to understand what was needed, and so I got to a place where I just needed to place down a mall (a special kind of factory that mainly makes components) along with the bus (assembly lines of outputs), and things kinda couldn't go wrong. I didn't do any more of the typical early-game fiddling with making ad-hoc designs, because I knew what would work, and I didn't want to do the micro. I just satisfied myself that a few belts and rail lines would be enough to glue my libraries together, and that was that.

    What does this have to do with AI? Well, I hear a lot of people's complaints with AI is that they were no longer actually coding. Without the need to type out anything, the micro is gone. People were already glueing libraries together, but at least there was some delight in writing the little bits of knitting. Now, you can just execute your architecture with a prompt, and the LLM will just do it all for you. There's still a necessity of checking what comes out, but the character of the work has changed.

    1. setr · · focus · HN ↗
      I very much doubt the fun was found in the physical act of placing units. Instead I’d wager it was in the immediacy of the chaos, and correction of it, as you dealt with the smaller problems — and the micro-optimizations you could apply being involved with every minor detail of the system.

      When you switch to blueprints, you move up the abstraction chain; there’s still some optimization in constructing blueprints but largely you’re now just plumbing… chaining together higher level components, simply ensuring inputs == output, and all the microoptimizations are hard to justify because they disrupt your blueprints. The patterns and structures have reduced to only what you’ve specified in your library (where previously you were discovering them out of the many operators the game provides).

      But the literal act of placing objects wasn’t the point, yet that’s all the game has become.

      1. Pifanjr · · focus · HN ↗
        I've found that for me, I lose interest in a factory game the moment I have to scale up. It's when progressing through the game means copying an existing solution to a problem and pasting it (a bunch of times) somewhere else rather than coming up with new solutions.

        In general, I get bored when I've figured out the solution to a problem but it takes a long time to get it implemented. Which is also why building conveyor belts is typically my least favourite part of any factory game and why I very rarely refactor my base.

        1. someonebaggy · · focus · HN ↗
          I've played factorio since version 0.3 and modded Minecraft since 1.0. I've always lamented the points in any playthrough where a new feature makes the old way of doing things obsolete - but in Factorio in particular, it has never actually turned out very bad. There is always enough gameplay in the next abstraction tier that it hasn't made the game boring, although it does change what it is. The ladder starts when you get burner miners (extremely early) and you never have to mine by hand again. When you get electric miners you never have to refuel them by hand again. Those are already drastic gameplay shifts you experience within the first 20 minutes. It only keeps going from there - construction bots, solar power, logistics bots. The switch from handcrafting machines to having your factory craft them for you. Oil processing. Advanced oil processing. Trains. Power armour. Modules. Quality.

          In Angel's Mods, much more than in the base game, there are so many of these points where your old factory process line is obsolete and your best option is to completely dismantle it and build the newer process you just unlocked, although the old one can keep running until you get around to that. It's a nonstop circus of redesigning and rebuilding. They haven't introduced any fundamentally new mechanics mind you - that all just comes from expansions in the set of recipes and machines available (and there's a reason every Angel's modpack includes Helmod). I've never tried Pyanodon's. Bob's Inserters also makes you want to redesign your layouts every time you unlock new inserter directions.

          Part of the game is designing copy-pastable layouts that you can just repeat in a row, or tile in a grid - once you get to the stage where that's practical to do. You don't build each copy individually, you let your bots do it. If your bots can't do it then make it so they can, before you can say you're at this milestone. Also trains make grid patterns or "city blocks" very practical.

        2. bigstrat2003 · · focus · HN ↗
          > In general, I get bored when I've figured out the solution to a problem but it takes a long time to get it implemented.

          Not a factory game, but the designers of Portal 2 talked about this. They noticed that in the first game there were puzzles where people would figure out what to do, but then get stuck on actually being able to do it, which was frustrating. So for the second game they endeavored to make it so that the challenge was always in the solution to the puzzle, never in executing the solution.

        3. OnionBlender · · focus · HN ↗
          This is why I got bored of Dyson Sphere Program. Once you travel to other solar systems, all you get are resources that let you skip certain production chains. The proliferator spray then made direct insertion inefficient.

          The planets in Factorio have new buildings, new mechanics, and certain resources are cheap while others are more scarce.

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