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.
I've been playing with Angel's Mods and Bob's Mods (and without Space Age) and it makes the processing chains dramatically longer. I finished the game by launching a rocket many hours ago, and now I'm just upgrading all the factory sections to make it a kind of mega-base. The minimum viable product you need to launch one rocket is nothing compared to making 1000 of everything per second. Then it might be done. I installed some more mods whose balance I was concerned about, only after launching the rocket.
So far I've only been using the world-specific blueprint storage. That seems reasonable to me - you have to make things at least once in this playthrough before copying them. That would happen anyway since of course all the factories are different with the mods. Except I imported a book of balancer blueprints from the internet because spending time designing inefficient balancers did not seem fun to me.
lordnacho · · focus · HN ↗
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.
someonebaggy · · focus · HN ↗
So far I've only been using the world-specific blueprint storage. That seems reasonable to me - you have to make things at least once in this playthrough before copying them. That would happen anyway since of course all the factories are different with the mods. Except I imported a book of balancer blueprints from the internet because spending time designing inefficient balancers did not seem fun to me.