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1. Baeocy+(OP)[view] [source] 2019-07-05 20:42:40
Pro-tip to others who think 'Programmer Crack' is hyperbole- it is not.

Factorio does have a rather steep learning curve, and the UI is not the most intuitive. But. Once how it works clicks, it clicks, and suddenly morning. And I'm in my 40's, I'd thought my days of unexpected overnights while working on fascinating problems were mostly behind me. Highly recommended, but be aware.

replies(7): >>mabbo+Q8 >>lucb1e+Ya >>novok+3k >>rishav+pv >>hatsun+9F >>fredle+gG >>ummonk+lH
2. mabbo+Q8[view] [source] 2019-07-05 22:06:22
>>Baeocy+(OP)
I had to uninstall it last weekend because I came to realize my playing it was no longer healthy. I mean, that sounds funny, but I'm being totally serious. I've had a few games like that in my life, and I've come to recognize a few signs that what I'm doing is not good for me anymore.

But wow, what a great game.

replies(2): >>GaryNu+0e >>jjjens+VA
3. lucb1e+Ya[view] [source] 2019-07-05 22:31:22
>>Baeocy+(OP)
> Factorio does have a rather steep learning curve

Not... at all? I mean, Vim has a steep learning curve[1]. Factorio is a game meant for the masses.

Of course any game is hard to master, but in that case any game that is not made for 3 year olds has a steep learning curve. You won't know how to set up and manage a 1kspm factory from day one, but that's okay, you can start by exploring and have a lot of fun doing that.

[1] (if you ignore that you can just start by hitting "i" and save with "<esc>:wq" and you have an ordinary editor, but that's not the point.)

replies(2): >>vlunkr+rb >>DonHop+tx
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4. vlunkr+rb[view] [source] [discussion] 2019-07-05 22:36:38
>>lucb1e+Ya
The fact that you would even consider comparing the controls of a video game to vim probably means it’s not the most intuitive.
replies(1): >>derefr+li
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5. GaryNu+0e[view] [source] [discussion] 2019-07-05 23:02:36
>>mabbo+Q8
Whenever they release a new version, I'll boot it up and waste the better part of a weekend to get another mega-base running. Always satisfying
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6. derefr+li[view] [source] [discussion] 2019-07-06 00:05:20
>>vlunkr+rb
I think the parent was assuming "steep learning curve" here was qualified as "for a piece of software used by programmers"; while the people that downvoted them assume "steep learning curve" here was qualified as "for a game." It is certainly easy to learn compared to a code-base; it is certainly hard to learn compared to Bejeweled.

Mind you, compared to other “programming games” like e.g. Shenzhen I/O, the main gameplay loop of Factorio is quite a bit simpler to wrap your head around. It's only when you try to ultra-optimize everything that it reaches that level of complexity. (Or when you "program in Factorio", ala "programming in Minecraft.")

replies(1): >>lucb1e+xM
7. novok+3k[view] [source] 2019-07-06 00:34:27
>>Baeocy+(OP)
I tried factorio several times and it didn't click for me as a 'crack' game. And I'm a software engineer, and I've loved computers since I was 5, and I spend most of my free time on my computer.

I didn't learn to write code until I was in my late teens although. Ultimately I've found factorio a rather tedious game, that kind of reminds me of my job. I also tend to not code things for fun, seeing how it will ultimately turn into a large project I won't have time to maintain. Kind of like how mechanics don't like maintaining their own cars.

It makes me wonder sometimes.

replies(1): >>bluebl+ps
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8. bluebl+ps[view] [source] [discussion] 2019-07-06 02:58:41
>>novok+3k
What do you find motivating in software engineering?

I initially found Factorio interesting, mostly for the parts that encourage spreadsheet calculation, e.g. balancing the various rates of production and resource intake. Some other aspects appealed too, such as finding drill placements to fully cover ore deposits.

Where I lost interest is when the game became mostly about refactoring large transport belt networks. That reminds me of the non-fun aspects of programming.

replies(1): >>Baeocy+aJ
9. rishav+pv[view] [source] 2019-07-06 03:45:38
>>Baeocy+(OP)
Factorio is also the only game on Steam that i know of, that has thousands of reviews and its rating is"Overwhelmingly Positive". It just might be the highest rated game on Steam and it hasn't even left Early Access.
replies(1): >>Faark+vB
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10. DonHop+tx[view] [source] [discussion] 2019-07-06 04:15:07
>>lucb1e+Ya
Pfff! The only vi command anyone ever needs to learn is :q! ;)
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11. jjjens+VA[view] [source] [discussion] 2019-07-06 05:06:53
>>mabbo+Q8
I've only had 2 games like that in my life, EverQuest (also called EverCrack) and Factorio (also called Programmer Crack). I had to go cold turkey or I was skipping the gym and meals and not sleeping!
replies(2): >>Baeocy+uJ >>mabbo+fR
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12. Faark+vB[view] [source] [discussion] 2019-07-06 05:17:02
>>rishav+pv
> It just might be the highest rated game on Steam

Indeed the second best positive percentage according to steamdb: https://steamdb.info/stats/gameratings/

No 29 if you just sort by positive reviews.

13. hatsun+9F[view] [source] 2019-07-06 06:24:00
>>Baeocy+(OP)
0.17 made the UI not crap. Gotta enable it through the game beta opt-ins.
14. fredle+gG[view] [source] 2019-07-06 06:48:21
>>Baeocy+(OP)
I think the reason for this is that it pushes all the buttons your programmer brain wants pushed: designing building and debugging systems with a strong focus on optimisation. However it doesn't contain meetings, sprints, language oddities, politics or any of the stuff that makes normal programming less fun.
replies(1): >>twic+kg1
15. ummonk+lH[view] [source] 2019-07-06 07:10:47
>>Baeocy+(OP)
I can't stand Factorio and find it too tedious and exhausting, which is probably related to why I find coding to be a chore, despite being a talented software engineer.
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16. Baeocy+aJ[view] [source] [discussion] 2019-07-06 07:47:55
>>bluebl+ps
I never particularly cared about belt optimization past 'good enough'. I spent most of my time trying to break things and find edge-cases in the control system. Working around the (purposefully nerfed to keep them from being too powerful) logistics bots issues was probably my favorite thing to tackle.

(That, and building vast quantities of artillery in the middle of almost fully red zones, then flipping the power switch for the loaders and watching the fun. :D)

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17. Baeocy+uJ[view] [source] [discussion] 2019-07-06 07:54:56
>>jjjens+VA
One thing I credit Factorio for (and I am not joking at all when I say this, despite how ridiculous the statement might seem) is learning to be a little more understanding about folks that deal with addictions. I've never had a problem not doing something to excess, so I never really understood people who do. But when I first discovered Factorio a few years back, there were enough times where I didn't do $ActuallyRatherImportantThingX because I was allllmost done with some aspect of a megabase to give me pause.

There are lots of games I can play for a specified amount of time and be fine with it. Pretty much all of them, really. Factorio, I get annoyed if pulled away in the middle of a project. So now I know to not even start unless it's free time for the rest of the night.

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18. lucb1e+xM[view] [source] [discussion] 2019-07-06 09:03:56
>>derefr+li
> I think the parent was assuming "steep learning curve" here was qualified as "for a piece of software used by programmers";

No. For example, my cousin plays it, someone who typically plays games like the Sims (and other games popular amongst women), has no university degree. She has no trouble with Factorio. I am honestly confused how anyone would call Factorio a difficult game. It's nigh impossible to lose unless you change the default settings to generate a more difficult world with much more aggressive biters. It's a building game, not a shooter that requires any kind of skill or specialised software that requires a manual.

Edit: asked said cousin whether she thought it has a steep learning curve. Answer was "lol, yes! And the curve just continues, there is still lots I could do better". I suppose having nearly only programmers as friends skewed my view of how many people had no trouble getting into it.

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19. mabbo+fR[view] [source] [discussion] 2019-07-06 10:58:22
>>jjjens+VA
EverQuest was actually the game that taught me what the bad signs were.

In high school, my friend was into drugs and partying. I was into EverQuest. I think we'd have both been better long term if he'd gotten me into drugs instead of me getting him into EverQuest.

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20. twic+kg1[view] [source] [discussion] 2019-07-06 17:01:37
>>fredle+gG
What if there was a package manager for Factorio?
replies(1): >>DonHop+8u1
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21. DonHop+8u1[view] [source] [discussion] 2019-07-06 19:36:44
>>twic+kg1
Factorio packages are Blueprints and Blueprint Books! And the equivalent of npmjs.com would be https://factorioprints.com .

https://wiki.factorio.com/Blueprint

https://wiki.factorio.com/Blueprint_book

https://factorioprints.com/

https://www.reddit.com/r/factorio/comments/7vnkze/blueprint_...

One of the stages of evolution of a Factorio programmer is learning how to make scalable modular blueprints that you can stamp down one next to another, with their inputs and output routed so they all plug together easily and run in parallel, without having to be manually wired together.

replies(1): >>serpix+GU3
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22. serpix+GU3[view] [source] [discussion] 2019-07-08 07:52:46
>>DonHop+8u1
yeah at this point I consider a game like that solved and my interest in it disappears along with any craving to explore more. It is solved, move on.
replies(1): >>rkuyke+pN4
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23. rkuyke+pN4[view] [source] [discussion] 2019-07-08 16:37:54
>>serpix+GU3
That's a bit like saying programming is solved because package managers exist.

Just like NPM packages, blueprints just let you get into much more trouble much faster!

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