skeltoac
7 hours ago
I played this! The quadcopter with the straw hat got me. Funny and great fun. At the end I was still full of ideas for optimizing my code and the dev was making breaking changes that would require a full rewrite (a good time guaranteed) but I was more compelled to go back to Factorio due to the Space Age expansion. The rest of this comment would be about Factorio but writing on HN does not help the factory to grow.
candiddevmike
6 hours ago
As someone with hours of time in Factorio pre-space age update, I've really struggled to get back into the game. I really want to build out a mega base with the new train logic, but every time I try to get into it it just feels like work. Space age seems like it had a pretty lukewarm reception, and some of the tech tree changes seem like artificial padding (cliff explosives).
bigstrat2003
3 hours ago
I'll be honest, I don't think Space Age was all that good as an expansion. The developers really focused on giving the player new types of logistics challenges to solve, but that was never what I wanted. I wanted the same Factorio gameplay, but with more stuff to build. So out of the four new planets, the only one I actually enjoyed building on was Vulcanus (because it plays pretty much like vanilla Factorio but with new recipes). The lead dev is also well known for disliking logistics bots and wishes they had never been added to the game. And the expansion shows that, with (again) three of the four planets having mechanics to make use of bots more difficult if not outright impossible (Aquilo).
All in all, the developers have a very different vision of what makes the game fun than I do, and that meant the expansion wasn't much fun for me. If I play the game more in the future, I'll probably do so with the expansion disabled.
Tyr42
2 hours ago
Luckily, there are lots of mods which make the base game more. I really enjoyed my bobs + angels run. I'm sure it would be even more fun if you opted into quality on top to really go mad.
nness
4 hours ago
That was my first impression when I picked it up -- the game strongly suggests you start from the start, and re-loading a pre-Space Age save will result in many things breaking. I gave in and started over, worried I'd need to spend dozens of hours just building up to where I was before.
But this wasn't the case — Space Age isn't only new content, but a complete re-balance of the original game. It is far far less grindy and requires much less baby-sitting of production.
Your first space platform, the ships, and the planets, are best thought of as unique Factorio-inspired puzzles. Each planet is like a Factorio game-mode to solve, with its own restrictions to design around.
I think those who have hundreds of hours in the base-game have to un-learn of the base game to pick up the DLC. Many of the complaints are pointed at the tech tree changes — they wanted an expansion on what was there, not a recreation. But for me now, I wouldn't recommend Factorio without Space Age.
mixel
6 hours ago
Yeah, the cliff explosives being gated behind vulcanus sucks a bit but they made the cliffs a lot more bearable in 2.0 I think for a megabase run its a matter of how fast you can reach legendary and process everything in it and once you got that you can go really into megabasing this game. Sadly they nerfed trains so hard by introducing Quality since everything got better but trains stayed the same which is a shame
ACCount37
5 hours ago
Trains still got buffed by overhead rails. Those enable very compact designs, allow for easier hookups and reduce the usual intersection/signals pain by a lot.
I agree that no quality or endgame upgrades for trains is an odd choice, but I guess that's what the mods are for.
jpalawaga
5 hours ago
For me factorio is a one playthrough kinda thing. I don’t get off on endless optimization and making it bigger for the sake of bigger, feels like work.
That said, I was more than happy to build the base back from scratch in space age, and I find the expansion to be every bit as fun as the base game. So I endorse it. Especially as you already know how to do some things quicker.
abtinf
3 hours ago
To make a programming game true to life, it could have a prestige mechanic where you keep all your code/scripts, but the api introduces breaking changes and you have to rewrite.
“Good job! Halfway through the workday on Thursday, some big brain engineer in a distant department has decided to change the order of for loop clauses in the interpreter, so now it’s “for variable declarations; variable modifications; conditional checks {}”. They adamantly refuse to revert the change because “it makes more sense to group variable stuff together”. Prod is down now. Have fun!
phantasmish
3 hours ago
Documentation should often be wrong.
There should be five options for each piece of tooling, none of which quite work the same way, all of which have a fan-base singing their praises, and three of which have critical problems you probably won't find out about until you try them. Then the one you pick gets abandoned when you're part way done. (this feature only for the Javascript and Python DLC)
Example farms should use old versions of libraries that are no longer maintained.
Interfacing with other farms should require manually faking a downgrade of some protocol you're using, because the older one is no longer available for you and they can't/won't upgrade.
You should be forced to design certain parts of the system in ways that are harder to use and constantly break when changing other parts, just so the appearance of those parts is "on brand". This should require re-writing functionality that would otherwise be supplied "for free" by a library.
When you're finally getting things how you want them, your farm should get cancelled and the whole thing abruptly burned to the ground because your parent company just decided to buy a different, existing farm instead.
abtinf
2 hours ago
It’s like you’re an omniscient narrator for my career.
__jonas
4 hours ago
> the dev was making breaking changes that would require a full rewrite
This is funny because I already get the feeling a lot with management sim / automation type games that I'm pretty close to doing the kind of thing I'd do at work, except only the fun parts and without getting paid. Often that's the reason I quit playing these types of games after a while - having to deal with migrating legacy code after breaking API changes would bring this feeling to a new level I bet.
grogenaut
3 hours ago
That's why I don't tend to play these games. I was about 5 hours into trs1000 when I was like man I could just learn GPU or fpga with a real editor instead but that would be useful. And stopped playing. With factorio I could be laying out circuit boards. So I did that instead.
vrighter
4 hours ago
I had spent ages optimizing my maze solver ( https://github.com/VrIgHtEr/TheFarmerSolvedAMaze ). Meticulously going over which operations take how many ticks. But then the dev made a bunch of breaking changes and couldn't be bothered to rewrite everything.