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Cake day: December 31st, 2023

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  • I interpret their comment slightly differently; Factorio as a game is less valuable today then, say, 4 years ago.

    I still disagree with that interpretation, as the game has continued to receive updates and bugfixes, steadily increasing it’s value (or at least counteracting the depreciation). Not to mention the additional value provided by community mods has only increased over the years.

    The game is also one-of-a-kind. Until a “factorio 2” equivalent comes out that is just straight-up better in every way, it’s hard to see how the value would depreciate. Heck, the Space Age DLC is basically “Factorio 2” without splitting the playerbase across 2 separate games.



  • I’ve seen an online comment somewhere referring to this interview of him (it’s in Czech, but has English captions). I don’t have much interest in watching the full interview myself (though I probably should just to check what I’m talking about). According to this comment I had seen, he explains in this interview that he had that knee-jerk reaction to the pushback to recommending Bob Martin’s “Clean Code” book in the public factorio devlog in part because of the political climate he grew up in (Czechoslovakia near the end of the Soviet Union, and then following it’s dissolution) which was full of spurious accusations based on tangential links.

    Myself, I distinctly remember reading the devblog post when it came out and thinking “oh boy, it’s a shame he only learned about Clean Code today and clearly is unaware of Bob Martin’s reputation on matters outside of strict software development”. His comments in the reddit thread really just made things worse. I’m still hesitant to unequivocally label him as bad as many others, but simultaneously I don’t hold much hope that he’ll ever come out and publicly denounce his former comments.


  • Seems like the very first, very outdated trailer from 2013 contains some of that - though in the trailer itself it seems more like bio-zombies than eco protesters. The game could only be pre-ordered at this point, though the video’s description suggests there was already a demo available. I don’t know if the game’s lore at this point was already “you play as an engineer that has crash-landed on an alien planet” – if it wasn’t, it wouldn’t surprise me that the decision to make that be the lore ended up convincing the dev team to abandon humanoid enemies.

    In any case, starting from the following year’s (2014) trailer the fauna is already in the form of biters, spawners, and worms.

    tagging @causepix@lemmy.ml in case they’re interested in this tidbit of history.

    The game has long eschewed “good” and “bad”; thematically I’d say it’s more of a “water & oil” situation where you, the crash-landed engineer, don’t really have a way to both get off the planet and not pollute – you are of a fundamentally incompatible nature compared to the bugs. I imagine it could be possible to do a play-through that deliberately avoids automation and attempts to launch a rocket with the minimum of pollution emitted, though that’s more of a self-imposed challenge to try out when you already “master” the game (it will be long and dull, for the most part). As this analysis puts it, “Factorio is a game about building factories, and only uses environmental devastation as a minor background mechanic.” Another analysis comes to more-or-less the same conclusion.

    It’s worth noting that, as of the Space Age DLC that released almost exactly 1 year ago, things get pushed even further away from morality. On the one hand, the dlc introduces a way to replant trees, including automatically, finally allowing players to get to a point where no blurb of pollution ever extends into the rest of the world/map. On the other hand, to complete the dlc you will need to farm the fauna by literally capturing the spawners and harvesting biter eggs from it. It’s a very fun automation and logistics challenge (harvested eggs hatch into aggresive biters if not used in a recipe quick enough, and nutrients for the spawners must be produced off-world and imported via rockets else the spawner reverts back to a “wild” state). Things are even less clearly moralized by the end of the dlc, where you obtain the capability to craft new spawners and plop them down wherever you want. This means you can add to the native fauna, not just take from it. In a sense, you get more agency in how your relationship to the native fauna ends up. The road to that agency, however, remains that of the base game. Neither planting trees nor creating new spawners is available without launching a rocket off-world (in fact, it takes many many rockets to get to this point). As the first analysis I linked so succinctly puts it, “[i]t is manifest destiny that a rocket be launched, so exploitation of the environment is unavoidable and the efforts of the bug race stand in the way of fate.” Cynically speaking, the DLC basically just lets you green-wash your dominion of the planet/solar system, after-the-fact.



  • In a very real sense, the game is only intended to be played in the manner that makes it actually fun for you.

    The fauna is an integral part of the game only in the sense that the pollution produced by your machines makes them angry and makes them evolve, and a lot of work has gone into balancing the pollution/evolution rates to provide a sort of tension and pressure that adapts to how fast you are progressing. If you care a lot about experiencing things “as the devs intended them” then I understand not wanting to cut off an entire system and set of mechanics. In that sense, dealing with the attacking fauna without completely stalling or falling apart is one of the first hurdles you are “meant” to struggle with.

    There are intermediates between keeping the attacking fauna and removing them: you can disable their expansion, you can make them only attack when damaged, and you can tweak the numbers that determine how your factory’s pollution affects them. You can also change the amount of “safe space” the game forces the map to give you around where you spawn - this alone can be the difference between the early game being anxiety-inducing or quite relaxed. These can only be done at map generation (unless you don’t mind using console commands to change things on an existing save/map).

    Without changing any map settings, it’s not immediately obvious how many options you have to address the problem in-game, but here are some pointers if you ever do give it another try:

    • trees will absorb pollution, preventing it from reaching biter nests. They can absorb a decent amount but will eventually die and stop absorbing. Starting in a forest can be a bit more cramped than in a desert but at least you don’t have to fend off as many attacks early on.
    • avoid overproducing just to fill up buffers - you probably don’t need to have 2k green circuits sitting in a chest as soon as you can make them. avoid emitting all of that pollution until you actively need those items.
    • try to set up defences before they are needed. You can build a new production line first to know what space it requires, but set up walls and turrets before you turn it on. This should help prevent you being interrupted by attacks on undefended machines.
    • researching damage upgrades gives you more damage output per unit of pollution produced, helping keep the balance in your favor
    • only a nest that is exposed to pollution will send attack parties. You can toggle displaying pollution in the world map (now called “Remote View”) and proactively clear out nests before the pollution his them. You’re essentially choosing between proactive defensive efforts vs reactive efforts.
    • reloading a previous save to change your approach without restarting an entire game is totally legit and nothing to be ashamed of.

    At the end of what I would call the early game, you unlock even more options.

    • efficiency modules reduce the pollution a machine emits. They also reduce the amount of electricity the machine consumes, which will indirectly lower your pollution by making you burn less coal
    • solar power is a great way to lower the amount your factory is polluting once your panels and accumulators are already made. Making enough to power your whole base, however, takes a lot of steel and other ressources, whose refinement emits pollution. So don’t expect solar power to automatically fix your fauna problems - it’ll take a little bit of thought
    • laser turrets do away with the need to produce ammo and get it to the front lines, though the spikes in power consumption they cause keeps them from being a total, immediate fix. Similar to solar power, you’ll need to plan a bit.
    • flamethrower turrets are much easier to supply than gun turrets, and can be waaaaaaaay cheaper depending on how much crude oil you have available to you

    Finally, you could also first play the game through once without the fauna to get familiarized, and then do a second run with them activated. in my experience, it’s a lot more fun to deal with them once you know your way around the other mechanics.




  • Primeagen has interviewed DHH at least twice over the past 2 years, in hour+ videos posted to his YouTube channel. Including one where DHH goes unprompted into a pro-natalism rant.

    Primeagen also just spent a week with some other creators working on a video game, sponsored by Cursor and on Framework desktops running Omarchy.

    He is either sympathetic or apathetic to these issues - certainly doesn’t seem to care about being decent to those not of his tribe.






  • Jayjader@jlai.luto196@lemmy.blahaj.zonelain rule
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    5 months ago

    I really enjoyed Lain as a work of speculative fiction, especially watching it in 2019 and being able to compare and contrast the portrayal of computer’s effects on society with what “actually” happened as we moved more and more of our lives onto the internet.

    The “actual” story/plot (message?) only really came together after watching a long YouTube video (actually, I read the transcript / script as a blog post so it wasn’t as long for me to get through it). If I had had the patience I think I would have preferred rewatching until I “got” it, but there’s so much else out there to experience. Maybe some day I’ll sit down and do a “proper” rewatch.

    A good part of the initial enjoyment for me was the vibes and letting the different scenes slowly add up onto each other in the back of my mind.

    As others have said in this thread already, it’s not necessarily the most coherent nor meaningful story as it is conveyed. Being depressed can unironically help it make sense (though I would never ever recommend getting depressed just to better understand Lain or any story really, your mental wellbeing is more important!).

    The shots of telephone lines with audio of power line hums and the weird purple/red splotches are probably some of my favorite bits, and they’re what I immediately think of whenever Lain gets brought up.



  • I don’t think anyone can host a relay right now aside from bluesky.

    People can host their own data / Personal Data Server, which is somewhere between self-hosting a mastodon instance and creating an account on someone else’s instance. The actual equivalent would be self-hosting your masto account separately from any instance (which is just not a thing with the current state of mastodon nor activity pub).



  • Succinctly put, though I got some cognitive dissonance when the author wrote about bluesky being their choice of decentralized network to get involved with without even mentioning the hosting costs involved with running a bsky relay (or whichever component of the ATP network actually holds the data “firehose”).

    According to this article it took a server that costs around $150/month over 4 days to spin up a working relay, most of which was spent ingurgitating half a terabyte of data (that’s what ended up on disk in any case). Far from exorbitant, yet if I want to self host for my own personal needs it’s still gobs more data and compute than any activity pub software needs.

    Maybe my view of “decentralization as in democracy” is just fundamentally different from the author’s. I get the feeling that to them, as long as each friend group has 1 self-hoster in it then democracy through decentralization is preserved. This would make sense that they orient themselves towards something like bluesky and the AT protocol. Personally, I don’t think we should be satisfied with that level of decentralization/democracy - it’s a nice start, but we should strive for reaching at least 50% of people self-hosting an activity pub instance to truly achieve the type of decentralization that serves democracy. Of course, I’m not aware of any activity pub software that can be selfhosted by even 10% of the population, currently, so there’s definitely a lot of work to do before my vision is feasible.