Trust me

  • dovahking@lemmy.world
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    3 hours ago

    I’m playing it for a week now and even using a modlist with automation mod to play it like factorio.

  • zod000@lemmy.dbzer0.com
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    16 hours ago

    The comic is highly accurate, I just wish that Factorio didn’t feel so similar to work. I like Stardew Valley overall, but I just don’t want to make friends with NPCs and play a fishing minigame.

    • yermaw@sh.itjust.works
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      15 hours ago

      I think there needs to be a large part of the game to ignore to make the bit you want to do feel better.

      • zeca@lemmy.ml
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        15 hours ago

        Thats a good insight, i think youre right. I felt that playing fallout new vegas

        • yermaw@sh.itjust.works
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          9 hours ago

          I feel it when I’ve got tedious paperwork that needs to be done. Suddenly I’ve got so much energy and motivation to run the vacuum cleaner around.

    • lobut@lemmy.ca
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      15 hours ago

      I think with Stardew Valley, you don’t necessarily “have to” …

      Factorio feels way too much like work (as a developer) to me. I played it all weekend once and then when I had work on Monday I didn’t feel any weekend relief that I expected.

      • zod000@lemmy.dbzer0.com
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        13 hours ago

        That is exactly how I feel with Factorio. With Stawdew Valley, you essentially hit a wall if you aren’t willing to grind out some specific things (fishing for instance). It’s not the end of the world and I got enough enjoyment out of it to not consider it a waste of money, but I haven’t been able to check out any of the last few recent content updates because most of it was on the other side of the “wall”.

  • Katana314@lemmy.world
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    21 hours ago

    I like my idea for a Factorio movie.

    An engineer crash lands on a planet during a corporate visitation to another planet. Desperate, he finds his company’s schematic drive on factory creation. He builds his way up to a satellite, which is preprogrammed to beam his SOS home. Relieved, he hits the button to launch it, watches it go up.

    Then, looks down at everything he got to build on his own, with no oversight, no managerial correction, all his own efficiency. He’s even made his own greenhouses to make his own food. Automated a logistics bot to attempt a new mix of coffee each morning, warmed by residual nuclear reactor heat.

    Something stirs in him, and he “accidentally” veers the satellite 8 degrees off course. It sheers against the atmosphere and burns to a crisp, its wreckage destroying his semiconductor production (which is then rebuilt automatically within the hour). The engineer resumes his next project.

    From there, eventually a passing ship does a scan of the planet, curiously finding it inhabited and very industrialized. They send a lander to the surface to investigate. It’s shot down by a fleet of hundreds of missiles.

    The issue goes to Earth’s military command. They have no idea who is on this planet but need to take the threat seriously. Another scouting contingent is deployed, able to land on a safer side of the planet, but on the way down, they spot a “city” in which buildings are arranged in the words “GO AWAY”.

    Landing, the scouts work out that the nearby bots are from the corp’s schematics, and slowly work out what happened. They attempt a few more efforts to extract the engineer, now as a prisoner for shooting down a craft, but the “war” continues.

    Eventually, a psychologist is able to ask the engineer about his feelings of loneliness on the planet. He replies that he’s been alone for far longer than his space flight, and even on Earth no one connected with him - machines just made sense. He curses his company’s greed for infinite growth, and declares the planet is off limits.

    The psychologist accepts his terms - but also ridicules him, since his factory exhibits the same pointless growth as his company. And so, he remains, a prisoner of his own planet.

      • Buddahriffic@lemmy.world
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        14 hours ago

        Yeah if the movie industry got their hands on it, Jack Black would be the engineer and the machines would talk (or act like animals that perfectly understand him and communicate effectively via body language) and the psychologist would end up an unlikely love interest that ends up remaining with him and his wacky machines at the end of the movie.

        And after the conclusion, there will be a shot of his love interest looking at something in horror and saying, “ew, bugs!”, setting up the sequel that never gets made because the people who would like it aren’t drawn to Factorio, and those who are drawn to Factorio are disappointed that the only thing it has to do with Factorio is that it has machines. The execs played the game for 5 minutes and came up with a building system that involves him quickly building things by hand and Harvey Cavil quit production two weeks in, once it was clear they didn’t care about the actual lore.

  • w3dd1e@lemmy.zip
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    17 hours ago

    There’s a game that’s like if Factorio was set in Stardew Valley. I just started playing it on a whim last night.

    It’s called Little Rocket Lab. I’m not to far into it so don’t take this as a recommendation necessarily, but there is a dog. You can pet it. You can play fetch with him.

  • nialv7@lemmy.world
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    15 hours ago

    Factorio is like an addiction… I hate this game and I hate myself for not being able to stop playing it.

  • JcbAzPx@lemmy.world
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    1 day ago

    BTW, it’s okay to ignore the story on Stardew Valley. Never let anyone tell you you’re playing it wrong. There’s no such thing.

    • JackbyDev@programming.dev
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      23 hours ago

      I hate that devs put options in games and people think you’re bad for choosing it. Heaven forbid I want to experience Undertale’s genocide route or Stardew’s Joja story.

  • Khrux@ttrpg.network
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    1 day ago

    My overly ambitious Minecraft mod I long since gave up with was basically a pollution and yield mod to incentiveise a flow or early manual work > midgame automation > lategame manual work for the best resources.

  • sp3ctr4l@lemmy.dbzer0.com
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    1 day ago

    I am genuinely convinced that the difference between female autism and male autism just literally is the difference between Stardew Valley and Factorio/Satisfactory.

      • sp3ctr4l@lemmy.dbzer0.com
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        20 hours ago

        So, to combine both:

        Make The Sims, but they are taught to be industrial engineers, who build factories instead of homes.

        You can only partially direct their social and personal actions, you can’t do the builder aspect of The Sims now, you have to teach them how to do it.

        And your Sims have to both hit production quotas, and also not all kill each other.

        Or, make Factorio, but what you’re building is personality templates, who you then put into some kind of dollhouse type environment, and keep testing, untill you manufacture androids that produce the… sitcoms?.. that you desire.

        • ricecake@sh.itjust.works
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          17 hours ago

          Okay, but trying to guide a braindead little sim automaton through basically playing factorio would be incredible. “Oh my God, why are you running the blue circuit belt through there? Stop it! No! STOP CRYING DIANE, YOU CHOSE TO SKIP EATING AND USE A SUSHI BELT. Stop eating off the floor, there’s coal everywhere”.

          • sp3ctr4l@lemmy.dbzer0.com
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            16 hours ago

            … Some time back I put forward the idea of just making a game that is like, half splinter cell/mgs stealth combat, and half dating sim.

            Basically, you have to guide the neediest, clumsiest, insecure, easily distracted, most frustrating npc through what is ostensibly a combat game… but the game just actually is an escort quest, with extra steps.

            I put it forward as a joke, and a surprising number of people said they’d play it.

            Apparently, fun, … is just a kind of frustration, that I guess… seems solvable.

            • ricecake@sh.itjust.works
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              11 hours ago

              That fits. I think games where you need to care for a dumb little creature hit a couple buttons in our psychology. You want to make it do the right thing because you want to succeed at the game and get that reward of “it did good”. It’s struggling, which means you’re paying attention to it, and it’s doing so with enough charm that you’re not just entirely indifferent. Most importantly, it needs to succeed often enough to make sure you know it can, and slowly get better so you have the long term satisfaction of having improved it. Extra bonus points if you can give a bit of wish fulfillment fantasy. “My sim who regularly eats old fish out of the trash is somehow a self employed artist who lives in a great house I got distracted and built to my dream specification. I would totally play pool until I wet myself and fell asleep crying on the floor.”

              I think there’s actually a lot of truth to fun being related to frustration. If something is too easy you don’t get the dopamine hit, because why would your brain reward you for learning something trivial? If it’s too hard the path to most joy is giving up. At the sweet spot it’s obviously possible, but you struggle enough that you get a dash of dopamine for succeeding. The trick is keeping the struggle varied or infrequent enough that you’re brain doesn’t declare it a source of diminishing returns.

              Shitty mobile games are the king of it, since they have a standard/easy ramp that quickly moves to just above most people’s threshold with the “out” of a loot box that has a chance to give you a bonus labeled as just a small boost. And they’re normally $10/10, but the 50 packs is $15 for the moment, and since you’re new you get $10 off…

              Not-those types of games tend to just try for “balanced difficulty scaling”.