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submitted 10 months ago by Luffy879@lemmy.ml to c/memes@lemmy.ml
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I distinctly remember seeing sprites about 10 years ago, where the enemies were eco protesters. The biters were protesters with signs, the spitters were protesters with Molotov cocktails, the nests were tent encampments.

I think I did not imagine that and it seems to me that the enemies' mechanics make a lot more sense if they were people protesting.

Does anyone know what I'm talking about? Was this in the early builds or was that a mod?

P.S: the goal of Factorio is clearly to build a large enough factory to cripple your hardware, then apply the gained skills in a real factory to be able to buy new hardware, then get fired due to your addiction, freeing up time to build further

[-] Jayjader@jlai.lu 1 points 10 months ago

Seems like the very first, very outdated trailer from 2013 contains some of that - though in the trailer itself it seems more like bio-zombies than eco protesters.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.

[-] ceenote@lemmy.world 1 points 10 months ago

The factory must grow.

[-] InFerNo@lemmy.ml 1 points 10 months ago

You guys should try mindustry. It's a factory/mining/tower defense games. I think it's hard as balls to get right.

[-] psilotop@lemmy.world 1 points 10 months ago

What a great riff on the classic

[-] onlooker@lemmy.ml 0 points 10 months ago

Automation games are usually my jam, but I bounced off Factorio pretty quickly. The automation part I got really into. I wanted to keep things as efficient as possible, but then I kept being interrupted by fauna attacks and I kinda hated the disruption. It didn't help that various defense systems like turrets and the like needed their own supply chain for ammo, so I had to drop everything, start working on that, monsters started attacking my base on another location, rinse, repeat. You get the idea.

I am aware you can turn off the attacking fauna, but that feels like turning off an integral part of the game, so I dunno.

My brother is currently way, WAY into it, though, so I might give it another shake in the future.

[-] Jayjader@jlai.lu 2 points 10 months ago

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.

[-] onlooker@lemmy.ml 2 points 10 months ago

I did not expect to get such an in-depth response, holy shit. Thank you! Saving your comment for when I get around to giving Factorio another whirl.

[-] Jayjader@jlai.lu 1 points 10 months ago

You're welcome!

I'm just glad the length of my response didn't intimidate you. Factorio is really one of my favorite games of all time, top personal contender for "if you were stuck on a desert island and could only bring 1 video game with you", so it's easy to ramble far too long about.

[-] narr1@lemmy.ml 0 points 10 months ago

Dwarf Fortress represent my personal brand of Autism best

[-] Evil_Incarnate@sopuli.xyz 1 points 10 months ago

A friend recommended it to me years ago, and I thought I'd try. On my second fort, I thought I was going ok, we got attacked but my unarmed and untrained dwarves fought off the attacker and I was rebuilding. I told my friend and he asked if it was goblins. No, it was a Titan. I thought it was normal, but I haven't seen one since in the thousands of hours I've played.

[-] caseyweederman@lemmy.ca 0 points 10 months ago

Was the Titan a Forgotten Beast? I saw one of those at least once per fort. Once it was a completely helpless squirrel made of ears that got caught in a trap without my noticing, once it was a colossal brass spider that casually strolled through my fortress, sticking all my surviving dwarves onto walls and ceilings with a web cannon. I had to wait for those dwarves to die of dehydration, since the fort isn't considered lost while they're still alive, but they couldn't free themselves to eat or drink.

[-] paultimate14@lemmy.world 0 points 10 months ago

The main Factorio dev is pretty publicly a shithead.

Perhaps even worse: Factorio has never gone on sale. They are very strongly against the idea of sales. Which like... Fine, but game value depreciates so you should at least drop the price over time. Not the case- in fact they INCREASED the price from $30 to $35 in 2023. The game came out in 2020. It's now a 5 year old 2D indie game listed at $35. Can I afford that? Yes. Am I going to buy it? No.

[-] fuckyoukeith@lemmy.world 1 points 10 months ago

What do you mean that the dev is publicly a shithead? Genuinely curious because I’ve mostly only seen positive information about them

[-] paultimate14@lemmy.world 1 points 10 months ago* (last edited 10 months ago)

A couple of different controversies. He has posts on Reddit (that have since been deleted, but you can find them archived) talking about how student-teacher sexual relationships can often be consensual.

The more famous controversy is this one. Which is hard to summarize other than him being a general asshole to fans, and while he didn't really say anything too terrible he uses a lot of red-flag language talking about "cancel culture" and "sjw's" which, in my experience, is only used unirlnically by shitty people.

[-] Jayjader@jlai.lu 1 points 10 months ago

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.

[-] sentient_loom@sh.itjust.works -1 points 10 months ago

Sounds like a relatively normal dude. It's foolish to care about "red-flag language", especially if you're also saying "he didn’t really say anything to terrible."

[-] paultimate14@lemmy.world 0 points 10 months ago

I suppose when you look at the world through rose-colored glasses, all the red flags just look like flags.

[-] sentient_loom@sh.itjust.works -1 points 10 months ago
this post was submitted on 15 Oct 2025
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