by destructuredObj on 6/9/21, 12:01 PM with 73 comments
by spieswl on 6/9/21, 3:39 PM
There are just so many examples of captivating writing, innovative problem solving, and candid discussion throughout the FFFs. Taken all together, the Factorio journey is one of my favorite _stories_ to read...and it contributed to becoming a better designer and engineer along the way. I really encourage people to read more of their blog than just what I've linked, since it crosses so many areas of interest.
To anyone reading that's worked on Factorio, thank you and you all are wonderful people.
by alexwebb2 on 6/9/21, 1:17 PM
> FFF #243 - New GUI tileset: Showing off their GUI design document. A MUST READ, if only for a good example of a comprehensive design style that fits the game theme perfectly. (https://factorio.com/blog/post/fff-243)
> FFF #176 - Belts optimization for 0.15 : Incredible analysis of transport belts and optimizing their performance. A MUST READ. (https://factorio.com/blog/post/fff-176)
> FFF #204 - Another day, another optimisation : Solid technical writeup on how a prefetching optimization patch works across a number of resource-heavy factory builds. A MUST READ. (https://factorio.com/blog/post/fff-204)
> FFF #296 - All kinds of bugs : The snippet at the bottom is a perfect encapsulation of their attitude towards problem solving. It’s such a simple concept, just going a little farther, that can take tremendous discipline and focus. A MUST READ. (https://factorio.com/blog/post/fff-296)
> FFF #356 - Blueprint library for real : Michal “kovarex” Kovařík, one of the two cofounders, talks about falling out of the development process, losing his sense of purpose, and how playing Factorio with his son brought him back. Reading this one, even through the sometimes-broken English, is inspirational and a wonderful look at how things fall apart and come back together. Like I mentioned in the intro, this is one of those rare, special offerings that is technical in nature but deeply personal and human-centric in form. A MUST READ. (https://factorio.com/blog/post/fff-356)
by daolf on 6/9/21, 1:26 PM
A huge fan of the game, the team, and the entrepreneurial adventure.
Their willingness to share insights, every weeks, for 7 years is quite rare in the industry.
It was also awesome to read the thought process behind each design decision alongside some nerdy story about C++ optimization.
Factorio team, if you're ready this, thank you!
by nindalf on 6/9/21, 2:03 PM
by TOGoS on 6/9/21, 2:58 PM
I think my "holy crap I'm working on factorio, pinch me" was equivalent to some people's "holy crap I'm working for Microsoft." I still remember the odd smell of the office when I first walked in ("sorry it smells like acid in here", I was told, and was later disappointed to learn that when Europeans say "smells like acid" they just mean it smells bad; there was no open use of entheogens while I was there).
I'm glad fff-200 made the cut for this guy's list, as that's the one where I announced the new 'programmable noise' terrain generator. More deets in https://www.factorio.com/blog/post/fff-207, https://www.factorio.com/blog/post/fff-258, and https://www.factorio.com/blog/post/fff-282, among others.
by TheMerovingian on 6/9/21, 1:37 PM
As a developer, it allowed me to determine what kind of developer I am, where my interests lie, and how I contribute to code (or a base). The analogue between coding and Factorio is incredible.
by and0 on 6/9/21, 8:23 PM
Also no combat/bugs, at least not yet. The dev team is Chinese and are releasing amazing quality-of-life updates at a rapid clip, too. Truly impressive piece of software.
by stevenpetryk on 6/9/21, 4:50 PM
by FredPret on 6/9/21, 4:08 PM
I no longer start a new factory from scratch if I want to do things differently. I use my existing - and now outdated - factory to launch a new one a few minutes run away.
by DarmokJalad1701 on 6/9/21, 9:33 PM
by mikewarot on 6/9/21, 4:09 PM
The constant things I always buy are 4 heavy oil, and 200 plastic. I usually get 10 miners, electric furnaces, and level 2 assemblers. Once I have power, and coal gasification up and running for plastic/explosives/batteries, it's just a grind.
I've settled on using an Island terrain, to give it an end, rather than just not wanting to keep expanding forever. Once the island is cleared, and has radar, it's time to start again.
by ddoubleU on 6/9/21, 9:25 PM