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Solving Factorio Quality

143 points • by laurenth • yesterday at 2:27 AM • 41 comments • view on HN

Comments

DanielHB • today at 8:19 AM

If anyone is interested I made a build that can make most items at the highest quality possible using a single assembler by switching the active recipe on the assembler. You just throw in the basic resources for the base items in the recipe and it just builds the whole thing at legendary quality.

https://www.reddit.com/r/FactorioBlueprints/comments/1gl5v50...

It takes a bit of setup for each item you want to make though and doesn't work if the process takes more than one fluid. The default in the blueprint is to make blue circuits.

Unfortunately factorio has this mechanic where if you switch the item an assembler is making it loses progress for productivity bonuses, so this setup is not really practical for many items. Plus it takes a lot of space. But it is fascinating to see it work.

unglaublich • today at 12:30 PM

“Space casino” is gone from Factorio 2.1 as asteroid reprocessors don't take quality items anymore. Motivated by devs that it was 'just too easy' to get legendary items this way.

fabian2k • today at 7:48 AM

The difference between Washing and Upcycling is enormous. That does fit my observations, it's nice to see it quantified.

Another aspect that is nice to see quantified is how big the effect of better quality modules is. You likely underestimate that initially since it's not linear.

The Space Casino mentioned in the post is not possible anymore in Factorio 2.1. Which is experimental at the moment, but I'd assume will be released soon. And experimental Factorio tends to be as stable or more as the stable versions of other games.

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hangrybear666 • today at 7:33 AM

The systematic and scientific approach is absolutely warranted if you want to produce legendary quality at scale. I brute forced my way to legendary mech armor with manually steered recycler loops and wasting millions of iron and copper in the process. Since playing on a Linux developer laptop with 0GB VRam and an onboard GPU (at 60FPS!) I couldn't have scaled it much larger anyways but the entire game, it's a fever dream of optimization and I love it.

jordiburgos • today at 7:48 AM

I would elect the people that does this kind of analysis and management for President.

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tobytylam • today at 7:58 AM

You can make the descriptive / non-math text in LaTeX look better in math mode by using \text{} e.g. $T_\text{products}=...$!

sage981 • today at 11:02 AM

Factorio's charm lies in the constant pursuit of better. True 'quality' means tearing it all down and rebuilding cleaner.

bob1029 • today at 8:17 AM

I wonder how much we could optimize real world agricultural and industrial processes if we reallocated just a tiny fraction of the energy that goes into this game.

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lordnacho • today at 8:46 AM

I played Factorio a fair bit before Space Age came out, it's awesome. I played it for ages with my kid, and it's a great tool for having him think about software decisions.

However I hit a wall with the game that has a relation to how AI has upended the programming world.

Basically, I got bored, and it might be because of the automation.

In the early game, you are running around with an axe, manually putting down inserters and assemblers, manually crafting items. You eventually make some assembly lines to automatically build stuff, and the outputs then go into more and more complex recipes for which you need to organize the flow of resources.

Along the way, you gain the ability to build trains to move goods from faraway places. Along with a number of other mechanics that are introduced, this creates a bit of novelty, because you discover some slightly different requirements and you get to exercise your brain in how to connect things together.

But then at some point, you learn how to make robots. Robots can place factory components as well as just moving goods around. You make a blueprint, plonk it down, and then the robots get all the necessary pieces, and place them down for you. This completely alters the game, because a blueprint can have a huge number of pieces while still being modular. There are people with libraries of square tiles encompassing every aspect of the game, that can simply be snapped together like legos.

I got to a point where I was assembling libraries and caring more about building a good set of components than actually wiring things together into a factory. I got an auto-placement mod, which I figured was a bit like predictive text in an IDE, it saves you from having to put down inserters and turn them, that kind of micro thing that can mess up your factory if you screw it up, but is actually tedious.

Armed with my new library of everything and my auto-placement mod, I destroyed my enjoyment of the game, somehow.

I had played the game enough times to understand what was needed, and so I got to a place where I just needed to place down a mall (a special kind of factory that mainly makes components) along with the bus (assembly lines of outputs), and things kinda couldn't go wrong. I didn't do any more of the typical early-game fiddling with making ad-hoc designs, because I knew what would work, and I didn't want to do the micro. I just satisfied myself that a few belts and rail lines would be enough to glue my libraries together, and that was that.

What does this have to do with AI? Well, I hear a lot of people's complaints with AI is that they were no longer actually coding. Without the need to type out anything, the micro is gone. People were already glueing libraries together, but at least there was some delight in writing the little bits of knitting. Now, you can just execute your architecture with a prompt, and the LLM will just do it all for you. There's still a necessity of checking what comes out, but the character of the work has changed.

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willis936 • today at 10:30 AM

Honestly, this is the exact article I needed to finish my Space Age run. I finished Aquilio then started building quality plants on each planet but spent many hours iterating designs. The feedback loop was slow and it was really an exercise in banging rocks together. Basic spreadsheets fail at this mechanic, which is the beauty of it.

slightlygrilled • today at 8:54 AM

There is another very interesting post on this, but abusing the rng of factorio to always get what you want, amazing work...

https://www.reddit.com/r/factorio/comments/1weddwd/tired_of_...

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ScanMyTerms • today at 12:30 PM

[flagged]

shellwizard • today at 7:26 AM

I've tried to get into Factorio multiple times because I really love 2D isometric games, but the learning curve is incredibly steep. In my opinion, franchises like the original Command & Conquer were much more accessible for non-hardcore gamers like myself. Factorio feels less like a game and more like managing a complex software architecture.

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basil_io • today at 10:07 AM

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ill-ion • today at 8:06 AM

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