this post was submitted on 15 Oct 2025
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[–] psilotop@lemmy.world 5 points 3 days ago

What a great riff on the classic

[–] narr1@lemmy.ml 32 points 5 days ago (4 children)

Dwarf Fortress represent my personal brand of Autism best

[–] Evil_Incarnate@sopuli.xyz 13 points 5 days ago (2 children)

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.

[–] narr1@lemmy.ml 8 points 5 days ago

...ere the titans get hungry.

[–] caseyweederman@lemmy.ca 3 points 4 days 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.

[–] FunkyStuff@hexbear.net 8 points 5 days ago (1 children)

What if it was Chinese

(Amazing Cultivation Simulator)

[–] narr1@lemmy.ml 6 points 5 days ago (1 children)

I only know of this game because has SsethTzeentach reviewed it in the past, but it seems quite funky indeed.

[–] FunkyStuff@hexbear.net 6 points 5 days ago

If you enjoy Dwarf Fortress it's very similar, but instead of military dwarves just... training passively, the whole game is centered on progressing them little by little through a wide array of different mechanics that each have a lot of nuances. It's even more of an 'autism game' because it has a lot of minmaxing and analysis/decision making. The only part of it that is ironically a bit unfriendly to my brain is how FOMO inducing the minmaxing mechanics are, because you always feel like you can make the numbers on your guys go even higher.

[–] UltraGiGaGigantic@lemmy.ml 5 points 5 days ago

Rock and stone!

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[–] GrapheneOSRuinedMyPixel@sh.itjust.works 15 points 5 days ago (3 children)

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 7 points 4 days ago (1 children)

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.

[–] umbrella@lemmy.ml 3 points 4 days ago (1 children)

just one detail though. you pretty much enslave the biters in a way that looks very gruesome. well technically you imprison and enslave the nests, but those are alive.

[–] Jayjader@jlai.lu 3 points 4 days ago

Oh yeah, the graphics really insist that they are captured spawners, not converted, raised, or otherwise "friendly" spawners.

[–] umbrella@lemmy.ml 10 points 5 days ago (1 children)

this is hilarious in a dark way

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[–] ceenote@lemmy.world 21 points 5 days ago

The factory must grow.

[–] onlooker@lemmy.ml 12 points 5 days ago (9 children)

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 18 points 4 days ago (1 children)

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 11 points 4 days ago (2 children)

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 7 points 4 days 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.

[–] olafurp@lemmy.world 2 points 4 days ago (1 children)

We all want you to enjoy factorio maaaan. This game is magic.

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[–] SippyCup@lemmy.ml 7 points 4 days ago* (last edited 4 days ago) (1 children)

I always turn the enemies off. I just want to automate. But the tech tree existing for weapons and being useless really bugged me so I got really in to Dyson Sphere program. But enemies have been added there too.

[–] FunkyStuff@hexbear.net 3 points 4 days ago (1 children)

The combat system in DSP is not as disruptive as the one in factorio, and it isn't as "integral" to the game as the one in factorio either. Once you get rid of the darkfog bases in your planet they will mostly leave you alone unless you're unlucky; if that minimal interaction sounds annoying, turning them off entirely has little consequence.

[–] SippyCup@lemmy.ml 2 points 4 days ago (2 children)

I have a universe with the dark fog swarms turned on, and I'm at the point where to get to the most critical rare materials I need to eliminate them from around the stars they're orbiting. I'm bottlenecked in producing the fleet to help me take them out because I don't have any of the stuff on that planet. I got them 99% eliminated before I had to retreat but by the time I got back they were mostly rebuilt but I was still a ways off from fully resupplied.

So I gave up and went back to a peaceful universe. I found a planet tidally locked to its star and got to the point where I was literally just waiting while swarms and swarms of Dyson structure components launched. Like I literally left it running and watched a movie more than once.

So I stopped playing and am really in to planet crafter now but I'm getting towards the end of that. ...I think. Honestly I thought I was towards the end more than once already.

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[–] polle@feddit.org 6 points 4 days ago

Turn these biters of or set them to peaceful mode. I bought the game in beta and disliked the biters, like you i just wanted to build in my own pace. Some years ago i heard about the option of peacefull mode and got hooked so hard to this game.

[–] olafurp@lemmy.world 3 points 4 days ago* (last edited 4 days ago)

You can tune the biters and make them spawn less, tech up slower etc.

IIRC you can also use the Rail world mode and turn the settings as if they are Normal mode since any cleared space will not respawn biters.

You can also turn up the resource richness and size so you have to expand less and then every now and then clear out an area. I used to be a bit turned off by the biters but now I've leaned into it and have have blueprints for making laser perimeter which kinda automates a lot of the biter handling.

Maybe you just need a mindset shift where the biters are another automation challenge instead of it being an intrusion. I really hope you get to enjoy this game, I can't anymore since I have a baby now but I hope you can. I'll for sure start again as soon as time allows.

Also, aim for 100% roboport coverage so you can automatically rebuild everything that gets destroyed. Then you can clear out something, paste a perimeter wall and continue on with factory stuff.

[–] FunkyStuff@hexbear.net 1 points 3 days ago (1 children)

What other automation games are you into?

The latest one I tried out was Oddsparks which I think is fantastic but I bounced off it because the rail system is a bit underpowered compared to what I'm used to in Factorio and Satsfactory.

[–] onlooker@lemmy.ml 2 points 1 day ago

I haven't touched them in a while, but I enjoyed Big Pharma and Shapez.

[–] Gremour@lemmy.world 2 points 4 days ago* (last edited 4 days ago)

Usually I load machine gun turrets manually. And use them mainly to clear nests early in the game. Later, when I get my hands on oil, I build perimeter with walls, flame and laser turrets. Connect pipes with oil and connect electricity. That do the trick.

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[–] stupidcasey@lemmy.world 6 points 4 days ago (4 children)

Fuckin love Satisfactory

[–] CrabAndBroom@lemmy.ml 3 points 4 days ago

Yeah I'm doing a playthrough on that right now. Only got as far as coal power but I'm really enjoying it.

[–] Luffy879@lemmy.ml 2 points 4 days ago* (last edited 4 days ago)

It solves most of the Jank like non dividable Produktion times and such, so yes, its great

But I hate the maps.

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[–] InFerNo@lemmy.ml 7 points 5 days ago

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

[–] slowtrain33@lemmy.ml 10 points 5 days ago (1 children)

I’m too scared to try it. Maybe when I retire.

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[–] SchmidtGenetics@lemmy.world 8 points 5 days ago (1 children)

The game has an end and a reason to stop playing though.

The point of the game is to launch a rocket, you can continue past that if you want.

[–] 9bananas@feddit.org 19 points 5 days ago (1 children)

i mean...not anymore!

space age added tons of content after the rocket launch!

in space age the goal is to travel to the edge of the solar system ;)

[–] SchmidtGenetics@lemmy.world 9 points 5 days ago* (last edited 5 days ago) (1 children)

That’s an additional paid for expansion, something they originally said they would never do.

It also STILL has an end goal.

[–] TJDetweiler@lemmy.ca 11 points 5 days ago (1 children)

The actual end goal is how much science per min can you pump out to flex on other autists. If you think the game ends when you launch a rocket, or when you get to the edge of the solar system, you are certifiably not autistic enough.

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[–] Blaster_M@lemmy.world 6 points 5 days ago* (last edited 5 days ago)

The game is still actively developed, with the primary focus on bug-fixing. The price is one-time, and there is no intent to sell another expansion, as the game is pretty much at its technical limits as to what you can add to the game with the current expansion.

Also it has a ridiculously good mod repo and management system built into the game.

[–] AngryCommieKender@lemmy.world 6 points 5 days ago* (last edited 5 days ago)

Dyson Sphere Program is closer in gameplay than Satisfactory, for a 3-D variety

[–] MonkeyTown@midwest.social 5 points 5 days ago (3 children)

I wish I liked games like factorio.

I love base building stuff (rimworld is my current obsession, tho I almost like making my heavily modded game function properly more than actually playing it) but automation is just too many moving parts, and too much planing and I can’t bring myself to do any of it right.

If not for that it would probably be entirely my jam. I get downright jealous when I see some of the amazing stuff people do.

[–] barf@hexbear.net 6 points 5 days ago (1 children)

Enjoys modding games more than playing, dislikes Factorio.

Have you tried modding Factorio? It’s a pit of fun

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[–] CountryBreakfast@lemmygrad.ml 2 points 4 days ago

Something about autism

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