Re: Friday Facts #266 - Cleanup of mechanics
Posted: Thu Nov 08, 2018 9:14 pm
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To give you that answer you're looking for:Mike5000 wrote: Sat Nov 03, 2018 9:59 pmWhy downgrade the only thing that makes Factorio what it is - the great moddable engine?
Judging by their promo videos and their explanation of that giant trade show poster, Wube's idea of how Factorio should be played is organic spaghetti.Rythe wrote: Fri Nov 09, 2018 12:36 am Wube has a very specific idea of how Factorio should be played.
This freaked me out, but I couldn't quite articulate why until now. First, an introduction to how I play Factorio: The two main installations that I play are modded 0.12.35 and 0.14.21, and the reason for using these old versions has to do with mods not being updated and me taking several days to balance these modded installations to where I want them, and usually this includes diving into the code (including the original Pollution Damage mod, mine not to be confused with dankirban's; mine only does damage to the character.) Believe it or not, both of those installations include No Hand Mining. I just remembered this part of the FFF:Klonan wrote: Fri Oct 26, 2018 3:11 pm https://www.factorio.com/blog/post/fff-266
[*]Pickaxe - tool slot and mining-tool prototype removed from engine (there is dummy mining-tool for purpose of migration of old saves)
Well, what is the game about? That's not the right question. Think about "clearly Minecraft affecting our ideas." What is Minecraft about? Again, wrong question. The right question is this: Can and should what the game is about be moddable? The answer in Minecraft is obviously in the affirmative, and it is the very mods which changed what Minecraft is about which inspired Factorio in the first place.Friday Factorio Facts #266 Cleanup of mechanics wrote: In the ancient times, you first had to create a wooden pick, to create a stone pick, to mine basic resources, to make iron, so you can make an iron pick. Yes... this was clearly Minecraft affecting our ideas. We identified soon, that this prequel of manual mining has nothing to do with the core of the game, and is an unnecessary distraction. The fact that it was the first thing the player had to do in the game was gravely affecting what new players thought the game is about. So we kept only the iron/steel pick to streamline things. (emphasis added by featherwinglove)
I find myself hoping that you get quoted on the Jimquisition and am seriously considering sending this to him. I believe similar things have been said about World of Warcraft, especially around the time they sued a third-party vanilla server, which was around because WoW's progression had been dumbed down so much there was a core of vanilla players who were no longer happy with, I guess, not having to grind. I like the grind. ...well, I can't really say that because grinding is a mindset, not a gameplay feature. Monetization, especially on mobile, has become infamous for allowing people to "skip the grind" by buying microtransactions which speed up progress. Pundits like Jim Sterling never mention the failures of games which are easy enough that buying microtransactions feel like cheating, or gamers like me where even if a game is like Dungeon Keeper 2014, buying microtransactions still feel like cheating (or would if I hadn't learned of the game's existence from a bunch of video game pundits complaining about its microtransactions and so I never tried it. By the way, if anyone here has played Dungeon Keeper, forget Dungeon Keeper.) Actually, he does, or at least I thought he did (not-safe-for-church warning), maybe it's Extra Credits, but at this point I wouldn't trust him for the time of day, so I won't bother looking.lovewyrm wrote:Saving on the wrong end, but perhaps you're just sick of the game and want a last hurrah from the supercasuals. I'm just a regular casual and the more simple you make the game the less I have to look forward to mastering.
Modding does not even allow UPS-friendly alteration of inserter-behaviour, making belts singlelane or add more rail curve radii. Modding never allowed Factorio to become Minecraft or OpenTTD or even SimCity. Factorio Modding is limited and will be limited as long as Factorio is closed-source (there are currently no indications for any plans to make it open source).featherwinglove wrote: Sat Nov 17, 2018 7:08 pm I'm okay with it if it's dropped from the base game and needs to be modded back in, but to remove it entirely closes off very significant options about what modded Factorio can be about.
Wow, did you ever get confused! And incorrect in a few cases: Bob's Logistics overhauls inserter behaviour, and I've never seen it have any deleterious effect on game performance (the opposite, since 3 tile extended "wiggler" inserters spend a lot less time moving.) The other thing you're incorrect about is what changes impact what the game is about: while it would be nice to have single lane belts upgradable to 2 lanes or more, possibly by different-sized item entities, rail curve radius and such things have little impact on the game's purpose. You're clearly confused about the distinction between a game's title and a game's purpose, and this is very strange since I said that Factorio w/SpaceX is about exactly the same thing as Outpost 2! This says absolutely nothing about being able to mod Factorio into Outpost 2. Because you were still confused as to what I was talking about even with that comparison, I honestly have no idea how it could be explained to you.Oktokolo wrote: Sat Nov 17, 2018 8:25 pmModding does not even allow UPS-friendly alteration of inserter-behaviour, making belts singlelane or add more rail curve radii. Modding never allowed Factorio to become Minecraft or OpenTTD or even SimCity. Factorio Modding is limited and will be limited as long as Factorio is closed-source (there are currently no indications for any plans to make it open source).featherwinglove wrote: Sat Nov 17, 2018 7:08 pm I'm okay with it if it's dropped from the base game and needs to be modded back in, but to remove it entirely closes off very significant options about what modded Factorio can be about.
As far as I am aware. Bob's logistics does not modify inserter behaviour. I modifies inserter pickup/dropoff locations and rotation/extension speeds etc. ie it modifies parameters that affect the vanilla inserter behaviour.featherwinglove wrote: Sat Nov 17, 2018 9:33 pm And incorrect in a few cases: Bob's Logistics overhauls inserter behaviour
It might look so from inside a confused mind.
Altering the inserter behaviour would be something like changing how inserters decide when or what to grab (like in Inserter Fuel Leech, wich fakes it by teleporting them into the inserter's hand when it hovers over it or an entity containing them).featherwinglove wrote: Sat Nov 17, 2018 9:33 pm Bob's Logistics overhauls inserter behaviour, and I've never seen it have any deleterious effect on game performance (the opposite, since 3 tile extended "wiggler" inserters spend a lot less time moving.)
You obviously did not get, that i purposefully picked examples for modding that would not change the games direction significantly. They would fit into Factorio - but can't be modded in because of engine optimizations (single-lane belts, inserter behaviour) or engine limitations (rail curve radii). That are things that make the limits of modding pretty obvious. I got the impression that you did not grasp the existance of that limits - so i gave you easy-to-understand examples.featherwinglove wrote: Sat Nov 17, 2018 9:33 pm You're clearly confused about the distinction between a game's title and a game's purpose, and this is very strange since I said that Factorio w/SpaceX is about exactly the same thing as Outpost 2!
At some time in the future you will surely find someone who can understand your beautifull mind. Just keep trying - on someone else...featherwinglove wrote: Sat Nov 17, 2018 9:33 pm Because you were still confused as to what I was talking about even with that comparison, I honestly have no idea how it could be explained to you.
That's not a good way to start a rebuttal. I explained how you got confused by pointing out exactly which things you got confused. If you did not get them confused by accident, you deliberately conflated them, i.e. you lied. This is just a simple insult.
We're talking about a computer game! You could say that about pretty much any trick used to model a game or any other type of simulation in a computer. In other words, we're always faking it.Altering the inserter behaviour would be something like changing how inserters decide when or what to grab (like in Inserter Fuel Leech, wich fakes it by teleporting them into the inserter's hand when it hovers over it or an entity containing them).featherwinglove wrote: Sat Nov 17, 2018 9:33 pm Bob's Logistics overhauls inserter behaviour, and I've never seen it have any deleterious effect on game performance (the opposite, since 3 tile extended "wiggler" inserters spend a lot less time moving.)
That's not how you put it, you saidYou obviously did not get, that i purposefully picked examples for modding that would not change the games direction significantly. They would fit into Factorio - but can't be modded in because of engine optimizations (single-lane belts, inserter behaviour) or engine limitations (rail curve radii). That are things that make the limits of modding pretty obvious. I got the impression that you did not grasp the existance of that limits - so i gave you easy-to-understand examples.featherwinglove wrote: Sat Nov 17, 2018 9:33 pm You're clearly confused about the distinction between a game's title and a game's purpose, and this is very strange since I said that Factorio w/SpaceX is about exactly the same thing as Outpost 2!
This language conveys the literal changing of Factorio into a specific voxel game or a city simulation. (OpenTTD is much simpler than Factorio, and I'm fairly sure Factorio could be modded into something very close to OpenTTD if someone wanted to do that. And it would look a heck of a lot better!) Changing the game to be similar in mechanics and purpose isn't the same as changing the game literally into another, which is what you said. Problem exists between brain and keyboard?Oktokolo wrote: Modding never allowed Factorio to become Minecraft or OpenTTD or even SimCity. (emphasis added)
Your spelling could be improved too. I would posit that the person who jumps in with conflations, insults, and patronizing instead of contributing the discussion is the one who should leave the conversation. You're not the only one in this thread, bud.At some time in the future you will surely find someone who can understand your beautifull mind. Just keep trying - on someone else...
I don't care to take sides in your argument. But i can tell you from an experienced modders perspective how modding works in factorio. There's basically two engines in the game. One is the base engine. Using the base engine to write a mod is fairly easy and without performance cost, as the engine does everything for you but also fairly limited, as you can only change things that the devs explicitly allowed to be changed. Bobs mods (almost) exclusively use this mechanic.featherwinglove wrote: Sun Nov 18, 2018 5:37 amWe're talking about a computer game! You could say that about pretty much any trick used to model a game or any other type of simulation in a computer. In other words, we're always faking it.Oktokolo wrote: Sun Nov 18, 2018 4:42 amAltering the inserter behaviour would be something like changing how inserters decide when or what to grab (like in Inserter Fuel Leech, wich fakes it by teleporting them into the inserter's hand when it hovers over it or an entity containing them).featherwinglove wrote: Sat Nov 17, 2018 9:33 pm Bob's Logistics overhauls inserter behaviour, and I've never seen it have any deleterious effect on game performance (the opposite, since 3 tile extended "wiggler" inserters spend a lot less time moving.)
Amen bruthaKoub wrote: Sun Nov 18, 2018 8:37 am [Koub] I'm still here, watching everything. Attacking your opponent to lower his credibility will not make you more right, but will make my scissors angry.
I think calling them separate "engines" is a big stretch. I'm not much of a modder (almost all of my modding work I've kept to myself, not just because I don't think they'd be very popular, but because circumstances keep me from publishing them. Bob's Mods has a no-derivatives clause, and Pollution Damage wouldn't upload to the mod server.) One thing I can tell is that Bob's Logistics changes inserters in a way that works in the native code, so while their behaviour is overhauled, the code is not. I haven't bothered to look into how he did it, but I really like it.eradicator wrote: Sun Nov 18, 2018 8:56 pmI don't care to take sides in your argument. But i can tell you from an experienced modders perspective how modding works in factorio. There's basically two engines in the game. One is the base engine. Using the base engine to write a mod is fairly easy and without performance cost, as the engine does everything for you but also fairly limited, as you can only change things that the devs explicitly allowed to be changed. Bobs mods (almost) exclusively use this mechanic.featherwinglove wrote: Sun Nov 18, 2018 5:37 am
We're talking about a computer game! You could say that about pretty much any trick used to model a game or any other type of simulation in a computer. In other words, we're always faking it.
This is where I spent most of my time. It's an interpreter rather than an engine; I'm not one to throw around the word "engine" willy-nilly and disagree with NAR's practice (which may have changed) of calling approved locked-down firecrackers model rocket "engines"; they're rocket motors. Rocket engines have turbopumps. I, for one, am very thankful that Wube decided against an existing engine for Factorio, because any I can think of have serious flaws for this kind of game: Unity is horrendously inefficient at 2D, Unreal doesn't have it at all, and anything else that's both efficient and powerful is probably too expensive.The second part is the lua engine, aka "scripting". It has some helpful hooks you can use (aka "the api") but basically you're on your own.
That's because it's a Lua interpreter. Since its code doesn't run natively, it's not optimized x86 machine code. That said, I think there is a compile step during runtime load (which is why Factorio takes a long time to load for its sub-1GB size) which results it running much better than I'm used to seeing with interpreted code, e.g. Javascript (I'm not too sure what's happening at yorg.io - it gets a frightening amount done graphically and runs at least an order of magnitude better than anything I've seen in the Unity web player.)You can mod anything you want, but you have to write all the code yourself, and as this is basically a second engine running within the first, performance cost is high for even basic things.
I see where you're coming from, but first, it's a relatively clean implementation (i.e. it doesn't "fake" much), and more importantly, the term was shoehorned into a broader context: I was discussing modding much more generally, including discussion about modding other games, especially in ways which change gameplay mechanics and objectives in a major way. My post was from a player's perspective, not a modder's perspective. In this sense, Bob's is an almost complete overhaul of the game, with new primary materials, new machines, and new axes, to stay on topic. My own mod, Pollution Damage, has only control.lua. Perhaps somewhere in modder's land (but I doubt it), mine would be considered more of an overhaul than Bob's because it probably runs more control script in real time (as near as I can tell, just about everything that Bob's control script does is at load time to select and update base and mod code.)This high coding-work, high performance-cost is the reason why most modders don't bother much with scripting. (Also because the factorio community is highly "UPS sensitive" to sometimes zealotic levels.)
So when someone says "fake it" in a factorio-modding contest they mean it's a (high-ups-cost) scripted feature that doesn't rely on the base engine. Brushing that away with "all computer simulations are fake" isn't helpful because you're misinterpreting the word outside of the context it was used in.
I even like the idea mentioned in the OP regarding furnace warmup; it's a bit of a pain in IC2 for Minecraft waiting for the blast furnace to warm up, but something relatively short, like the way the BG works in KS Power could be a motivator to pay attention to machine utilization, especially ones with thermal cycles. Paying attention to thermal cycling in real-life lead to the most revolutionary invention in thermodynamic engines, i.e. James Watt didn't invent the steam engine, he invented the condenser. It was such a big deal that most people don't remember that important detail, and think he invented the steam engine itself, Newcomen, Savery, and Papin be damned.lovewyrm wrote: Thu Nov 15, 2018 6:28 am Saving on the wrong end, but perhaps you're just sick of the game and want a last hurrah from the supercasuals.
I'm just a regular casual and the more simple you make the game the less I have to look forward to mastering.
Yes, exactly. But nobody going to do that. The only way (i know) of implementing a right-bottom-corner button is incompatible with every other mod that uses GUI elements. If i ever find the time i'll probably experiment with it, but it's of doubtful usability.featherwinglove wrote: Mon Nov 19, 2018 1:05 am The interpreter engine leaves open the possibility that axes can be modded back into the game via the expensive control.lua route, especially if one can stash an object somewhere that has an inventory slot and then put a GUI element on screen somewhere, preferably somewhere in the lower right, but I've only seen upper left implementations to date, and control.lua modifies the player's mining rate based on what's in that object, wearing it out and breaking it as necessary.
Many things have been sacrificed to appease Yuu Peyes the Alaccelerating. And while it sounds interesting, the game-mechanic impact would be negligible as furnaces usually run full time. IC2 btw allows you to simply disable the feature at the cost of a tiny bit of power.featherwinglove wrote: Mon Nov 19, 2018 1:05 am I even like the idea mentioned in the OP regarding furnace warmup
There is, but I've explained it enough already that I'd probably get banned for off-topicness if I got further into it. That's what makes it an inappropriate word to use the way you used it.eradicator wrote: Mon Nov 19, 2018 9:51 am I have no clue if there even is a proper definition of "engine" in a gaming context. I called it that because it's an easy to understand term for everyone.
I think that situation has already changed in 0.17, but I sincerely hope the Wube guys just come to their senses and put the native code back in so we can mod it back the efficient way.Yes, exactly. But nobody going to do that. The only way (i know) of implementing a right-bottom-corner button is incompatible with every other mod that uses GUI elements. If i ever find the time i'll probably experiment with it, but it's of doubtful usability.
Huh?Many things have been sacrificed to appease Yuu Peyes the Alaccelerating.featherwinglove wrote: Mon Nov 19, 2018 1:05 am I even like the idea mentioned in the OP regarding furnace warmup
Hardly, unless there's some config option I missed. If you're referring to slapping a lever on the side and frobbing it, that doesn't cancel the initial warmup period, which is quite impressive. Anyway, first thing I do is build the Immersive Engineering blast furnace 'cus it's much faster and I usually have more coal coke than I know what to do with by that point in the game. There is a machine that has exactly the sort of behaviour I'd expect from Factorio's furnaces: KS Power's burner generator. Try it: it takes a little while to warm up and then it takes a little while to cool off when its fuel runs out. The 0.12 version is a little bit cheaty: It starts up instantly, but takes a little while to cool off when its fuel runs out. In the Badlands (my modpack), I've sliced up the logs with the burner manufacturing unit in no-coal games to take advantage of it. Then I figured out that it was smarter to go straight to wind turbines in the no-coal start.And while it sounds interesting, the game-mechanic impact would be negligible as furnaces usually run full time. IC2 btw allows you to simply disable the feature at the cost of a tiny bit of power.
Please add it to wikipedia, because they don't have a magic definition to perfectly seperate all engines from all non-engines.featherwinglove wrote: Tue Nov 20, 2018 7:19 amThere is, but I've explained it enough already that I'd probably get banned for off-topicness if I got further into it. That's what makes it an inappropriate word to use the way you used it.eradicator wrote: Mon Nov 19, 2018 9:51 am I have no clue if there even is a proper definition of "engine" in a gaming context. I called it that because it's an easy to understand term for everyone.
There is nothing in the 0.17 api preview that suggests anything has changed about how mod guis work.featherwinglove wrote: Tue Nov 20, 2018 7:19 amI think that situation has already changed in 0.17, but I sincerely hope the Wube guys just come to their senses and put the native code back in so we can mod it back the efficient way.eradicator wrote: Mon Nov 19, 2018 9:51 am Yes, exactly. But nobody going to do that. The only way (i know) of implementing a right-bottom-corner button is incompatible with every other mod that uses GUI elements. If i ever find the time i'll probably experiment with it, but it's of doubtful usability.
UPS optimizations.featherwinglove wrote: Tue Nov 20, 2018 7:19 amHuh?eradicator wrote: Mon Nov 19, 2018 9:51 am
Many things have been sacrificed to appease Yuu Peyes the Alaccelerating.