- cross-posted to:
- comicstrips@lemmy.world
BTW, it’s okay to ignore the story on Stardew Valley. Never let anyone tell you you’re playing it wrong. There’s no such thing.
My friend are planning to start a co-op run to get “There is no Spoon” and “Express Delivery”. I’ve never launched a rocket and he’s launched more than Kerbal Space Agency.
Wish us luck.
Cracktorio
I’m not well versed in Stardew Valley, can someone explain?
The “game” in Stardew isn’t really about the farming, it’s always been secondary to the village side of things, namely making friends with your neighbours, completing the village improvement quests and generally having a cozy time making your grandfather proud.
A lot of players treat the farming aspect as an optimisation puzzle, which of course it is, but it’s a less important part of the game.
There’s a whole genre of logistics and optimisation games, exemplified by factorio where this is the core gameplay mechanic.
Who’s the Mysterio guy?
Satisfactory > Factorio
Once you start riding your powerlines as zip lines you’ll never want to go back.
It’s been a while since I did a factorio run…

Okay I’ve nearly managed to automate green science
Not bad in 4hours!
Oxygen not included - more evil than factorico - at least for me.
ONI has amazing “process engineering” where you take some substance, use a machine to transform it into another, feed it into a third, etc.
But, what’s extra great about it is that it also includes a pretty basic, but still fully functional simulation of chemistry and physics. So, you can feed oil to the oil refinery to get petroleum, but it’s only 50% efficient. If you want a more efficient process you can boil the petroleum instead by dropping oil onto something hot. But doing that generates petroleum that’s at hundreds of degrees so you need to cool it down. So, instead of just doing that, you can pre-heat the oil coming into the boiler using the petroleum that the boiler produces, creating a counter-flow heat exchanger that cools the petroleum while pre-heating the oil.
Factorio is great at making you automate to save time. Endless map, with more and bigger resource piles as you move away.
ONI is about fighting entropy. Everything starts in a nice and easy to use format, but as you use it, you make all this waste heat and matter. It’s about finding ways to use all the waste products, or build natural means to convert materials by running pipes through areas of excess heat.
Yeah, good description. Fighting Entropy is really the trick that makes ONI great. I just love how at the beginning heat isn’t even on your radar as something to worry about. You might not even know that the heat overlay exists. But, by the mid-game if you don’t start handling heat suddenly everything starts breaking.
Also, the size is another big difference. Factorio has that endless map where you just keep expanding your conveyor belts. The further out you go, the more you have to worry about aliens, but after a while that isn’t much of an issue. Meanwhile in ONI as you start making bigger and bigger colonies, it starts to feel cramped.
The factorio dev blog has some good reads about finding the right balance of tedium as driving mechanism to figure out automation and also needing the game to be enjoyable. Basically the moment an activity becomes stale they want you to be able to automate it
I am genuinely convinced that the difference between female autism and male autism just literally is the difference between Stardew Valley and Factorio/Satisfactory.
Social vs operational silliness.
So, to combine both:
Make The Sims, but they are taught to be industrial engineers, who build factories instead of homes.
You can only partially direct their social and personal actions, you can’t do the builder aspect of The Sims now, you have to teach them how to do it.
And your Sims have to both hit production quotas, and also not all kill each other.
Or, make Factorio, but what you’re building is personality templates, who you then put into some kind of dollhouse type environment, and keep testing, untill you manufacture androids that produce the… sitcoms?.. that you desire.
Okay, but trying to guide a braindead little sim automaton through basically playing factorio would be incredible. “Oh my God, why are you running the blue circuit belt through there? Stop it! No! STOP CRYING DIANE, YOU CHOSE TO SKIP EATING AND USE A SUSHI BELT. Stop eating off the floor, there’s coal everywhere”.
There are lots of stories like Last Starfighter where someone is recruited through video games for some fantastical job and some General or something is like “You have the highest score ever, only you can save us!” Always seemed pretty far fetched to me.
But if we were going to another galaxy and they wanted someone to lay out production infrastructure? I could totally see recruiting based on most playtime on steam for Satisfactory.
A planned economy created by factorio players is as genius as it is frightening
Hand over the reins of one nation each to the top players of: Factorio, EVE Online, Dwarf Fortress, HOI4, Minecraft, Kerbal Space Program, Cities Skylines, etc.
Don’t forget Terraria :)
Oh God what fresh hell are you planning on putting people into‽
“Yeah you got a house! It’s got a trapdoor over there as an entrance, a single chair like structure in the corner and a flat top lamp in the other one. I am particularly proud of that one because it’s both cheap, provides just enough light to count and can technically be used as a flat surface!”
Having way too much time in both, I view stardew as a gateway drug. It hooks you with cozy vibes but for sure rewards min/maxing. At least you don’t have to worry about UPS limitations!
It’s all fun and games and cozy vibes until you get that ancient seed.
Then you find yourself calculating if you should go home or pass out 100 levels deep in a remote cavern in a desert for a chance of getting something to pet your goats






