Factorio Friday Facts #375 - Quality
Ananace @ ace @lemmy.ananace.dev Posts 46Comments 166Joined 2 yr. ago

And also the same as in Starfield.
It's an interesting juxtaposition if nothing else, since WoW crafting has you going for quality over quantity at all times - since you don't really do bulk crafting there, while Factorio has always been about quantity and optimizing crafts per second.
I'm personally really interested to see how the addition of quality will affect factories going forward, going to be fun to see how people adapt buses and the like to handle it.
Space Engineers has a bit of a learning curve, but it's definitely a nice sandbox-style game, just unfortunately a bit lacking in PvE content without mods.
Avorion on the other hand is much easier to get started with, but it's also quite shallow in regards to story and such. The galaxy it generates can definitely be interesting though, it has a remarkably robust system for reputation, organizations, etc - and it applies between NPC factions as well.
I can personally also recommend Stationeers if you're a fan of physics (in this case temperature/pressure/gas instead of movement) sandboxes, it has an even steeper learning curve than Space Engineers though, but it can also be loads of fun.
With my usual metric of game enjoyment - hours of interesting playtime divided by price in $ - Star Citizen actually does rather well, for a $45 entry it's definitely generated way more hours of actual fun with friends than most $60+ games we've bought.
It's definitely also generated lots of frustrating hours, but that's rang true for said $60+ games as well. I really wish there were more other games which do some of what it attempts.
ED was fun, but me and every one of my friends who're into space stuff have all individually burnt out on that game due to the frankly insulting level of grind.
NMS turns out to simply not be the gameplay we're after, so I have even less playtime in that than ED.
So far, Space Engineers and Avorion have been doing the best in that regard, still hosting a 24/7 Avorion galaxy for us in fact.
X4 has been collecting plenty of hours of playtime for me as well, but it's lack of any kind of meaningful multiplayer with friends does lessen the enjoyment somewhat.
Nope, I'm personally staying away from ZFS on Linux on any critical system (and I don't really have enough personal hardware to have properly non-critical systems) until it has more proper support, don't feel like being at the whim of out-of-kernel modules for such things.
Supposedly you can just install and use it though, it's available in the filesystems repo at least.
Ah, two entirely separate BTRFS volumes on the disks?
I've not actually done that myself, but the disk configuration XML definitely supports it.
This particular point really annoys me, I'd love to have somewhere that actually feels remote, where I don't have four more copies of the same mining and science outposts in visual range. No matter how large humanity has become it just doesn't make any sense that you can't find a single ~15km square without anything man made on it.
The best remote places I've found so far has been in some quest-specific areas, but even then there's usually a facility somewhere within a kilometer of the quest location.
One thing I’ve found I dislike is how limited the installer is in partitioning disks. I like having multiple disks in my servers, and I can’t set them up in btrfs at install time like I want to.
Interesting, my only experience with installing openSUSE so far has been doing AutoYaST installs, and that seems to handle multi-disk BTRFS gallantly.
FreeIPA (the server part) has also been a bit of a friction point for me as well, but they have a containerized version which has been working rather well in my own usage so far, so having it as a direct system package is less important.
Been running ChimeraOS - though it was GamerOS when I installed it - on an Atari VCS for a while now, it does great as a low-powered couch gaming box.
"It's been four days" wasn't as catchy a title, but yeah, talking about that leak.
This is basically the reason for one of the main characters being there in Stargate Universe.
Personal thoughts - being about 15 hours in; the exploration part is far from exciting, the gunplay is not much improved since Fallout 4, the crafting systems have not really evolved at all, the outpost construction system feels very disconnected from any other gameplay - being a completely optional resource sink more than anything else, the ship construction system is clunky as anything and has a bunch of drawbacks to it, the usability of the UI is mediocre at best - probably slightly worse than the original Skyrim UI, the economy seems completely broken - you're very obviously meant to have 2-3 digits fewer in your credits than what the game awards you for regular play even without heavy looting, the characters are rather weakly written and seem strangely delayed in reactions to the story, your chosen backstory never has an actual role in gameplay - only been able to skip two 1k credit payments and a "put the cube in the cube hole" puzzle with it so far, etc.
It's very much a Bethesda game. I'm definitely going to finish the main story - and probably poke into a bunch of the side content as well, but this is definitely not looking like a game I'll have more than a single playthrough in.
I actually ended up bringing out a USB dancepad I've got laying about to play with, since I had to do a bunch of on-planet stuff, and standing and drinking tea while waiting through the traversal for those missions felt much nicer.
ZZT-OOP is fun to work with though, definitely not meant for doing anything more complex than light gameplay, and yet people have done ridiculous things with it.
Though I personally did most of my coding in that vein in MegaZeux with their Robotic language, which is basically ZZT-OOP++.
Doesn't look like so in the beta at least, it will always launch in an SDL window - and doesn't link to the curses libs either, which makes some sense with it being a Steam game.
Though using dfhack and the remote interface could probably still be used to have a tty client.
I see some of these have already been mentioned, but they do deserve repeating;
- µBlock Origin - blocks ads, and does it well.
- Privacy Badger - blocks trackers, rewrites some tracking URLs, etc.
- Multi-Account Containers - for those places where you want to keep tabs separate, giving each container its own cookies/session/etc.
- Consent-O-Matic - automatically handles a lot of pages that shove annoying (and often technically GDPR-illegal due to lacking a quick "reject all" button) consent forms in your face.
- Imagus - shows linked images on hover, including support for galleries and scrolling through all the images contained.
Freelancer's installer has had some issues with Linux in the past, it actually uses a couple of really odd side effects of Windows API calls as part of its functionality - which has caused issues on actual Windows as well for some people.
If you're using Lutris, my suggestion is to use the add new game button in the interface - the plus in the top-left, and choose "Install a Windows game from an executable", then you'll get a perfectly clean prefix for that part.
And I'm also going to take the opportunity to add a link to Librelancer, an open-source remake of the Freelancer engine which has been going on for a while, not quite yet to the point where it can play the campaign though.
I don't get the "Game Porting Toolkit" they made, content-wise it basically looks like a regular Wine packaging - much like what Proton is, but then it has one of the strangest licenses I've ever seen for something designed to help development and shipping.
To paraphrase, you can't include any part of the toolkit with your product. Not the development components, the runtime components, the translation layers, nothing. So good luck using it to actually ship game ports, since that would be a license violation.
The only widget I've found in any way useful as a detached window like that has been the sticky note, and even there the usability is limited compared to just opening kwrite - or any other simple text editor.
It's definitely an interesting - if quite useless and potentially confusing - feature, but it makes complete sense to drop it from core and instead let it live as an extension instead, since it's quite literally just a krunner runner anyway.
Legendary speed module lvl 3s. For when you have a need, a need for speed.