Summer Break

Just coming back from a couple weeks away from the daily routine. I’m fortunate enough to own a cottage on some water, and moreso that I’m able to share it with friends. This was the first year without any major (day or more) project that needed to be done, so it was quite restful as a result.

I will add that the weather was both amazing and worrisome. It was a heat wave for a large part of it, and the temperature of the water hit a new record – 85.2 F. “Regular” temperatures are more like 78 F, and breaking 80 is maybe a couple days total. You would recognize the difference of a couple degrees… aquatic wildlife certainly feels this. Algae blooms are everywhere, and fish have massive worm infestations. It’s not debatable that it’s getting hotter in general, that part is measured. The why of it… somehow there’s debate. There’s a rant there but not for this place.

This was the first year where I didn’t buy anything during the Steam Summer Sale. I have a long wishlist, and nearly everything on it was reduced at some point. Some of them I do want to get. I just have this bad taste in my mouth right now and it traces squarely to the Microsoft layoffs. I quite acutely understand the realities of financial management and impacts on people, there are times when very hard calls need to be made. And ideally you make those calls before the house is on fire. Announcing record profits and then letting 9,000 people go (on top of the 6,000 in May) is hard to digest. This is quite similar to what EA a dozen years ago by buying companies and closing most of them, or Embracer’s approach to building an empire on a house of Saudi cards. The eternal quest for more money is self-defeating. There’s a rant here but not for this place.

This time of year tends to be my most reflective. Time away from work let’s the brain disconnect and think about other things. Similar to New Year resolutions, I tend to look at the past year and plan the next at this point. I have a growing appreciation for what I have and don’t have. I look at my kids and think we’ve done a damn good job. I look at my career and still am amazed at how much further I’ve exceeded my original plans. I look at my wife and I’m just amazed at how far we’ve come, mountains and valleys, to come out stronger. I look at the impact my family has had on the community, and the sheer number of positive relationships and think we’ve made a difference.

Stuff may be going to shit, but the things I have some level of control upon are doing pretty well. So let’s see what’s around the corner.

Satisfactory – Tier 5 Redux

For years, Satisfactory ended at Tier 4, which was more or less the Nuclear phase. In practical terms it was actually the Aluminum phase as Nuclear components were not needed, but there were power scaling issues that made it more complex to attain. Tier 4 was a balancing act, given the power / storage limitations at the time, not to mention the ‘issues’ with managing nuclear waste.

1.0 brought in Tier 5. It also brought Rocket Fuel, dimensional storage, and sommersloops which double productivity. Tier 5 itself brings more space parts but also the practical ability to create Mk6 belts (1200/m which finally supports Mk3 miners that are maxed), portals which allow instant travel across the map (later than I think it should be), and importantly the ability to create Power Shards to boost productivity.

The first time I went through this path I took a more traditional progression path. This second pass through, I opted to make improvements earlier along the progression.

First, I prioritized anything that generated power, specifically coal, fuel and then rocket fuel. Rocket fuel in particular is overly effective at generating power, to the point where Nuclear should be avoided. I did Nuclear in my first 1.0 path, skipping that here saved hours of set up.

Second, I prioritized blueprints. The 4×4 option is surprisingly effective if you apply design principles. The 5×5 option is the only option to get up to Tier 5, buildings are simply too large to fit in the standard layout. The 6×6 option… that’s too small. Or rather the buildings are too big. The Quantum Encoder only fits if it’s diagonal (use a beam laid sideways to make it click). The 5×5 blueprint is life. The auto-connect brought in with 1.1 makes it exceptionally time efficient.

Third, jetpacks + hoverpack. Get these ASAP. Massive quality of life boost.

Fourth, and counter-intuitive, I avoided trains where possible. I did need them for plastic, rubber, aluminum and quartz due to my starting location. When I unlocked drones and packaged rocket fuel, trains were completely deprecated. The reason is quite simple, laying tracks is a friggin’ nightmare. I love trains in Factorio, but this 3D layout here is horrendous. Drones used to only work with batteries, which were a huge pain in the butt to craft and it was a toss up to create those or lay out tracks. Batteries are still a huge pain to craft and you should avoid them at all costs. It’s super simple to package Rocket Fuel, distributing it even more so, and you can have multiple drones head to one location to speed up transfer rates. Trains look cool but are ever more impractical.

Finally, was thinking ahead for processing base material (ingots, concrete, rubber/plastic). I knew that I would unlock alternate recipes that are insanely more efficient, and planned accordingly. I had a ‘base material’ base which gave me construction material up until Steel Pipes. I put it in an out of the way location, with dimensional storage. My main feeds into the production bus were 100% dedicated to the bus, were built on the ground floor (the bus is very high in the air) so that I could eventually move to refineries. The basic recipes are 1:1 ore:ingot. The ‘pure’ recipes are nearly twice as efficient. Planning for this meant not having to tear up large chunks of the factory.

End result is cutting the playthrough time by a good 3/4. No major trains. No turbofuel. No batteries. No nuclear. Blueprints for 99% of the construction. Auto-connect allowing them to easily scale. Nearly all of my playtime instead is spent either building a blueprint or collecting hard drives / mercer spheres / sommersloops. Wildly efficient.

This entire thing gives about 15million points per minute

So now what? There’s not really much optimization to do, all my bus lanes are in surplus, with a 5x boost to tier 5 space parts. Anything I do past this is for aesthetics or achievements. I’ve ‘mathed’ it out, now its more about making it look pretty. I could quite honestly spend 1,000 hours making stuff look pretty, it just wouldn’t have any purpose.

Hmm, maybe I’ll just put this aside for a bit.

Steam Summer Sale – Bad Habits

We’re a few weeks away from the Steam Summer Sale, which after so many years I’ve come to think of ‘let’s build a backlog’ sale. Not everything is crazy good, but there’s so much that is, that I’ve developed an interesting habit.

The Steam wishlist sends me emails when something goes on sale. I’m so accustomed to this now that I rarely buy anything at 50% off, because there’s bound to be a better sale in the future. Star Wars Outlaws goes on 50% sale every month. Is it really a sale or are you just paying a higher price because you can’t control your impulse?

The Summer + Winter sales tend to be even larger, so within a month or so I tend to simply wait. It’s like not buying yourself anything a couple weeks before your birthday or Christmas, you may end up with it as a gift. Most times, I can pick up games for less than $10 that would ‘normally’ be $70+. At that price point, I can take a few more gambles on games where I’m just not sure if I’ll like it. It’s cheaper than a pint at the rink!

What then happens, twice a year, is that I build a backlog of games that I will select over the coming months. I’ve often used the front page of Steam to find games during the sales, but over the years have instead paid attention to various curators and just plop things down on my wishlist instead. That list is about 50 long now, and nearly everything on it won’t be purchased until the sale comes across. (There are some items that are announced and not released, wishlisted to keep track.)

All of this benefits me. I am conscious that for smaller developers this is less than ideal, and depending on the team, I may just end up buying it early. Some will never go on sale (Factorio notably), so there is some wiggle room here. The largest impacts are on the big companies though, where price points are $60+. Square Enix in particular has horrendous pricing, and I picked up the entire Kingdom Hearts series for $20 in the Winter Sale. Normal price point is over $200.

For the next 2 weeks, I’ll be adding to my wishlist. There’s a lot of amazing games out there, would be nice to increase the backlog with some quality items found at a good price!

Satisfactory – JIT vs Saturate

Opportunity cost and bulk measures fit here, so math talk a bit.

JIT (Just In Time) is a delivery method that focuses on anticipating needs in highly complex production chains. The automotive industry is a perfect example of this. A manifold has a dozen steps to create, and the first one takes place months before it’s actually going to be used. Assuming a stable logistics chain, JIT ensures you have only what you need, when you need it. Saves overhead and unnecessary storage costs..

Saturation is a delivery method that quite simply fills up the storage containers as the production chain is simple and volatile. An ice cream shop is an example, where the product can stay frozen for an extremely long period of time. One rainy day you sell nothing, the next sunny day you have a run on double chocolate. This allows for stock protections, but does have a cost for storage. For smaller items, this is less of an issue. Larger volumes – issue.

For what it’s worth, Amazon uses the saturation model. Next day delivery of a pair of shorts only works if they have them in the giant warehouse after all.

Factorio

For the wide majority of the game, Factorio uses saturation methods. ‘Fill a belt’ as it were, and when the belt looks empty, fill it some more. There’s very little math involved in the raw material processing, aside from knowing how many machines it takes to fill a belt. Vanilla Factorio had mini-factories, but that’s long gone now. You build big, and you fill that box at the end. Stack inserters broke the older model.

DSP

Also a game that focuses on saturation as mini-factories have very little benefit. Even with the best belts, you’re going to need to stack items. It’s maybe 10 seconds to build a line of 30 smelters that will produce a hundred or more plates. It’s meant for scale.

Satisfactory

While I prefer saturation, or perhaps simply more accustomed to it, Satisfactory is designed for JIT. A full belt feeding a dedicated crafting station will put out a pittance of material. This gets worse and worse as you build more complex items. There’s a reason there are offline tools to help you figure out the math on production chains. Heck, powering a basic Nuclear plant takes nearly a thousand raw items per minute.

Saturation works if your goal is simply progression. The challenge is that you need bulk material in order to unlock specific research / space elevator tiers. While a production chain will only ever use 1 Nuclear Pasta, you will need a collection of 100 to meet a given milestone. If you only apply JIT, you’ll never have that extra 100. Now, if you use the basic tools, such as a 48 stack container, you’re wasting storage. The balance here isn’t super clear, so your mileage may vary (I put in a mod to reduce storage, I set it to 5 stacks per container). The end result for progress is that you visually see a belt is full, and have minimal storage for when you need to unlock something new. You’d be surprised at how few machines you actually need.

If your goal is aesthetics and end-game scaling, then JIT is the only way to play. A nuclear plant takes 240water per minute, which is 2 extractors. If you want 40 nuclear plants.. well 80 extractors. It’s a pain enough that you don’t want to build 200. (It’s also 10 supercomputers per Nuclear Plant, and the base creation rate is 2 per minute. So 40 nuclear plants = 400 supercomputers = 3.5 hours of base crafting.)

Note: Don’t build nuclear plants for power, build them for looks. Rocket Fuel plants are a good 90% more efficient.

Basic Materials

The exception to JIT is for basic materials: Iron Ingots, Copper Ingots, Concrete, Caterium Ingots, Plastic, Rubber, and Aluminum. Trigons and Diamonds too, but that won’t matter much by the time you unlock them. Saturate the crud out of that stuff, it’s simple enough to do and in the case of Copper Ingots, you are going to need way more than you ever thought.

Sommersloops & Power Shards

This part messes up the math. Sommersloops double the output of a machine – it costs no extra resources but does require substantially more power. Power Shards increase the output of a machine, up to 2.5x the amount, for a commensurate amount of intake materials + power. Combine both, and you get 5x the output for 2.5x the input. What’s neat in Satisfactory is that you can set the output to a math formula, and it automatically resolves – like 3.5/2 will set itself up to 1.75 just fine. When you’re building a unique factory for say, a Thermal Propulsion Rocket, you’re going to see a lot of weird math. Having flexibility in and out is a must.

Note: I consider power ‘free’ past a given point. A simple rocket fuel plant can give you 50GW+. Power Shards are also free, but only once you reach tier 9. Until then, you need to harvest slugs in the world… still, it’s quite easy to have 300+ by the time you unlock nuclear. You’ll need 240 of them for a Rocket Fuel plant.

Satisfactory – 1.1

Starting this on a different footing. I really like the tools in Factorio. Space Age added a bunch of different puzzles, and through a serious amount of applied logic, you can do almost anything. The tools present mean that you spend very little time with finicky placement and instead solve math problems. The friction points have all but been removed. Dyson Sphere Program is 2.5D and has a very similar set of tools.

Satisfactory does have blueprints, which aid in growing scale, but they operate independently. You need to manually connect them together. At scale, this is super annoying.

This creates 1 motor every 6 seconds. It looks amazing. It takes a good 20 minutes to layout, so you want a blueprint.

1.1 Changes

Sweet baby carrots is this a massive quality of life boost! To get the auto-connect to work, you need to be within 2 spaces between the in-world item and your blueprint… not really an issue for belts but much harder for rails. This is entirely due to the Z axis (vertical) and how items need to be touching something. Belts work best when on the ground as they need to connect a machine… which should also be on the ground. Rails… they are meant to not be on the ground as you want to move across complicated terrain.

The general rule of thumb is that if only 1 axis moves, it looks really good. If 2 axes move, then it looks ok. If all 3 axes move, it looks like a 2 year old drew with crayons.

The impact for normal production blueprints is small. There’s a minimum distance for belts to run, so it is possible that blueprints need to be adjusted to ensure connections are larger than the limit. In my testing so far, belts set up to the limit of the blueprint box work just fine.

There are now 2 new types of valid blueprints – one for a belt bus and another for rails.

Belt Bus Blueprint

The idea is simple but building it is a bit weird. My take on this is to use a 4×4 blueprint and put in double belt holder equally spaced. Belts need to be on something. I added temporary poles next to them, ran the minimum belt length and then deleted the temp poles.

Placing this blueprint brought a tear to my eye. In the time it took to lay 1 extension, I can lay 20+.

The squigglies mean its working.
The downside is that this eats materials way faster than you can make them. 116 Steel per blueprint!
The upside is this took no time at all to lay out.

Rail Blueprint

Rails should not be on the ground, and rails also have a minimum length. That means a small pillar with foundations on top that have 2 parallel rails. A very simple blueprint. It won’t look good as you’ll have rails floating in the air, but it is extremely quick and practical.

Placing this blueprint is not fun. You need to ‘lock it’ (press H), then nudge it close enough to the existing rails so that it connects. Then you click. And then you make a choice.

If you want to manually place the rail extension because you have terrain nearby, press H again, rotate and place the extension. This works for about 50% of the time you’ll use rails.

If you do not have terrain nearby (say you are trying to elevate a rail), then you need to manually nudge the rail blueprint (up/down, left/right, pgUp/pgDwn). The downside to this is that you cannot rotate the blueprint to make turns, so you may want to build a 45/90 degree turn blueprint as well. The crayon downside here is that your rails will have ‘humps’ rather than a smooth incline.

The net result is rails that work, placed in a tiny fraction of the time. This will save hours and hours and hours. And a few more hours.

I present to you, crayon rails! It isn’t stupid if it works!

Summary

I’ve been playing Satisfactory for a long time, and I’ve hit numerous quit walls over the years. All of those were related to a perception of wasted time. I had goals and would find myself stuck in minutiae for 80%+ of the time rather than the fun stuff. Blueprints were a HUGE boost in 0.7, if limited. Dimensional Storage removed the need for central storage in 1.0, saving dozens of hours in the late game running around for materials. Connecting Blueprints, to me, is the final QoL change which will dramatically remove friction in building factories.

While there are other tweaks I could suggest here that would aid in QoL, they are generally low friction events. (This is aside from the HD/Sommersloop/Mercer Sphere 4-hour scavenger hunt.) Finicky tweaks, for sure, but big system changes are pretty much all there now. Satisfactory is essentially ‘complete’. A heck of a journey to get here.

Satisfactory – Basic Run

My last run in Satisfactory was for 1.0, and it was with AGS. AGS is a set of options that remove friction points – things like a permanent jetpack, all research unlocked and so on. The jetpack is a huge quality of life item and cuts travel / exploration time by what feels like 90%. Alternative research being unlocked means not having to locate crash sites, have arbitrary material on hand to unlock said sites, and then waiting 10 minutes per (there are 100+) to unlock the research which is useless more often than not. So… yeah, saves a few dozen hours. The only downside is that you can’t get achievements with AGS enabled.

1.1 comes out on June 10. Saves have been cross-compatible for a while now, so I opted to get the rough stuff sorted out before the drop. For some reason, self-flagellation I suppose, I opted for a vanilla run without AGS. That means roughing it like a pleb. Let me tell you that the wrinkles really show when you play this way.

Important to understand is that Satisfactory is much different than other games in the genre when it comes to factory building. There is no grid alignment, everything is freeform placement. Buildings are also quite large, much bigger than you, so things take up space. A + B = a sprawling factory until you can optimize with blueprints after about dozen hours. You also can’t prebuild items and need the base material in your (limited) inventory to construct. That is a lot of back and forth between storage and the factory floor. A lot. Oh how I miss my jetpack. Finally, storage in Satisfactory has 24-48 slots. For nearly every material , this is a giant waste of space. You do not want 24 slots of Rotors, you will never need 24 slots of Rotors. Where Factorio, DSP, and Foundry all operate on the concept of full buffers/storage/belts, Satisfactory instead opts for ‘just in time’ delivery. You only build what you need to keep a factory running. Which is dumb, because of my point on not being able to prebuild material and your inventory needing to be full.

Thankfully 1.0 addressed nearly all of these quirks. Dimensional Storage has much lower stack limits (1 to start) and will automatically refill (30/m at first, which is molasses speed), which lets you leave your base and build more stuff with a virtual inventory. It allows a factory floor to be focused 100% on ‘just in time’, which can be complex math. The optimum way to play here is with a spreadsheet. If I need 15 rotors per minute I don’t want to store 1,200. I still like the idea of storage acting as a buffer in case something breaks down in the production chain, giving me time to sort it out. So I found a mod that lets me limit storage levels, and I am alllllll smiles.

I build large mega buses. It requires a fair chunk of material and the belts need to buffer, but in the end it’s the simplest and most efficient way I’ve found to build in factory games. Generally it goes material + production + product on the bus. It’s a tad more challenging to get this up and running early, as your belt throughputs are unlikely to be enough to sustain large scale efforts. Mk2 belts in particular are extremely expensive relative to all other things, so it’s best to run very long Mk1 belts and merge them for very short distances (e.g. coal for power plants). Mk3 belts are dirt cheap. Mk4 have limited use, Mk5 are by far the cheapest of them all. Mk6, well, by the time you get there only Mk3 miners and copper matters.

I am harping on belts here for a good reason. Building at scale requires blueprints. Blueprints don’t allow belts to link. They will in 1.1! Rails too!! The last time I built a rail around the map, with a jetpack mind you, it took over 4 hours. This will make a world of difference.

So, for now I’m building enough to unlock rails, but stopping before actually building any of it. It would take me longer to build than simply waiting for a patch, and blueprinting my way to glory. This one small thing, full hyperbole, will change the game from coal on out. For sure cut build time in half, if not more.

So for now, a starter base is up and running awaiting this massive QoL patch.

Warhammer 40K: Space Marines 2

When I was younger I enjoyed TT games, though less 40K given the length of the gameplay and well, smells. It’s certainly better now with more adults. I’ve generally shied away from the video games. The lore is interesting but the IP is the selling point here, not the actual gameplay. Feels more like a Disney approach to milk a franchise.

Space Marines 2 was on sale and my gaming news feeds generally had high praises. The campaign for one, the associated coop and PvP. I dislike PvP for a multitude of reasons – mouthbreathers, try hards and bots notably. But a decent campaign is worth a shot.

I completed the campaign in about 6 hours, which feels really weird. The first few missions were interesting and flowed well. The second half was full of loading screens and aside from 2 specific fights, a cakewalk. Run in, melee, AE melee, execute an enemy, move on. With few exceptions, the guns in the game serve little purpose.

Most of the game looks like this. Great background art, nothing much happening in front of you.

I get the grimdark setting. I don’t mind the gruffness of the characters where everything is dour and serious. I don’t see them as heroes at all, what given that 40K is an outright criticism of religious fanaticals. Everyone is effectively a bad guy. The setting and lore are solid in that regard, so hats off in that regard.

(Side note: there’s some irony that this game is a Gears of War clone given that Gears of War borrowed heavily from the setting. Oh, and Starcraft/Zergs a plenty.)

Mechanically the game is simple but effective. There’s weapon variety which is mostly meaningless, except for the melee options. The invulnerability from executions needs to be exploited to survive, and there are some battles where you simply get chain stunned to death. The AI companions are actually quite good here, which is nice.

But the grand total of it all is quite meh. It does nothing well, except give you the experience of playing in the setting. You certainly feel like a Space Marine, which is neat. The ‘mini-bosses’ are more complex than the final boss who is about parry/dodge timing. Quite honestly, it felt more like a 6hr interactive video than an actual game.

The game peaked at 200k players and then has stabilized at about 10-15k since, which is a fairly health multiplayer base. I have no interest in this, but for those who do, it’s good to see it still going.

Overall, I wouldn’t recommend Space Marines 2 unless you find it on a decent sale, or are a die hard 40K fan, and you likely already have it. There are many more games that have done this better.

Foundry – Back On The Shelf

I like experimental ideas and I’m supportive of devs trying something new. I’m back to the point I was in Foundry when I left a year ago, and have some thoughts on what Update 2 has brought. In short, they are an improvement over the prior version, but still need some time to cook.

General

There have been some QoL changes, mostly related to balancing recipe volumes. It is better. It still doesn’t support large scale, primarily due to stack sizes that are absolutely too low. Foundations stack to 200, it should be 1000. This becomes very obvious once you unlock Olumite (oil).

Recipes need a general rebalance of ingredients. Having a late game item require copper wire is dumb. You won’t have used copper wire for anything for a dozen hours by that point. You could build a dedicated offramp to build these weird one-offs, but the splitter/ramps/inserter size means you need to use about 500 foundation each time this happens. See prior point.

Research is too complicated and takes too long. For long stretches in the mid-game you will research something you will never build in order to unlock something you’ll build 1 of. Actually, it may take the right amount of time, just that you literally have nothing to do while it’s underway.

Elevators and bulk miners need some tweaks. Their throughputs are simply too low given their size. Good news is that mining base power management is generally improved. 5 Solar Panels + 10 Batteries will support 2 diggers.

Modular buildings are still a cool idea that is poorly executed. They take a pile of material to construct and take way too much power, and once built, generally can be turned off. They become visual achievements.

The Lava Caves and Firmarlite Sheet process is cool as an idea, but poorly executed. You can only place the massive buildings on open lava, which is not continuous. Think of it like connecting islands with foundation pieces and 2 belts (in and out). The production rates are so low that you need 16 of these buildings to choke a basic belt. If I could change the lava floor to make openings, just like water above, that fixes this.

Building robots (the end game ones) is still cool to see.

Galactic Market

There are two parts here.

  • Building Robots and Shipping them
    • Robots are unlocked through research. You have no idea what a robot is worth unless you did through a pile of menus.
    • Building them isn’t necessarily hard, but is also isn’t fun. Get an assembler, build robots, belt them to a shipping pad and put them in space.
    • Selling the robots is too complicated. You can simply sell on the market for a 30% loss, or invest in the incremental game (see lower) to unlock the possibility to sell them on a planet. Each planet requires a license and a dedicated ship.
  • Upgrading the Spaceport
    • This is an incremental, plain and simple. Build up 2 numbers (money + material), then press a button for a timer that adds 10% to some function.
    • To unlock some features you need to research them on the planet. Not clear why.
    • It is possible to make a mistake in an upgrade and I am not sure how to revert a choice (e.g. unlocking a useless planet, or upgrading the wrong thing).
    • The orbital laser is friggin’ cool! Wow!

Ok, I lied. There’s a 3rd thing that completely changes this game.

  • You can buy almost anything from the space station, with I think a half dozen things left over you can only construct on the planet.
  • In general, it is much cheaper to buy an item than to construct and then sell it.
  • On paper, and with a few spaceport investments, it appears entirely possible to have a factory built entirely on the concept of shipping down from space, building a complex robot, and turning a profit. This completely negates all mining and productivity bottlenecks, assuming your ships have the throughput required (each shipping pad has a built-in buffer).
  • I’ve yet to fully test this mind you. Nor do I actually want to. Nilaus has though!

In Summary

Foundry is really trying for some interesting bits here. If I take a step back, the concepts here are really quite something. The implementation needs some serious thinking. It’s a bit like when my kids drew animals from their imagination, super cool but not practical.

The devs have stated their next major update will focus on quality of life things, that’s good. Tweaking the ideas present so that they work together in a more streamlined fashion would be great for everyone.

I still recommend buying the game if you like the genre. There’s enough good ideas here to justify the price.

PWHL Finals

I’ve been more or less brought up in a hockey rink, it’s a safe space I guess. I wouldn’t call myself a team fan (mind you I do cheer for the Habs) as much as a hockey fan. When I’m unable to play, it doesn’t help my mental space. Hockey has brought a lot to my life – friendships, confidence, good habits, challenges, and thankfully a very small amount of injuries. I would guess most people who play team sports would say something similar. I’ve been fortunate enough to share that passion with my wife and girls, and better, coach them along the way. Since mid-August I’d guess there are maybe 30 days total that I haven’t spent in a rink.

One thing I take for granted is the sheer amount of hockey in Canada. It’s everywhere and often a more popular topic than the weather. The NHL is baked into our conscious, and the Stanley Cup runs take up hours of our lives. Young boys dream of making the big leagues (better chance of winning the lottery) so that they just play all the time. Girls… well they haven’t really had options other than a potential scholarship or maybe some smaller work in a European circuit. And truly, the hockey wasn’t very good compared to what men were able to showcase.

Last year the PWHL finally consolidated a bunch of disparate women’s leagues into a single North American circuit. 6 teams and maybe 80% of the top global talent. The league was announced and the puck dropped in less than 6 months, which is bonkers. We naturally bought season tickets.

Back to the point of me taking this for granted. The first game, the game was OK with a lot of women experiencing top caliber hockey for the first time. Wasn’t a good game by any stretch. But the kicker here is that when the home team scored, my wife and kids celebrated like it was uber-Christmas. It took that event for me to glimpse at the impact of that event. I won’t claim to fully understand it, just happy to experience their joy. So season ticket holders we remain, and it’s frigging awesome to just be around happy people!

In the year’s I’ve been involved in women’s hockey, I’ve seen it grow by leaps and bounds. The girls starting when the U18s were leaving are significantly better hockey players, due to a wide range of factors. Better coaching, ice time, development, equipment, visibility, stigma, you name it, all of it factors into this.

What is means it that the professional game on the ice today is also getting better. Last year was very hodge podge, where there were 3 or 4 elite players and then arguably ‘filler’ per team. This year, the talent gap still remains but the skaters have figured out how to apply systems to defend against the opponent’s elite players. The end result is that this year’s product is substantially better than last year’s. It’s unfair to compare to men’s hockey which has had frankly a hundred years to figure their stuff out, so I’ll avoid that. If you understand hockey, you can draw your own comparisons.

So for now, I get to watch some quality hockey and moreso get to watch my wife and kids have near permanent smiles getting to build their own hockey stars that look like them. It’s really cool to share, and makes me appreciate things even more.

Foundry – A Little Bit More

The best games are nefarious and subtle. They start simple and straightforward, gradually adding complexity without it being obvious, and then at some point you’re an omnipotent god juggling fine pieces of art surrounded by a chorus of followers. Like that. Think about Minecraft. The first 15 minutes you played had you punching trees and dying to zombies once the sun went down. By the end, it’s redstone everywhere and you’re shooting a nether dragon.

Production games are about making numbers go up, and each step is more complex than the last. There’s an art to progression here, where you go from ore to ingots to plates to engines to robots to spaceships, and each step naturally flows into the next. At no point should you ask yourself ‘what’s next?’ as the factory must grow.

Foundry’s early game manages this well enough, up until you hit the steel tier. Before that point, you have 5 possible inputs to sort out and can find a way to bus it and manage crafting. It’s all smelters, crushers and assemblers. Straightforward enough and there’s always something to do.

The steel tier though, that’s where it gets complicated. Making steel required a very long belt (compared to what you have) to weave different materials and then put it on the bus, not necessarily more complicated just longer to set up. Concrete + Steam is in that tier, and now you need pipes and 3 new types of buildings that use water inputs. To get to the concrete step you need to build another mini-bus due to the conflicting materials, and eventually glass production. This is complicated, because instead of extending your main bus (and what you know), you need to build a second one, so that it doesn’t conflict with the main one. It’s a weird step back and sideways, rather than forward.

And then we get to Lava Caves / Elevators. The voxel world typically has you start the game at 150 units of height. Lava Caves are at 0. To get there you need to put an elevator and there are 2 types. One for you, one for freight, and they operate differently. The personal elevator has you select the depth, and can only dig through certain material. If you hit a single rock you need to manually remove it, and potentially don’t have the research unlocked to do so. Eventually through manual digging you reach the ground floor. The freight elevator is placed with a top (at +150) and a bottom (at 0) and it will self-connect if there are no rocks. If there are, you need to use the personal elevator to find them. This is still a baffling design choice to me. When it’s all working it’s really cool, but getting there is pure friction.

The Galactic Trade system changed a lot of the flow of the game, with a sort of side game of making literal spreadsheet numbers go up. I’ll have more on this in a bit, but it’s a significant break in game flow and an actual impediment to progress as Firmarlite (that 2nd R irks me) Bars are kept behind this mechanic. You need those for green research and access to the mid-game+.

This is a negative take on an experimental game, that comes from oodles of time spent in more mature and polished titles. I can emphatically say that Update 2 is miles better than what came before (belts and pipes for sure) and it’s clear there’s still a long ways to go. Pacing, tooling, and friction points are notoriously hard to balance, and exceptionally so if you have dev tools to skip pieces. I am really looking forward to testing more of the experimental components, there’s so much potential here.