Puzzles and Mystery Boxes

My brain works in interesting ways. I tend to gravitate towards correlation and inference quite naturally, which doesn’t always work out. It makes the world this giant spiderweb of interconnected pieces, where pulling on one tiny bit can have effects at seemingly completely randoms spots. Things like climate change impacting well water, which impacts purification, which impacts hockey rinks, which impacts hockey teams being able to play, which means more travel, which means more traffic and more planning, which means a tighter schedule, which means improved meal plans, which means… it can be paralyzing at times. The whole thing is this giant puzzle that’s always moving.

Then you have mystery boxes, which require you to just accept that things go in and things go out, but without causality. Using the connected pieces above, it would be more like going from dry well water straight to scheduling with no real reasons between. I struggle tremendously with letting go of my desire to understand and mystery boxes absolutely fascinate me in their complete breakdown of logic. Put in a chicken, get a thunderstorm. Put in another chicken, get soup. Like what the heck? Under most circumstances the magical box is simply a quick method to gloss over details. In the poorer versions, like say a science fiction serial, mystery boxes become writers crutches. Star Trek’s holodeck is absolutely notorious for this.

Games

Return of the Obra Dinn and Strange Antiquities are good examples of puzzles with inference. You are given contextual clues (e.g. this item turns blue when next to a flame, or this person’s bunkmate was taller) and from that, you need to extrapolate answers. Given the amount of questions present, there’s a validation exercise for each guess, and more clues are discovered as you go. There’s a quiet joy when you make a stretch guess and it opens up a new area to discover. The development challenge is difficult, as you need to create breadcrumbs to a conclusion you’ve already come to. You can’t give the answer, and you can’t give super obtuse clues that conflict with others. The sanity check alone is massive, and frankly harder and harder to do as more and more people know the answer.

I like factory production games because they act as mystery boxes when fully formed. If you do it right, you put in a few items and out pop rocket ships. Often, these games focus on logistic puzzles so that you can optimize the box – logistics mostly about moving things from one place to another.

Factorio vanilla, DSP, and many others in the genre focus on belts/trains to move things around. Foundry’s recent-ish patch for space trading implemented a giant mystery box that negates 90% of the logistics issues.

Factorio Space Age broke this model, or rather evolved from it. The start planet still has logistics issues but by the time you leave, quite a few of them are negated through fleets of robots. Robots have amazing throughput options and absolutely remove a pile of spaghetti design for logistics.

Cerys

Cerys is a mod for Space Age that puts you on a planet that’s a mix of Fulgora (materials generally come from recycling material) and Aquilo (the planet is frozen and needs to be melted in a very linear fashion). I’ve completed the game a few times now, so I’m quite aware of the tools and their applications. A recycling plant is not hard to build, but building logistics between ‘islands’ of thawed areas, or fixed production plants across the planet is challenge for sure. Bots are not an option until the puzzle box is solved.

The good part is that with a set of knowledge coming in, most of these challenges can be sorted out. The less good part is that there are 2 new core mechanics introduced that do not make any sense on the surface – both relating to particles. How you can control, defend, deflect these particles is fundamental to the larger planet puzzle. I was able to infer to a degree how one of these mechanics worked, but it’s also quite RNG based and hard to validate. The second mechanic absolutely eluded me and had zero in-game context that I could find. I still honestly have no idea how you’re supposed to figure it out. That said, once the solution was present it wasn’t terribly difficult to work my way around it.

I’ve yet to complete the planet, and I don’t see any particular benefit long-term to maintaining a presence (aside perhaps Holmium productivity boosts). I also don’t really see how anyone could appreciate this particular puzzle box without first having spent time on Aquilo in a previous playthrough. I figure I have a few sessions to go to close out this mod and then try a new one.

A Month!

I don’t think I’ve ever gone this long without a post! I’m sure my mental space is in rough shape because of it too!

While my kids’ hockey seasons are well underway (started end of August and both play competitive), that is not really a difficult bit to get through. The real challenge is work.

New Project

I was approached in August to provide some experience to a key project that appeared to be struggling. My approach is always focused on getting the emotional state sorted out so that the material items can be tackled. The key players all need to simply vent their frustrations before logic can be applied. Complain first, get it out, then get to work. I basically went on a listening tour.

A few bits came from that exercise. First is that everyone wanted the idea to succeed – a key piece in buy-in. Second, there were some quite significant concerns on the ambition of the plan – sort of like trying to get people on the moon in 3 weeks. Third, the team leading the change did not have the benefit of experience to guide them, which meant they were building and learning at the same time. Overall, there was a sense of confusion / exhaustion, where they were all working super hard but not moving forward like they wanted to.

To be clear, I am no saviour, I have no super powers. I bring experience and a wide network of contacts. My arrival by it’s very nature brings disruption and change. And it’s not like we don’t have enough change all around us anyways, right?

Without getting into the details, the change has had mostly the intended results. Things are being delivered, people are focused, there’s a clear path to success. That’s the good. The less good is the human impact, where some relationships have come under significant strain, if not outright broken. Point one above was about everyone wanting this to work, and it really sucks when there are people issues along the way. There are always people issues, I get that part, but it still sucks. Doubly so as replacing each of them takes some time and the project can’t really afford any delays.

So guess which lucky person gets to pick up the pieces until the right folks are at the table? The great news about networks is that you can often find some friendlies to help you out. There’s a lot of that right now. Every day has a half dozen escalations that need to be managed, which means more people-ing.

All this together adds a level of exhaustion I have not felt in years. It has a ton of impacts outside of work. And clearly, none of this is sustainable.

The good news here is that there’s a large amount of support to make this sustainable, and the recommendations are for the most part, accepted and implemented in very short order. And there are a lot of changes.

Gaming

Most of this has been on pause, or rather extremely sporadic. There are a few though worth noting

Strange Antiquities: A neat puzzle game where inference is key. I like these games as a fun distraction, and it works well on the Steam Deck too. It should be played with a specific accessibility function enabled (auto-label things), and has some margin of replayability. Well worth the entry price.

Hades 2: A GotY candidate, and an improvement in nearly every single regard to the original. I had bought this in EA over a year ago, and many aspects have been improved, quite a few dramatically so. I think there’s more build diversity here as there are more levers and choices present, compared to the first one. Thing thing rocks on Steam Deck. It’s a very, very good ride. Still think Clair Obscur is the best game this year though!

Assassin’s Creed Shadows: I’ve played most of the mainline AC games, and did play Mirage. I also have a love of Ghost of Tsushima, and the larger structure of that game. AC Shadows is, well, it’s ok. Certainly NOT worth the AAA price though. The dual characters work for the narrative but not in the gameplay. Combat is too long, the world is empty, the stories are all fairly identical in execution of entering a base, stealing something or killing someone, and then leaving. The bandits in the wild all use the exact same layouts, which is ridiculous. This game could have been cut by 3/4 and been better for it. I entered the third zone (of 7 I think?) and quit; it was identical to the first and second zones. The bells and whistles (like seasons) are cool, but the core of it isn’t terribly good. Nearly every open world game I’ve played in recent years (including Mirage) has done this better. I feel bad for Ubisoft.

Factorio: The staple! I have opted for a new world with planetary mods. The first time I played Space Age, I applied vanilla design principles. That was a VERY cool experience of learning as I went. The second time was taking the lessons learned from the first playthrough and seeing what I could optimize – my playthrough was about half the duration as a result. This playthrough applies all the lessons learned for a super optimized starter planet (Nauvis) and from there explore some additional moded planets. Each of these is a small puzzle to solve that adds some later functionality. Cerys is first, which is a moon off Fulgora, doesn’t allow you to ship things down, leave, is a frozen ball that needs to be thawed, and has complex construction chains. Quite enjoyable, though I’ll admit the start-up portion is longer than I’d hope.

Next Update

Given the pace of work and lack of free time, curious as to when I can find time for the next post. Hopefully as I progress in my Factorio run. Fingers crossed!

Time Flies!

This time of year is usually quite busy, with the return to school and hockey season going into full swing. By the end of the month, I’ll have a grand total of 1 day where I wasn’t in a rink. Thankfully I enjoy it! Still, it takes up a huge chunk of time. The neat side effect is that I’m quite a bit more physically active as a result, which is great for my health. It’s not super for my back mind you, that physio needs to continue so that I can get more than 4 hours of sleep a night…

I did miss out on the launch of Silksong, which depends on your perspective of ‘miss’. After years of waiting, a few weeks or months more doesn’t really change much in terms of expectations. In fact, it’s a larger benefit since some stability/balance patches are going to be deployed before I press the buy button. It’s on the list, and again the Steam Deck provides the near-perfect tool to play games I really enjoy.

Given the extremely sporadic game time, I’ve opted to get super nostalgic. I can remember the Christmas where I received Hero’s Quest (now called Quest for Glory). I’ve owned the anthology from GoG for a long time now, and the improvements to DOSBox are quite noticeable. Not to mention the slew of game patches provided since to address a wide range of bugs.

This image is seared in my brain

QFG1 takes only a few hours to get through, and I know I took weeks to get through it all as a kid. It is pure nostalgia. There’s a VGA option for point and click, though I honestly enjoy the very limited text parser option from Sierra.

QFG2 only offers EGA on GOG, but you can find a free VGA version through AGDi. In this one, the VGA version is quite a bit better, if only for the really painful map option present. It is quite a bit more linear than the first one, but it offers a much more interesting playground of things to do. You can see the devs were reaching here and got most of it done.

QFG3 is VGA, point and click, and relatively simple. This model was retro-actively applied to QFG1+2. I wrote my own mouse driver in order to play this game! It is substantially shorter / simpler than prior games and has quite a few bugs in it. The final area is amazing mind you, and quite a bit different than the content that precedes.

QFG4 is a big departure. Everything is voice acted and more cartoony. The combat model here is quite poor, but is entirely offset by the amazing writing. I played this on release but encountered soooooo many bugs I had to shelve it for years. While it has my favorite storyline by miles, the game is a challenge to get through.

QFG5 is, well, it’s a cap on the series. It’s 3D before 3D was a thing. It addressed dozens of plot points from the prior game. It had a ton of interesting lore bits, puzzles, and challenges. I bought it really close to release and played the heck out of it. It was an amazing capstone of 5 games across 9 years. That dev cycle is insane to write out for an RPG series.

It isn’t a stretch to say that the modern RPG has a ton owed to this series. Multiple character types, different solutions to puzzles, stats that go up with use, cross-game saves, dialogue trees, 3D characters…. Do you think games like Mass Effect would be around without this foundation?

Nostalgia is a heck of a thing and really speaks of a golden age of game design where bold ideas were common, whether they stuck or not. Glad GoG has so much to pick from.

Bus Downsides

Clearly, I am an advocate for bus mechanics. It has a tremendous amount of advantages, significantly so when the items on the bus have an infinite shelf life. It saves you from spaghetti factories, allows for improved logistics, and overall more efficient use of material. With that, there are some interesting downsides that really only start to show in specific cases.

Available Space

Bus architecture is on the whole smaller than dedicated lanes, but it also comes with larger space requirements. 15 small paths take up more overall space than 1 large one, but that large path cannot be deviated. If you have mines, water, or obstacles in the way, you may not be able to build the bus. Satisfactory solves this with vertical factories. DSP can pave over planets. Factorio has this issue when you leave the main planet, which can certainly be mitigated through cliff explosives, landfill and ice.

Item Queues

A bus generally operates on a saturation model, where all parts are full. Any item on the bus is one that is not being actively used, and therefore you have a major buffer of items. This is good to manage burst demands, but can be bad when you have very expensive items sitting idle on the bus. This is a major issue if the items on the bus can expire, as the time to travel / wait, can cause it to spoil. Satisfactory will have a massive bus and a giant ‘waste’ of materials (which are infinite, so you’re wasting time). DSP doesn’t really have too much of a problem here as the ratios generally are in your favor. Factorio only has issues here with items that expire, mainly Gleba items.

Accuracy

The greatest benefit of a bus is the flexibility and simplicity of use. You can clearly see with your eyes if it’s working as an empty bus = not going well. The solution to an empty bus is relatively simple, add a bunch of items to it at the start until it backs up. No math, nothing fancy, just jam it full of stuff.

The flipside to this is that it becomes increasingly expensive to scale the end result items as each individual item on the bus may cause bottlenecks. Or, you may simply run out of space and need large scale transport logistics. In these cases, it’s often better to build mini-factories that are offshoots of the bus, especially in late game aspects. The net benefit of this model is that the input and outputs are controlled, and easily replicated with blueprints.

  • Satisfactory is very binary here, as you either make mini factories from the start or you make a bus all the way through, simply because there are too many items. You may end up using this model for a Nuclear factory though, even though it will take about 20 or so different ingredients to work. The lack of large scale blueprints absolutely prevents effective use of factories. You can make them for sure, but it’s going to be hours of effort. If the production chains weren’t so complex…a Ficsite Bar for a power plant has about 30 different production steps.
  • DSP’s bus is very different as there are 2 buses. One for buildings, of which you won’t ever build factories for. Another for everything else with Logistic Stations – which is like watching mosquitos fly around, moving items between towers feeding dozens of mini-factories. For late game, when focusing on SPM, there is some value in building factories dedicated for this as you can ‘easily’ increase your SPM by putting down a new blueprint. The game is extremely modular and flexible in this regard, with the absolute best production dashboard information around. An analyst’s dream.
  • Factorio’s bus is such that you will only ever have mini-factories. The bus itself is only ever relevant for items that are created in very high volumes. Where the starter planet may have a bus that feeds construction of buildings, this is absolutely not the case on the next planet as robots & requestors can address this for you. This is a net effect of simplified production chains, as compared to others. The casino portion of acquiring legendary material is a completely different topic highlighting the pitfalls of a bus, and while ‘fun’ to puzzle out an optimized method, absolutely sucks.

More Positives than Negatives

While there are niche cases where a bus is not particularly useful as the volume of items created are highly specialized (e.g. Nuclear Plants in Factorio), the wide majority benefit from a main bus for common refined raw material (e.g. the step just after raw material such as iron plates). Normally this main bus has 6-8 item types, generally in the space of iron, copper, coal, oil, then 2 more liquids and solids.

Full buses are different, where all items that have more than 2 uses are put on the belt. For some games, this means that the bus has 20 items. For others, 40+.

As a general rule, anytime I play a game with production elements, I opt to build some sort of bus in order to math out the long term requirements. They are relatively easy to build, provide a lot of flexibility, aesthetically please my eyes, and allow me to quickly diagnose production issues. Optimizing that bus would mean making it as small as possible, which really only comes from experimentation, knowing which items only have a short-term need. And with most of the games in this genre being in Early Access… well a patch can change a lot.

Plus, it’s fun to say bus.

DSP – Ratios & Math

The thing I like the most about DSP is the scale of it all. Visually seeing a planet turn into a factory is absolutely amazing every single time. Scaling at that level is, for 90% of the game, a cut and paste affair with little math required. Sure, the start is relatively linear as you have power and throughput challenges, but once you lay down the first interstellar transport, you’ll have 60+ smelters in a chain in no time.

The cracks do start to show once you hit that point though. Resource mining becomes a bottleneck that becomes harder to manage, opening the door for smelting planets. A fully upgraded set of smelters and belts will need pilers to stack items effectively and quadruple throughput. Adding proliferators to the chain is a choice, one with a not insignificant cost.

Mathing it Out

Put plainly, DSP has too many items that have multiple purposes. There are only 3 that come to mind that have a singular purpose and therefore fit into a production line. A production planet will have 50 odd production lines for various items in need in other lines. Add another 30 or so for the PvE portion.

The net effect of this diversity is that late game production chains will break earlier production chains and there are limited options to manage this ahead of time. Quantum Chips are a shining example, where they have a lot of late game usage, require about 120 raw material, and close to a dozen sub-steps. It’s not really practical to design a single factory to create Quantum Chips, as you’d never be able to effectively scale it, so you’re instead going to leverage existing production lines and pull from them.

Generally, it’s easier to add a dozen more smelters to a iron plate line than to rebuild an entire quantum chip factory. The exception to this is sub-factory planets.

Massive Scale

I’ve talked a bit about the starting phase (Titanium), the middle phase (moving planets), and the end phase (building the Dyson Sphere). Late game is about SPM, or science per minute, specifically white science (Universe Matrix) for the infinite research. Building one of these requires 1 of each other type of science block + 1 antimatter (requiring a Dyson Sphere).

Given that each science block requires a set of materials that are the sum of all previous ones, this acts as a sort of cascade of material. Each white science takes about 250 raw material to make, but involves almost every production step in the game (weapons, buildings, and sphere related items are not required). It is exceptionally easy to make blue science (1 per 3s), it is inversely difficult to make green science (1 per 24s). You can saturate these ratios, but then at larger scales that serves little purpose than to block storage and waste material. The production rate is set at 1 per 15s for white, so we get interesting ratios from it.

1W : 1.6G : 0.6P: 0.53Y : 0.4R : 0.2B

These numbers don’t really line up well…making it better to over supply to some degree – notably Green (wide effect of being used for Warpers too). To that end, I prefer a 1: 2 : 0.75 : 0.75 : 0.5 : 0.25 ratio that can withstand scaling needs and math. 100 SPM can be done somewhat simply by the time you have the resources generated from a completed Dyson Sphere. That’s 25 buildings making white science.

1000 SPM… that is not something that can easily be done. 250 buildings for white = 500 for green, and each of those requires around 500 raw material per minute of items…so 250,000 material processed for a single step. At that point, you’re better off building dedicated planets to meet your demands – and specifically invest in vein utilization research in order to extract more items for longer durations, having already researched increase transport to max level (and a similar level of transport speed).

Interstellar Transport

By the late game you’ll have access to a couple hundred solar systems, each with different materials. At first you’ll just ship back the rarer material to simplify production lines from a half dozen. Eventually, you’ll need to build smelting planets for specific components. A solar system that has a high iron count likely will have a central planet that receives all iron and creates ingots from it in bulk. There is no transport efficiency here, but there is space efficiency as a planet that’s dedicated to building 1 thing can build tens of thousands of them quickly. Now, you won’t need a planet for Quantum Computers, but you will need a planet whose sole purpose is generating blue + green science, one for yellow + purple, and finally one for green.

While power won’t be an issue at this point, what will be is the specific fuel used to warp ships about. Travel in a system is just regular power, charged at a station. Travel between systems requires warpers, 2 per round trip. At 2000 items of storage, this starts going sideways when you reach massive scales and create some bottlenecks that are hard to diagnose. Since warpers can be constructed from green science, that’s one reason for overproducing above.

Overall Math

I really like DSP’s gradual shift towards exponential growth. There is a big difference between when you put down your first smelter and when you complete an actual Dyson Sphere. From the small corner of a planet to an empire that controls multiple star systems. This is quite a bit different than Factorio’s linear scale but increased logical complexity. I really appreciate that in both games, if you want to go all the way, that the games give you the tools to do so. You may get a ‘Game Won’ message, but if you want, there’s still enough there to sink 10x the time in and build massive production empires.

And all of it though logical mathematical design. Ooh that scratches an itch!

Production Logistic Design

This is more of a set of thoughts regarding production logistics, where I can lay out some ideas that help drive some design choices. Key to this is a simple design concept that works at all scales.

The actual implementation of the concept varies to a degree, in particular the middle storage piece where it is often an option. Large scale factories apply the concept so that any one component can grown to meet production need. Example: Ore to Bars in Factorio.

  1. Miners generate ore
  2. Belts move ore
  3. Ore is put into storage
  4. Belts move ore
  5. Foundries create bars.

You can increase the capacity of any production step, or the process as a whole. Want more bars? Create more foundries. Running out of ore? Create more miners. Miners are backed up? Create more belts. This adds a ton of flexibility, at the cost of design space. There’s a limit to how many miners you can place, and if you build too tightly, you won’t be able to add more foundries.

Which brings me to the design principles of Saturation & Just in Time (JiT).

Saturation

Saturation is where all steps past Step 1 create a backlog. This is most evident when looking at production chain, where the transport layer is backed up (e.g. belts are full). This mode of production allows you the flexibility to add more steps down the production chain without the need to completely redesign.

As complexity increases, saturation becomes more difficult to achieve. Saturating ore or bars is relatively simple. Saturating rockets, less so. In that regard, saturating raw and basic materials is a best practice.

Just in Time (JiT)

JiT is when you produce only what’s required for the next step. Useful when items have an expiry date or are complex to product. These designs are notoriously fragile as they rely on precise mathematical relationships where the ratios between any two steps must be maintained.

A very simple example of ore to bars. The math says it takes 2 ore to make 1 bar. A miner extracts at 1 per second, a foundry produces a bar every 2 seconds. JiT means you need 1 miner per foundry. Let’s say you upgrade the foundry to be 10% faster, so 1 bar every 1.8 seconds. You miner is no longer sufficient to meet that need, and adding another one means you are saturating the production chain.

A complex example would be building a rocket though a half dozen raw products and steps. Anyone of those steps changes, even a little bit, and you will break the production chain. The earlier the step, the more impactful. Your choice then is to either upgrade everything, or redesign.

The core advantage of JiT is that it is more compact and less wasteful. You won’t fill a belt with expensive material, which saves costs in multiple areas. You can optimize to a crazy degree here, which limits resource utilization and often allows a more rapid production.

Saturation & JiT

In my mind, the best examples are when both principles are applied together and where bus architecture truly shines. To achieve this you have three key pieces

  • The main bus has basic material that is created in a single step from raw.
  • No intermediary products are put on the bus. Intermediary in the sense that the sole purpose of the item is to create another item.
  • Final stage items are created with JiT designs from the raw materials in dedicated production chains.

Satisfactory example now. Let’s say you want to build a computer. That requires Circuit Boards and an AI Limiter. Those require Copper, Plastic, and Caterium. Rather than put the Boards and Limiter on the bus and pull them to your production chain, you would create what you need from Copper, Plastic and Caterium in order to build the Computers. Note: Satisfactory is the best/worst example as you actually need Circuit Boards + AI Limiters as final products.

Dyson Sphere Program does not have any cases where JiT actually makes sense as the transport steps have near-infinite capacity and scaling is a major requirement.

Factorio lives in this space, where there are dozens of intermediary steps that need optimization, with often limited resources and transport methods. You will inadvertently saturate belts, but the main goal is to do it just the right amount to build what you need of that final product.

Constraints

In all designs you limits as to what can and cannot work. Even games that have unlimited scaling will eventually suffer from CPU/GPU limits (DSP can grind to a halt at galaxy scale production rates). The overall goal of ‘the factory must grow’ is a neat idea, and it will require some thinking to achieve.

  • Space: You will eventually run out of real estate to grow. This could be at the micro level where a building is taking up too much space to fill in the blanks and you either rebuilt from scratch (Satisfactory) or you build another factory somewhere else. In most games, raw materials are limited in extraction rates or simply the amount available – in those cases you need to find another area with raw materials to extract.
  • Power: Most production games have power limitations, where you need to generate ever increasing amounts to grow the factory. In some games this is easy, in some it is very complex. In all games, there reaches a point where power gains are exponential and extremely manageable. (DSP has you harness the power of stars).
  • Rates: This is on a per step basis, where a building has a maximum input/output rate, and belts have a maximum throughput rate. You can often upgrade these, but you’ll still find spots where you have too much output and not enough input. While it’s often easy to build another building, expanding transport layers can be very difficult. Moving more items between planets in Factorio often means needing more ships, which are not cheap to build.
  • Enemies: While I personally dislike having this in my games, quite a few have enemies that will react to your expansionary behavior and attack vulnerable portions of your production. You need to build adequate defensive structures that are furnished with production items. These often overlap with Space restrictions, where you need to take over territory in order to expand your factory.

Putting It Together

Factorio – Red Circuit Factory

Factorio has the best mix of models, and circuit production is a highlight. The image above is an example of saturation. Copper, Green Circuits, and Plastic enter on full belts. The various production buildings select from the full belts and then put their end products which merge back into another saturated belt. At the right is a box that acts as a storage buffer for bots.

Since I use a main bus with that includes processed raw materials, it’s somewhat simple to pull into a factory. The wire is the middle building, which supplied the 4 outer circuit plants. The beacon is added to boost speed, and finally the belts are added to supply the material.

The wide majority of saturation builds in Factorio follow the same design principles. Place buildings so that material can be moved with inserters, place beacons, feed materials from the inside, exit materials from the middle.

DSP – Main Bus Late Game

Most other games follow an expanded main bus due to significant intermediary steps. DSP is like this, were there are 15+ items on the bus needed to make 90% of all buildings. This is also a saturation model, and vertical splitters allow this construction. The bus is on level 2, and it feeds each building on level 1, which then stores material in a container.

Satisfactory is the same model, but slightly worse. You need a mod to manage storage limits (no one need 48 stacks of Computers), buildings are exceptionally large preventing effective blueprints/design, and you need to move things vertically at multiple points. The bus and factory floor are on the same level (2+) but the belt weaving is done underground. The end result is a thing of beauty, but more comparable to cable management in PCs. Hide all the junk in the back.

Tales of the Shire

It has been a long time since a decent LotR game came out, way back in the early aughts. (Shadow of Mordor is a bad story, but the Nemesis system is amazing). I understand why this is a challenge, the wide majority of fantasy archetypes are founded in LotR – people have flushed out from this for decades. There are few corners left to explore.

Tales of the Shire is a niche take on a very specific setting. Thematically, a cozy game set in the coziest part of Middle Earth makes a lot of sense. When you think of hobbits, you think of slooooowing down and enjoying the scenery. This game has pieces of that all over the place. However, it also has piece that conflict with this measure.

Main Activities

The totality of the game revolves around cooking meals. You collect materials, grow gardens, collect fish, and then leverage an obtuse mini game to craft a meal. Sharing said meals with the villagers increases your friendship levels, unlocking more stuff. As with other cozy games, there are seasons, cross-benefits between skills, items to acquire, and areas to unlock.

The menus behind all of this are more complex than I would think reasonable, if only because the actual mechanics of everything is more complex than need be. I am nitpicking here, as the data is certainly present, just not obvious to access.

Money

Is the root of all evil, and a major hurdle to overcome. Everything costs money, and money is challenging to acquire in amounts that are deemed ‘cozy’. A set of seeds may cost $50, work once, and the product sells for marginally more than the seeds. You cannot sell a final meal, which is very weird. Expanding the ability to garden also requires money, about 1000 a shot.

You will start by scrounging the landscape for things on the ground and sell them for minor amounts and a lot of time invested. Fishing is the best option, but only becomes so after you’ve reached level 2+ as the fish start to sell for 100 each instead of 20.

While I can appreciate the pressures of money (Tom Nook scars remain), its a weird thing to put in front of a hobbit just trying to relax. Money issues also don’t scale as in other games. I’m literally a multi-millionaire in Stardew Valley, when I hit 10k here I thought I was Scrooge McDuck.

Cooking

This here is both very interesting and complex. Ingredients matter. They have quality levels and flavor profiles (salt only comes from seasoning). Better quality = more friendship points when served.

You gain additional recipes over time, and more cooking stations as you improve your cooking skill. These stations allow you to alter the composition of a meal, making it more crispy, tender, crunchy or smooth. Get the right balance for some added benefit. You can only crisp/tenderize specific items, so ingredient choice matters.

Villagers also have tastes – sweet, bitter, salty, and sour. Recipes change their flavour profile based on ingredients. Some ingredients can be seasoned to change their profile, which may or may not change the profile of the meal (I have yet to figure this part out fully). If you combine two specific flavor profiles, you get a quality boost as well.

Serving food is the main point of the game, and you want to serve 4 people per day their preferred dishes. Higher quality boosts the relationship meter faster. Each relationship level gives something, usually a new recipe, which helps meet more villager taste preferences.

The Cadence

Aside from the main story – which is arguably a long tutorial – you generally follow the same daily pattern.

  • Wake up
  • Tend to the garden
  • Read the mailbox
  • Create meals for guests
  • Serve guests
  • ???
  • Make money
  • Invite guests for tomorrow
  • Go to bed

I think that is a valid and simple daily routine that aligns with my idea of a hobbit. There are other things you can do, such as trade, collect more ingredients, complete daily tasks to improve a skill. Each of them has some merit. My only true gripe here is that progression provides nothing more than the ability to spend more money through an expanded garden and house. Fishing in a new location is a cool idea, but you need to lose a chunk of the day to run to the vendors, when you could just fish in town.

I’d argue that this game is a niche of a niche game. You really need to like cozy games and also need to like Hobbits to truly appreciate what’s here. In that space, your mileage may vary.

Thoughts on a Bus

I took a trip out west recently, out to the mountains. Nice to just disconnect and enjoy nature. I live in a heavily urbanized setting, and there’s a particular highway that is notorious for 18 wheelers, where it feels like there’s more of them than personal vehicles. The why of it is fairly clear, logistics. Getting things to urban centers relies almost exclusively on trucks. Out west though, trains are the major logistical method – perfect for grains, oil, and other basic materials. There aren’t any trains of bluetooth headsets, but there are trains that are 200 wagons long of canola. As I’ve often been fascinating with logistics, it made me think more about optimizing deliveries.

Moving a few tons of items has interesting factors to evaluate. Is it the same stuff? Can the stuff mix? Does timing matter? Does it all go to one location? Do I have the infrastructure in place? If I need to move a bunch of different things that don’t stack, and need to do it quickly, then large volume logistics is unlikely to work. If it’s bulk raw material, then it’s likely best to ship it all in one big package.

From start to end product, the logistics of distribution change on scale. All of this is macro logistics, getting things to factories. Once they are in the building, we have micro logistics.

  1. Basic materials are extracted and put in buffer storage while waiting for transport. Miners, Pumps, Harvesters.
  2. Materials are transported in bulk (often a train) to a refining process that normally has a train station built in – think a large scale foundry. Ore to bricks, crude oil to refined.
  3. The refined items are also transported in bulk (again, trains) to major distribution hubs. It’s possible some locations actually have train stations built-in, but this is less and less common.
  4. From the hubs, the materials are shipped by trucks to production plants and set in storage.
  5. Inside those production plants are forklifts/loaders to move items between production floors.
  6. Products are put into final storage and distributed by truck for saleé
  7. Steps 4-6 can repeat numerous times for complex production chains. Car manufacturing is a great example, where dozens of production steps are required to reach final assembly.

Side note, even a basic toaster has complicated steps in production. This TED talk covers the high level parts.

When we ‘gamify’ logistics, the same concepts are applied to things that follow a progressive pattern of complexity. You’ll mine iron, make bars, make plates, make gears, make engines, make rockets, each step requiring more complex pieces and more raw items. Where an iron bar may take 2 ore, a rocket may need the equivalent of 1000 ore.

Where games truly differ is that they apply macro and micro logistics to the same interface and generally at the same scale. In that sense, I mean that a train generally takes a similar amount of space as a belt.

Micro Challenges

In the real world there are infrastructure challenges that impact the micro. You factory has a limited physical size, so you need to optimize the footprint to get the most amount of items produced safely. If you run out of space, you need to find another factory. If you want to build a train station close to the factory, you need to buy land, get permits, remove buildings, get permits, build buildings and connect to the existing rail system.

In a game, you can just build more. If you need to connect to a rail, select what’s in the way, press delete, build and connect. Rarely, very very rarely, are you ever space limited. You will however be rate limited, where the belts have a max amount they can transport. The answer? MOAR BELTS!

The Bus

I like the idea of a bus. It’s been part of software/hardware architecture for a long time and to key principles boil down to standards.

You have a bus at home, and you use it every day when you plug something in for power. You don’t care (or maybe don’t know) how the power gets to the outlet, you just care that is works with your standard plug. The power company cares. Construction companies care. Insurance cares. Maybe power is solar, or nuclear. Maybe it’s produced and converted on-site, or distributed across the country. Maybe the connection to your house is above ground or below. You likely don’t care at all, as long as the lights turn on.

If you live in North America, odds are you have used Amazon. That’s another great example of a complex bus that gets you that special pencil delivered to your door tomorrow. Sure, it’s slave labour to create it, and vastly underpaid ’employees’ all the way to your door, but does it matter when you don’t have to leave your couch?

Game buses work the same way. You collect material whatever way you want, and deposit it into the bus. You can then extract from the bus using a template (or blueprint!), do what you need, and either expand the bus or store the item for use. The game will dictate is you have a simple bus (say, a dozen or so raw items used for nearly everything) or a master bus (one that continually expands as you create more complex things). In some games, you don’t need material past a certain point and can stop that flow to be replaced by something else. In others, you need base material all the way to the end.

The main advantage of a game bus is that it’s nearly infinitely expandable. There are always going to be optimized distribution methods, and they often rely on the dual sided complexity/simplicity of the mechanics.

  • Factorio used to be focused almost exclusively on belts through a main bus, with trains supplying raw materials. Space Age added terrain challenges, and significant improvements to bots and logistics containers, so that later planets really work a whole lot better without belts or trains. And that doesn’t include rocket logistics. There are tons of tools to optimize logistics.
  • Satisfactory has very poor tools to build trains, and their throughput is exceptionally low given the complexity. Tier 7 belts are dirt cheap and with few exceptions much more efficient in transport. Rocket Fuel is super easy to make, and drones are ridiculously easy to set up, making them far superior to trains as well.
  • Dyson Sphere Program is an exemplary use of both master bus and distributed logistics through vessels/shuttles. Well.. it was until the Dark Fog addition that added 30% more items to the bus and made things more complex without simple solutions. You can play without Dark Fog and ignore that part (highly recommended).
  • Foundry is a very weird game. The master bus is the only option until you reach end game, where you effectively stop producing anything on planet and simply ship it in. The market interface becomes the bus, which is like ordering from Amazon. Not sure if that was the idea.
  • Outworld Station doesn’t have a bus in the traditional sense, as you can only place factories. The station itself is the bus and each new building you add brings a new path for items to move.
  • The Crust is a master bus, plain and simple. To point, it’s also the only way to get rid of slag and at that, extremely inefficiently.

There are other games in the genre. Captain of Industry, Timberborn, Microtopia and so on. With only a couple exceptions, most apply the concepts quite well but start to strain under higher volumes and complexity. Games that offer the option to set general priorities (high/regular/low) rather than logic gates (more than 100 ore) are almost guaranteed to see this issue.

Personally, I think DSP has the best logistics system for the widest crowd. It’s easy to set up, easy to expand upon, and rate limits only apply at the ultra end game. Factorio has the most complex, and acts as a huge hurdle in the space portion if you can’t figure out the logic gates. But those are the ones that work for me. Think it may be time for another pass through..

And all of this, because I was looking at trains in the mountains.

The Crust

You know how a buffet has something for everyone but none of it is really great? That’s pretty much The Crust (Early Access).

Billed as an ‘immersive economic management sim’, The Crust has some interesting ideas. You’re on the moon, with access to the surface and below ground. With automation, you can set up what is sort of like a factory, and spend time exploring the larger surface for ‘quests’. The pieces sound good, and in most cases it works out.

The exploration part is bare bones. Send a vehicle to a location, trigger a step, send another vehicle to do stuff on that step, repeat. You’ll start with 1 of each vehicle, eventually able to buy/build more. You’ll eventually be able to mine the surface and build supply routes as a result.

The surface construction is basically power generation + logistics support with very large buildings. Eventually you can the ability to put elevators between surface and below, so placing items will eventually have some bearing. More than ample room and straightforward.

The below portion is the meat of the game. Two main parts, mining regolith (moon rocks) which generate one of 1 outputs, with varying %. You process the results into various products, use those products for more and so on. The first 3 tiers are simple enough. Tiers 4 and 5 are clearly WIP, as they require 4 or 5 materials, things you often don’t want to pull across a base, and often replace previous recipes with marginally more efficient recipes. A main bus is all but required given the scaling item requirements. Belts only cost $, which is nice, but also prohibitively expensive early on. Storage is too limited to my tastes (256 or 512 per container, and some steps need 5,000+ items). You also need to build livable quarters, and hire staff to run buildings (such as research). Getting water/air to these places is simple, building them takes ages due as it takes about 60s per 1×1 square. I’d expect this to be changed at some point.

A view of the below surface portion. Looks like a factory builder to me.

Quests (which move the story along and are highlighted in yellow) have varying requirements to complete. One particular step gives you a countdown to provide a substantial amount of an item, one that you are very unlikely to have on hand. My recommendation is that you create 4 or 5 saves and use them incrementally per stage of the quest.

Oh, forgot to mention you are limited by CPU power, which is a sort of building limit. You can increase this through construction of a building in a living quarter that requires a tier 3 material. I really dislike this mechanic, as it’s a huge punishment for the early game (when you can’t actually build tier 3). I haven’t mentioned the challenges with setting building priorities (never user low priority, it causes everything else to break).

All those words and nothing about economic simulator! Well, you get access to contracts which have reputation requirements and allow you to ship items for money/reputation/research. The game is currently ‘broken’ where mandatory quests take up all contract space unless you research a key piece. You can also just plain ol’ sell items on the market, which is where 90% of the $ in this game are acquired. This is how you address the ‘too much slag’ problem that pops up mid-way. Use slag to make bricks (sell those on the market) or sell the slag through contracts. Ahh forgot to mention that you are limited in shipping size based on the weight of the item, and the size of the ship… and you need to pay for transport. This means that for all the early game it makes zero sense to sell on the market, and later on, only certain items are worth the effort.

I have played many games in genres that The Crust borrows from. Automation, RPGs, economic simulators all have their own complexities. Building just one of those is hard, building something across all 3 is really hard. At no point is any of it truly totally broken. There are systems that add un-needed complexity (CPU), time sinks everywhere (only play on fast forward), and some rather decent balancing pieces to sort out (research requirements, crafting ratios, shipping, quest requirements).

Back to the buffet comparison. The Crust has something for pretty much everyone, and it’s all interconnected. There may not be any particular item that is a show stopper, but all of it is decent enough. I will say that it’s nice to have a more ‘mainstream’ take on the genres with a much lower barrier of entry.

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.