There's a game I'm a big ol' fan of and don't write about enough called Factorio. It's an interesting beast of a game. There's a lot of RTS DNA in it, and a lot of grand logistics puzzle/progammer-brain game. The main appeal is that as a the player, you are running around setting up a giant tangled mess of machines, conveyor belts, and little robot arms to produce large amounts of stuff to feed into research machines, teching up to more on more complex stuff, requiring you to scale up more and more until eventually hitting a win condition, but the more you expand and produce, the more the resulting polution causes your basically-Zerg neighbors to become larger and more aggressive. There's a really great inherent push and pull to this where if you're new to the game and just kinda struggling along, you generally have a lot more leeway on enemy aggression, and if you're really confidently rushing through (or just seriously overbuilding all your production), big deadly attacks roll in super early and you'll have to be way more aggressive about defenses.
Back in October, Factorio got an expansion, which I described while streaming it as the sort of expansion that's for "real Factorio sickos only." It makes the game significantly longer and more difficult, mainly in that normally, you advance through 5 flavors of science packs, each more of a challenge to produce at the rate you'd like, then head off into space. In the expansion, you can get into space with just the first 3 science flavors, but to hit the new victory condition, you need to be producing the original 5, plus an additional 5, one produced on orbital space platforms and the rest each coming from setting up bases on 4 new planets, each of which basically require you not only to start your big setup from scratch, but have their own resoruces, tech trees, and obstacles, meaning you end up playing 5 variations of the base game, simultaneously, and an extra logistical challenge in tying their science outputs together.
As a real Factorio sicko myself, I love this, for the most part. I have long since mastered the base game to the point where it's fairly trivial for me to get a thriving base going on what's now just the starting planet, and set up defenses that won't hold up INDEFINITELY without any further input from me (places to mine up the most basic resources do eventually run dry and one must push out into the map to set up new outposts now and then). So hitting a point where I have to just step away from my primary base and spend several hours setting things up on new planets is a cool change of pace.
And of the new planets, three of them are just fine. There's a volcanic planet where there's no water with which to set up the usual early game steam power nor the late game nuclear plants, nor can you mine for the iron and copper you need to produce basically everything in the game. The big challenge is figuring out the new tech tree and how to get the basics set up, then in realizing just how incredibly generous this new tech tree is with everything, and how much more efficiently you can set everything up, and the normal enemies that would be harassing you have no real equivalent. There ARE stupifyingly large and tough new enemies, but they won't come to you. They camp out around the map, guarding their personal territory, and requiring you to essentially handle a boss fight every time you need more territory to set up your stuff or harvest finite resources (but honestly, in practice, you'll need to expand in this just once, most likely).
Another planet's main hook is that literally the only resources to work with come from setting up your mining drills on the ruins of a long-dead civilization, pulling up an odd slurry of what in the base game are end-game resources. Complicated electronics, fuel, and superstructure materials just come out of the ground, and need to be broken down in recyclers for the actual base resources, which is just sort of hilarious. And the real puzzle is you have this mixed slurry of all these resources you need to sort out, then also deal with the incredibly unbalanced ratio, and find some way to keep the resource pipeline flowing and not getting gummed up with all that concrete and super advanced electronics you don't actually need that many of. And the final planet, only unlockable after mastering the rest, needs a good interplanetary logistics network as you need to important damn near everything from elsewhere.
All of this is great. Head to a new planet, spend a couple hours puzzling out it's quirks and how to set up a new rocket platform, its required inputs for perpetual rocket launches, and how to produce each planet's science flavor to send home. Then since it's been a few hours since you've checked on your main base, you head back, do some maintenance, maybe move some mines, maybe take a moment to make upgrades everywhere as each planet also has some infrastructural stuff that can't be made anywhere else, giving you better production structures and faster conveyor belts and so forth you might want to use everywhere. But then there's Gleba.
The gimmick of Gleba is it's the biological planet. There's no metal to work with (technically). No oil. Solar power doesn't even work particularly well. So like the volcano planet, you have to reinvent the wheel with everything using a new tech tree where you harvest two types of fruit, throw them into a series of goop-filled tanks powered by "nutrients" rather than electricity, and various combinations of byproducts your tanks spit out let you make literally everything you're ever going to need. In fact, a properly set up Gleba base becomes a perfect closed system, circulating seeds back to the two fruit farms for an infinite suppy, producing all the nutrients required to keep everything running, and enough surplus production of some form or another to feed into incinerators to provide electricity for the few things that still need it (basically just the inserters moving things from one tank to another).
And then there's the downsides. First, and this is a real serious problem for anyone dealing with this for the first time, Gleba has a real serious problem of "what the hell am I even looking at?" Everywhere else, there's pretty clear divisons between flat open ground, cliffs, some sort of liquid, and whatever useful resources you can harvest, without anything else really factoring in. And then here's Gleba.
I love the visual variety, but for comparison's sake, the base game looks like this:
It is very clear where the water is, it is very clear that there is a big patch of copper you can mine up. Meanwhile in these Gleba screenshots, you can't make out where the important resources are (a bit of a cheat because I didn't actually include the biomes where either of the plants that matter grow), and it's honestly quite hard to tell where the water is (I'm PRETTY SURE there's some in every screenshot, and probably a lot more than you'd think as it looks real different when very shallow)... oh and almost all water on Gleba is shallow to various degrees so you can't even go by what's walkable, you'll only really notice an area is flooded when you try to place stuff on it. It will probably take you quite some time before you can even successfully identify what's important, where it comes from, and where you have enough dry land to set your base up. And during that time you'll probably start dealing with the second complication.
Everything rots on Gleba. Well, almost everything. Stuff you build is fine, but the two important fruits, their intermediary peeled forms, the main intermediary material you make from mashing them together, the nutrients that power everything, the bacteria that you need to breed for your basic metal supplies, the one ingredient I haven't mentioned, and even the science packs you're eventually going to be exporting decay over time. Fresh picked fruit spoils in an hour. Peeled fruit and nutrients only last a few seconds. And once stuff rots, generally, you have this completely different item called spoilage, which is going to gum up all your automation by blocking conveyor belts or the input slots of machines and it can be pretty difficult to clear out.
Also as some things decay VERY quickly, any number of problems can cause something vital to spoil in transit, like say the nutrient supply to getting fruit initially processed, or the nutrients powering your production of nutrients, and everything's going to grind to a halt. Including the little inserters that move stuff to the burners providing power to those very inserters. So it's not at all uncommon when setting stuff up on Gleba that one tiny thing will be wrong, maybe as you cut off a belt to reroute it for a change in your overall design, everything rots, the whole base dies, and you have to go around clearing out rotted gunk from literally everything by hand, hand-produce a few nutrients from said rotted gunk, and slowly manually restart everything. Meanwhile we have the last issue to worry about.
Gleba is the one planet other than the one you start on with aggressive enemies to worry about. And there's a lot more to worry about from them. As the above sizzle real shows, they're significantly tougher on an individual level, but also, having these cool stretchy legs, they ignore all terrain. So you can't funnel them to choke points with walls, and they're likely to skim over water you can't build on in their approach. So you just sort of have to have a huge amount of standing firepower where they're likely to attack, which will only be your tree farms (and the path they need to take to them) which will be two very remote locations that are more or less completely flooded out... and your defenses most likely will require a lot of electricity, which is hard to get.
Also that last ingredient you have to worry about rotting? These things' eggs. Yeah both the buildings you use to produce everything on Gleba, and the science packs you eventually export, require the eggs of the local monsters to produce. Good news is, you really just need to risk your life attacking their nests to run off with a couple to start with, since you can make more eggs from eggs without too much trouble, but if one sits around for a few minutes without being processed, it hatches, and now there's a bunch of baby monsters freaking out in the middle of your base. And more importantly, after you clean that resulting mess up, you have to go on another super dangerous safari to get fresh eggs.
Now, individually, I actually love all this. There's some delightful cruelty and the puzzle of working out how to keep everything from rotting and clogging everything up in a fail-safe way is pretty neat. But putting it all together, there's two big things here that just feel real real bad.
First there's the pollution system that makes me love the base game so much. If I'm barely mining and producing stuff, I'm not causing a lot of pollution, so enemies aren't getting big and scary. If I make some huge mistake like, oh, running my whole base on coal power, scaling up a ton, and forgetting that I'm just plain not bringing enough coal in to sustain that, and my entire base de-powers and grinds to a halt, that's pretty bad, but I am producing zero pollution until I get it back online. If some small part of my factory stops working, because I'm massively overproducing something or I'm under-producing something, some machines are just going to stop doing anything until they get what they need, or have a place to dump their stuff, and even mines will stop mining if their output backs up.
Gleba... doesn't work that way. When anything goes wrong in any way, you go from having a ton of stuff you've produced to having a ton of spoilage. Or if you have some safety valves, you are suddenly tossing a massive overproduction of eggs or science or something straight into the furnace. But you're always going to be planting and harvesting the important plants (unless all your fruit rots on the line and there's no seeds to plant) whether you're really doing useful things with that fruit or not, and that's the one and only thing that generates "pollution" (officially it's spores that smell really delicious as a byproduct of harvesting). So catastrophes that end up being more of a full reset than a pause still leave you with jacked up pollution and much deadlier attacks, and that self-balancing difficulty just doesn't happen.
The other big problem, and this may be a bigger one, is you're really discouraged from tweaks and experimentation. You really are just sort of forced to fully design and deploy your entire Gleba base, with every emergency pressure valve and contingency, and the full production line to producing the final products you're shipping offworld before you even "plug it in" and start the actual plant harvesting. You can't really slowly build it up as you go (largely because you kinda get all your power by burning overproduction at the end), making a tiny change is going to make something start starving or backing up which can cause a disaster within seconds, and you either need to really really carefully manage ratios, or commit to massive overproduction and burning everything (spiking the difficulty).
So the first time you ever set up a base on Gleba, you're probably going to spiral into a failure state and need to reload from when you first landed there, maybe several times. But once you know what a functioning base looks like, either from your own trial and error or copying from someone else, you're going to have a nice little blueprint saved of this very nice compact efficient closed-loop base you can just stamp down on future play-throughs, hook up, and basically never have to look at again, ever. I was prompted to write this because I'm doing my second run of the expansion, got set up real quick here, and it's going to be a couple hours still before my defenses even get tested. Meanwhile I have basically all the Gleba research done already. There's no middle ground here between overwhelming and frustrating and a totally dull turn-key setup. Which is a huge shame!
Of course I'm also saying that before testing my defenses. The other inherent problem with Gleba is that from the moment you set foot on it, you do inherently have two planets with a steadily increasing difficulty modifier. Plus the science rots. So you are always going to have to divert SOME mental processing cycles to babysitting it at least a little bit even after you've solved the planet, even if it's just remembering to clean rotting science out of the labs on your starting planet here and there. And that really makes it into something you're still going to want to put off visiting for as long as possible even after playtest response to it being such a nightmare lead to the developers locking all sorts of cool researchable goodies behind it.
And then thing that really bothers me about all this is I can't really think of an easy fix for it. The closed loop where overproduction gets burnt is too conceptually foundational to really mess with. The cascading difficulty spike you could maybe fix by tying it to space launches and not basic production (rockets ignite methane in the air and freak the locals out)? Make solar work OK or take inserters out of the equation maybe by just letting belts feed directly into and out of the important machines here? If nothing else it'd certainly help if coastlines were more obviously marked in some way.
Also like... I'm not an outlier griping about this. Everyone hates Gleba. I just want to be the weird contrarian who thinks no, rotten planet is super rad, you should head there first even, get all that cool stuff to use elsewhere but... no there really are problems with it that are always gonna suck.
as someone who has never gotten drunk I am obviously the right person to make headcanons on this ;D (some of this headcanons are more set for when they're older)
------------------------------------------
Yuri
-I think would handle it the best out of all them. She has the most experience drinking out of all them so she knows her limits
-She has a pretty high tolerance though
-One of the big reasons she likes drinking is because it lessens her social anxiety
-Gets increasingly more social and talkative the more she drinks, she’s gets more open and relaxed and is more willing to try talking to others even if she still comes off weird
-Along with that she also gets increasingly more impulsive
-She can already be a bit impulsive at times when she’s sober but this fact skyrockets when she’s drunk since there’s no voice of reason holding her back
-When she gets really drunk, without fail she will always do or say something in the spur of the moment that she horrifically regrets the next day which she’ll then proceed to agonise over it for the rest of the week
-If she’s in a good mood when this happens it’s usually just something really embarrassing that her friends tease her for
-If she’s in a bad mood when this happens something more dangerous could happen
-She learnt from experience how much to drink as to not get to that point but also feel the weight of social anxiety lighten a bit
-If she’s drunk she needs someone to babysit her and keep a close eye on her, when she’s tipsy she babysits her drunk friends
-Also if she’s around someone she’s interested in romantically while she’s drinking she can turn real flirty
-She’s got some banger pick up lines up her sleeve, Yuri rizz is real
-When texting, still tries to spell good when she’s drunk but it doesn’t work out so well
-Imagine her infodumping while drunk, imagine a drunken Yuri rant, 10/10 must have experience
Natsuki
-She’s got a short tolerance and she’s not afraid to use it
-Was scared to drink at first because it reminded her of her dad but it ended up working out okay
-To sum up her drunken self, whatever emotion she’s feeling when she drinks will be exacerbated when she’s drunk
-if she’s in a good happy mood, she’s the life of the party, she’ll be energetic, much friendlier, she’s loud, excited, might stand on a table or two
-if she’s angry, she’s willing to throw hands over a slice of pizza. Copious amounts of swearing and angry half baked rants, again she’s loud, she’s a scary little feral gremlin. Tries not to angry drink since she usually ends up regretting those the most
-if she’s sad, she’s a hundred percent gonna end up crying. Will be more willing to spill her feelings, she’ll complain to the nearest friend, she’s pretty quiet and soft-spoken in this state.
-You might even see a rare clingy Natsuki if she’s in a certain mood
-overall she’s a wild card, a mixed bag of a drinking buddy
-Really likes going to karaoke and singing really badly and loudly between drinks
-hates the fact that she ends up throwing up 90% of the time
-a lot of burps and hiccups, she chuckles at it everytime
-still has a pretty good sense of danger when drunk off her ass
-a drunk Natsuki gets flustered cripplingly easily and can’t hide it, she falls apart, keep that in mind if you flirt with her
-cannot fucking hear you if you talk to her in a reasonable tone at a slight distance, goddamn deaf woman
Sayori
-the least coherent drunk out of these four
-also doesn’t have a very high tolerance, it doesn’t take many drink for it to get to her
-doesn’t like drinking too often but every now and again is okay
-is just super duper out of it when she’s drunk
-she’ll be half zoned out the whole time, her brain is %100 just vibing
-surprisingly won’t say much, she’ll have mild reactions to what’s happening around her or she’ll say or ask something really random out of nowhere every few minutes
-if you ask her a question she’ll reply like ten minutes later, very slow processing, windows 98 brain
-is extra clumsy when drunk. She’ll drop and knock over so many things and probably fall at some point. The next morning she’ll wake up with a bruise with no memory of how she got it
-if she’s in a good mood when drunk she’ll be really calm and lightly bubbly
-but drinking is bad for her when she’s not in a good mood. Can turn into a sad drunk, her feelings become even heavier than usual and she can spiral really bad, she sometimes fears drinking due to experiencing this before
-tends to get sleepy and drowsy. She’ll always end up passing out by the end of a session
-on rare occasion, if there’s alcohol in the house she’ll drink a bit when she’s having problems insomnia problems
-also most likely gets extra cuddly and affectionate when she’s drunk or tipsy
Monika
-usually drinks the least out of the four of them
-has a medium sized tolerance
-the only reason she drinks the least amount is because of the lack of control she has when she’s under the influence
-doesn’t mind being a little tipsy so much, will just be more relaxed at that point
-an existential drunk
-starts questioning the meaning of life, her purpose, why things are the way they are and other deep questions, half of them end up not making sense
-can spiral too deep and either get depressed or turn into a conspiracy theorist
-either that or she’s a clingy affectionate drunk
-if there is anyone she cares about there, especially if it’s in a romantic way, she will cling to them the whole time and use every type of love language she can think of on them
-she also talks a lot, she talks about random stories or things she finds interesting or about her feelings, anything, she wants to shut up but she can’t stop
-and of course she’s more impulsive too and will go along with whatever idea someone comes up with
-she perceives her drunk self to be annoying and embarrassing which is why she now avoids it as much as she can
-protecc drunk Monika
--------------------------------------------
was gonna do some hcs on how the interact with each other but might do that another time im lazy now
(apologies if this whole thing is a terrible grasp on what being drunk is like I've just had these headcanons stuck in my head for a while now man)
1. You get shot with a huge-ass laser mid-atmosphere entry. You barely survive this, landing several miles away from your intended landing zone. Welcome to Rubicon 3.
2. You have a mech built with bargain bin parts, barely held together with hope and spite. It has a energy sword though, so that’s nice.
3. Not even two seconds after your, very rough, landing, you get a call from your “Handler”. He is ostensibly in charge of your well-being. This begins and ends with him sending you off on missions he’s fairly certain you’ll survive and charges you for the damage you get to your mech, the bullets you use, and he’s also cut out a piece of your brain to put in augmentations that will make you a slightly better mech pilot. In the top Most Horrible People On This Planet contest, he wouldn’t make it to the top 10.
4. You make your way through a derelict hunk of junk that’s threatening to collapse on top of you. Not even two minutes into this journey, you’re getting shot at with missiles.
5. You finally reach your intended destination, a burning husk of a city filled with scavengers and low lives who will shoot you on sight. You are here to grave rob.
6. The reason you are grave robbing is connected to the fact you got shot in orbit, you are here illegibly, and you need to find a license from any fresh corpse so you can steal the identity on it and be able to do mercenary work.
7. You go through four corpses before you find one with a license that can pass muster.
8. Mid corpse robbing a gunship sent by The Space Police spots you and you have to shot it down so it can’t kill you or, even worse, stop you from stealing the identity you just found.
9. As soon as you get registered in the Mercenary Rolodex, which takes less then a second of an A.I taking a look and saying “alright checks out”, you have two missions. One of them has you killing a bunch of resistance fighters from the planet’s native population on behalf of a weapons company that really wants to do business here. 10. The next mission has you going to a base owned by that very same company and blowing up everything you can find there. This does not anger that company one bit, if anything it just convinces them you are a very thorough worker. 11. Very shortly after that, you are tasked with destroying a prototype mech by another company before it can get into mass production. That mech is being piloted by what can only be described as an Anime Protag who is in the worst possible franchise for his type of character. You can murder him in less then two minutes if you know what you’re doing. You can hear him desperately fight for his life the entire time. 12. After that, before you even get to clean the blood and oil and broken dreams off your robot, you get a call from a merc group leader saying that he’s seen you murder that guy real good, a guy who was auditioning to join his group, and likes the cut of your jib. He gives you the callsign he was gonna give Anime Protag before you blew him the fuck up. He laughs and tells you to be careful since it’s an unlucky number. This is the least morally repugnant thing you’ll do all game.
13. A while after that, you go into a power plant and destroy the generator, it promptly blasts you in the face with the red radioactive Super Fuel that toasted this planet a few years back.
14. You survive, somehow, and you get a disembodied voice of some girl in your ear. You tell your handler about this and he just shrugs it off with “oh yeah that’s probably a symptom of the lobotomy, don’t worry about it”. The voice is probably the most moral person on this fire blasted hell scape of a planet.
comic for warframe's tenth anniversary contest about how my older brother introduced me to the game | april 2023
I've been wanting to play Nier: Automata for a long time and finally I got the opportunity. I am in awe of how beautifully this game is made. Locations, characters and music, ideas for some quests are all great. I'm in love with character 2B. Her image inspires me. I really like the way she talks and behaves. So I decided to draw her. I'm not sure that I was able to show 2B as I see her, but I tried my best!
This is your sign to buy and play Titanfall 2.