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Re:Ok-Cancel versus Cancel-Ok by lucb1e on Friday June 08, 2018 @07:39PM (#17270623)
I haven't looked at them, but anything slightly modern should do. My laptop (5 years old), the desktops in school (2-3 years old), my girlfriend's laptop (3-4 years old), my cousin's laptop (another girl with a not-so-beefy laptop), and my brother's laptop all run it fine... Most of those don't even have dedicated GPU.

Sure, once you go megabase scale, after a few hundred hours of playing, most hardware will lag a little. But at that point there are millions of objects the game has to track every loop, there isn't terribly much that can be done about it. The game doesn't aggregate like OpenTTD, where the number of passengers at a train stop is just a number. Because of the way it works, every piece of iron ore in a train station in Factorio is a separate object existing somewhere. (Though they do some tricks to abstract that a bit as well, see their belt compression blog posts.)

Re:Ok-Cancel versus Cancel-Ok by DonHopkins on Friday June 08, 2018 @08:02PM (#17270714)
It's like a pinball machine with 6,000,000 balls in play!
Re:Ok-Cancel versus Cancel-Ok by Groxx on Sunday June 10, 2018 @09:16PM (#17281076)
Just to echo one of the points in here: the blog is full of really great details on all this, and how they've changed things, and why. One of the best dev blogs I've ever run across.