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Re:Factorio is coming to Nintendo Switch by dakial1 on Tuesday September 13, 2022 @12:31PM (#32826535)
May I also suggested City Skylines on the switch? It has a great addiction management feature called high RAM usage, so when your city reaches 200k citizens the game will force close repeatedly on you.
Re:Factorio is coming to Nintendo Switch by pkulak on Tuesday September 13, 2022 @04:08PM (#32829584)
I've tried Skylines a few times, but it always just devolves into traffic simulation, and I hate traffic. Last go I tried to set up a subway system, but lines can't even cross each other and I gave up. They should really call the game "American Suburb Skylines".
Re:Factorio is coming to Nintendo Switch by ehnto on Tuesday September 13, 2022 @11:35PM (#32833076)
On top of my other comment below, the game does lack medium to high density mixed zoning, and the transport and services used to serve that. Trucks also only do point to point deliveries which is not realistic. You end up with really tight city blocks, but instead of being full of foot traffic, bicycles and small delivery bikes or at least serial deliveries, it's full of cars and trucks moving a few loaves of bread between a factory and a deli.

I think you need to plan your cities more like a small country town, and expect less density per meter of road than the game actually lets you put down. Rather than playing to the games metrics of population and income, just expect less of the city and spread it out more.

Re:Factorio is coming to Nintendo Switch by darkteflon on Tuesday September 13, 2022 @04:37PM (#32829889)
This is spot on. I’ve got some 50+ hours in C:S and it always degenerates into traffic management grind.

Every time I come back to it I have another dig through the menus, thinking I must be missing something, but there’s no “car-free city” option. As far as I understand, the new Plazas & Promenades DLC does not actually address this either.

Am I missing something? Why does the end-game always have to be traffic? Seems like a wasted opportunity.

Re:Factorio is coming to Nintendo Switch by capableweb on Tuesday September 13, 2022 @05:08PM (#32830199)
Well, traffic is an essential part of city planning, which Cities Skylines is all about, so traffic is a part of that.

You can avoid having to spend too much time on managing traffic if you follow some "design patterns", there is a bunch of them, so Google is probably your best friend.

Although, there is a good comment on reddit that gives a quick overview, with links to more in-depth material, that might be a good starting point for you: https://old.reddit.com/r/CitiesSkylines/comments/m57lq8/how_...

Re:Factorio is coming to Nintendo Switch by pm90 on Tuesday September 13, 2022 @07:00PM (#32831238)
Well the problem is that this is what North American cities look like. But cities can be different. They can be mostly transit + bikes, but that seems impossible to do in CS.
Re:Factorio is coming to Nintendo Switch by ekidd on Tuesday September 13, 2022 @08:51PM (#32831982)
It's definitely possible to build C:S cities that are "mostly transit" (and walking).

However, this only postpones the traffic nightmare. Eventually, the city grows to a point where the remaining ~20% of people using cars overwhelm even large, well-designed traffic systems.

Honestly, this seems depressingly realistic? Paris has lots of public transportion and walkable areas, and the Peripherique is still a traffic jam from hell.

Re:Factorio is coming to Nintendo Switch by massysett on Tuesday September 13, 2022 @08:32PM (#32831861)
As a North American, I’ve always thought Skylines looks like the European creation that it is. Skylines citizens flock to transit, will take multimodal trips, will walk a great deal, and will wait extremely long for transit vehicles to arrive. You can build a city in Skylines that is heavily transit-dependent in a way you would never see in America.

However you do still need roads as businesses need them to ship and receive, and this is where traffic management counts.

Re:Factorio is coming to Nintendo Switch by capableweb on Wednesday September 14, 2022 @07:55AM (#32835894)
No, plenty of places around the world where not every street is zoned, where there is space between industrial and residential zones for example.
Re:Factorio is coming to Nintendo Switch by ehnto on Tuesday September 13, 2022 @11:23PM (#32832986)
There are strategies to remove cars and you can make effectively car free suburbs, but I'm not sure you can make an entirely car free city. The biggest issue is trucks, everything needs to be planned around getting trucks out of the places everyone else is driving.

The other strategy is getting everyone onto bikes and onto public transport. If they can do it, citizens will prioritize public transport and cycling over cars. So once you get rid of the trucks, and design the city in such a way that citizens can cycle/train to work/commercial then you'll reduce heaps of traffic.

Interestingly, I built high speed rail to a second town I built that's only connection is the railway, it's quite small but also very little traffic. Almost everyone takes the rail into the main city for work. I think better cities in the game would actually be to treat suburbs like a series of small towns, rather than lots of massive city blocks.

Re:Factorio is coming to Nintendo Switch by adventured on Tuesday September 13, 2022 @07:29PM (#32831446)
I've always found that going heavy with bike lanes in design removes a large share of the issue around traffic management in Skylines. If I don't feel like getting overly complex in designing for the traffic management, the bike lanes tend to relieve enough of the pressure that it isn't much of an issue.
Re:Factorio is coming to Nintendo Switch by brailsafe on Tuesday September 13, 2022 @05:01PM (#32830133)
the wasted opportunity isn't C:S, it's a lack of a foundational sequel that attempts to learn from this.
Re:Factorio is coming to Nintendo Switch by zwayhowder on Tuesday September 13, 2022 @04:57PM (#32830087)
They can, you just have to sink them lower.
Re:Factorio is coming to Nintendo Switch by pkulak on Tuesday September 13, 2022 @06:10PM (#32830821)
This is what Google told me too! But for some reason, despite all my tries with changing elevation, they always complained at refused to cross. I could have totally been missing something, or maybe my version had a bug.
Re:Factorio is coming to Nintendo Switch by submain on Tuesday September 13, 2022 @04:10PM (#32829600)
I noticed adding more RAM alleviates many issues with Cities: Skylines.

I now have 32GB just to play that game. I'm also considering buying another machine with 64GB for the same reason.

Please, help me.

Re:Factorio is coming to Nintendo Switch by capableweb on Tuesday September 13, 2022 @05:08PM (#32830204)
> buying another machine with 64GB

Well, first step: get a desktop with 4 RAM slots so if you need to upgrade memory, you don't have to buy a whole new machine, just new RAM sticks.

Re:Factorio is coming to Nintendo Switch by oyashirochama on Tuesday September 13, 2022 @08:02PM (#32831685)
Instructions unclear bought datacenter to run heavily modded Rimworld.
Re:Factorio is coming to Nintendo Switch by mcv on Tuesday September 13, 2022 @01:47PM (#32827775)
City Skylines on the Switch? Why do I not know such things? Cheers went up in my house when I told them about Factorio.

Personally I'll always prefer mouse+keyboard, but it's also fun to play games in the living room.

Re:Factorio is coming to Nintendo Switch by IggleSniggle on Tuesday September 13, 2022 @04:22PM (#32829721)
Getting a Steam Deck has absolutely destroyed my life. Plays mouse+keyboard games so comfortably and effortlessly.
Re:Factorio is coming to Nintendo Switch by ghostbrainalpha on Tuesday September 13, 2022 @07:01PM (#32831252)
What are the main games taking hours on the Steam Deck?

I want one, but I'm still having trouble wrapping my head around what I would actually do.

Re:Factorio is coming to Nintendo Switch by IggleSniggle on Wednesday September 14, 2022 @12:08PM (#32839173)
I'm going to out my HN account to my friends if they're on here, but I've been playing Noita, Vault of the Void, Vampire Survivors, Heroes of Might and Magic, Bastion, Boneraiser Minions, Distance, Pawnbarian.

Huge range of games with a wide variety of inputs. I don't want to admit to you what my weekly playtime average looks like since receiving the Deck, but it's high.

Re:Factorio is coming to Nintendo Switch by theshrike79 on Wednesday September 14, 2022 @01:07AM (#32833515)
Anything that has natural stop-off points pretty much.

Vampire Survivors is my most highest played one based on hours though =) You can play it with the sound and most of your brain off, so you can still listen to what's going on in the TV show you're "watching".

GTA V runs perfectly on it, I played through Quantum Break. And as soon as I get Heroic Launcher (Epic + Gog games) working, I'll start with Witcher 3 and CP2077.

Re:Factorio is coming to Nintendo Switch by IggleSniggle on Wednesday September 14, 2022 @12:10PM (#32839199)
I've been appreciating it for games that don't have a natural stop-off point. Unlike on my computer, I'm perfectly content to pause the game, sleep the device, and then pick it back up again later. The ability to turn it off without losing your state is a given on devices like the Switch, but it feels like a really important accomplishment on a PC where I'm often hesitant to even sleep the machine while I have a game open.
Re:Factorio is coming to Nintendo Switch by TaupeRanger on Tuesday September 13, 2022 @08:35PM (#32831892)
Can you give an example mouse+keyboard game that works really well?
Re:Factorio is coming to Nintendo Switch by IggleSniggle on Wednesday September 14, 2022 @12:04PM (#32839122)
I've been playing a lot of Vault of the Void, which is honestly mostly a mouse-only game on the Deck, but being able to map a few key keyboard shortcuts to the plethora of buttons makes it feel effectively the same.

Honestly, its more that it feels like a new input type entirely in a class of its own. I find I use it a lot to mix and match gamepad controls with keyboard shortcuts and mouse click-drag, sometimes all within the same game.

Noita has gamepad controls, but a lot of the interface works a lot better with mouse+keyboard. Deck lets me use gamepad controls for when my character is interacting with the environment, and use mouse+keyboard controls when I open my inventory. This wouldn't be realistic on another device, because the environment/world continues in the background even while you have your inventory open, so you need to be able to switch immediately from inventory management back to world-interaction.

Most games are like this: they rely heavily on one input, but being able to make use of the other inputs simultaneously gives you a ton of options.

The one class of game that I really enjoy but haven't tried yet is heavily-keyboard-focused games like some traditional roguelikes. Some, like Brogue, have a small enough control set that it would be pretty easy to map all the main keys, and supplement with mouse input for eg inventory selection. Many require more keys and don't allow mouse input, however. Cataclysm: Dark Days Ahead has something like FIFO keyboard shortcut for inventory items, and uses a-z plus several symbols; that would be pretty painful on Deck. I haven't played that in years though, so maybe would be better today. I've been seriously meaning to try Cogmind or Caves of Qud on the Deck, though.

Re:Factorio is coming to Nintendo Switch by squeaky-clean on Tuesday September 13, 2022 @03:43PM (#32829290)
It's my favorite airplane activity, but it is really extremely limited compared to the PC version. It has all the vanilla game components but big cities struggle. After a certain population amount the game removes the 3x speed option.
Re:Factorio is coming to Nintendo Switch by nsxwolf on Tuesday September 13, 2022 @03:24PM (#32829076)
I wanted to play Cities but I can’t figure out what I’m doing. I start a new city and usually roads don’t quite work right so traffic never comes, I don’t understand how utilities work and they always show disconnected icons, sometimes I can get a little tiny town going and it quickly dies out from exhaustion of various resources.

I’d like to find a good tutorial on it, but it seems like one of those games that you either get it or you don’t, like Civ (also utterly failed to get anywhere in Civ 6 multiple times)

Re:Factorio is coming to Nintendo Switch by squeaky-clean on Tuesday September 13, 2022 @03:41PM (#32829262)
If you like longer videos with lots of explanations, this one covers most things. There's also further episodes that cover expanding and the DLC, but this first one will covers the main 80% of gameplay.

https://youtu.be/Iu8YwpngbzE

If you want a shorter "just tell me where things go at the start so I can copy it" this one is a strong and easy layout for a city

https://youtu.be/8FXyrf8dwVQ

Also I'd recommend playing a few cities with the unlimited money option enabled.

Re:Factorio is coming to Nintendo Switch by teolandon on Tuesday September 13, 2022 @01:16PM (#32827269)
They stole that from Dwarf Fortress.
Re:Factorio is coming to Nintendo Switch by xani_ on Tuesday September 13, 2022 @01:22PM (#32827365)
DF was more CPU starting to melt than RAM.

Tho from what I remember was mostly due to unmanaged item growth just making your fortress have to calculate more and more and more stuff. With some game knowledge and management you can run few hundred years (Longdeath being one)

Re:Factorio is coming to Nintendo Switch by willis936 on Tuesday September 13, 2022 @01:12PM (#32827212)
I'm willing to bet any more than two city blocks will crush UPS on the switch.
Re:Factorio is coming to Nintendo Switch by brailsafe on Tuesday September 13, 2022 @04:59PM (#32830114)
I thought it was a CPU bottleneck