Factory-Builder Mechanics
Core Mechanics
These are the basic building blocks needed to satisfy the core gameplay loop of the genre.
- Resource patches
- Extract raw resources from the environment at specific locations
- Sometimes limited, sometimes infinite
- Commonly trees, ores and water
- Recipes
- How different resources can be combined together
- Raw resources become intermediates become end products (which have a genuine in-game use)
- Recipes are very rarely reversible (or come at a high cost to do so), forcing players to consider which intermediate to transport
- Example: iron ore (raw resource) can become iron plates (intermediate) which are turned into gears (intermediate) which are combined with iron plates to make belts (end product)
- Assemblers
- Often, select a specific recipe for the assembler to make
- Sometimes inferred from inputs
- Not all assemblers can make all recipes
- Can often be upgraded
- Often paired with inserters in some form to load and unload resources
- Commonly assembling machines, chemical plants, cooking stations or so on
- Often, select a specific recipe for the assembler to make
- Transporters
- Moves goods from place to place
- Examples: belts, pipes, trains, bots
- Belts and pipes are efficient and good for small areas
- Trains move large amounts of goods in burst, but have a high investment cost
- Bots are able to move goods in a more flexible and dynamic way, but require heavy upfront and ongoing costs
- Storage
- Stores pools of resources in one place
- Has a limited capacity
- Commonly varies by size, cost to produce, spatial footprint, and materials that can be stored
- Mixed storage is sometimes possible, but almost always a noob trap
- Resource sinks
- Provides ways to consume resources
- Can be thought of as "the point"
- Commonly: researching technology, combat, maintenance costs
Advanced Mechanics
Game mechanics that are tightly integrated with the core loop and add rich complexity. These are optional, but commonly included in some form.
- Distributed resource costs
- Used to add a cost to actions
- Generally required by basically everything, but has much weaker spatial constraints for transportation and distribution
- Must be transmitted through the base
- Typically modelled as electricity
- Often something that is revisited, scaled up, and upgraded through the course of a playthrough
- Fluids
- Requires a parallel distribution and storage network (in contrast to solid items)
- Ex: using pipes and tanks instead of belts and chests
- Filters
- Splits mixed streams of goods
- Belt splitters, liquid filters and inserters (via selective pickup) can serve this purpose
- Splitters
- Divides a stream of goods into two or more parts, generally evenly
- Ex: belt splitters, pipes
- Prioritizers
- One use of a resource, either locally or globally, is deemed "more important" than others
- May be able to prioritize both input and output!
- Goods will be diverted to the more important path until that path is backed up
- Ex: belt sideloading, splitter priority
- Bypasses
- Underground belts and pipes, train intersections
- Allows more complex logistical configurations
- Always more costly than alternative
- Spatial constraints
- Features of the physical environment that must be worked around
- Sometimes doubles as resource patches
- Commonly cliffs, water, finitely sized planets, or simply "end of map"
- Technology
- process and spend resources to unlock new options
- Production enhancements
- Modules: boosts the effectiveness of the building they are installed in
- Beacons: boosts some factor of nearby buildings
- Upgraded buildings: higher cost, but better throughput or efficiency
- Researched passives: "everything of type X is now Y% more efficient"
- Alternative recipe paths: more complex paths may be more efficient, or make use of alternative feedstocks
- Multiple transportation options
- Multiple options for transporting goods that have distinct tradeoffs (setup cost, latency, throughput, batching)
- Cyclic production pathways
- Some outputs must be processed and reused as inputs
- Forces more interesting and more challenging factory designs
- Examples: Angel's farms, Angel's slurry filters
- Byproducts
- Some outputs of a factory process are undesirable
- These must be reused for another process, recycled into something else, or desposed of at some cost
- Pollution
- Created by extracting, refining and consuming resources
- Have only seen atmospheric pollution
- Discourages excess production
- Can reduce productivity of other resources or provoke combat
- Stochastic outputs
- Some factory processes don't always produce the same output, and instead produce one of several outpus randomly
- Forces more robust designs, especially with regard to timing and surge capacity
- Degrading products
- Goods that have a "shelf-life", and become less useful or turn into waste over time
- Most commonly used for food
- Often adds storage constraints
- Often requires carefully managing throughput of production
- Hazardous goods
- Goods that are dangerous to store, especially in excess
- Punishes overproduction
- Creates storage constraints
- Examples: explosives, flammable goods, realistic electricity
- Environmental process bounds
- Some steps can only be done when conditions are in the right range
- Commonly seen in Oxygen Not Included: specific temperature ranges, atmospheric gases, pressure ranges
Supplementary Mechanics
These features supplement the core gameplay loop by providing additional things to do or consider, but are not needed.
- Exploration
- Fog of war
- Maps
- Additional zones to build and explore in
- Usually but not always paired with a player avatar
- Combat
- Adds another goal beyond research
- Adds challenge and excitement
- Often becomes more challenging as production grows (to avoid mindless exploitation)
Quality of Life (QOL) Features
These things make the game loop more pleasant:
- Cut-copy-paste
- Select groups of buildings (and their settings), and add them to your clipboard
- Buildings that are cut are marked for deletion
- Selections can be flipped and rotated
- Paste these buildings to create ghosts (phantom buildings that are marked for construction)
- Ghosts can then be built later by hand or via bots
- Undo
- Reverse previous actions or directions
- Best paired with redo
- Redone actions will leave ghosts, rather than actually placing the tiles
- Pipette
- Add a copy of buildings (and their settings) to your cursor
- Blueprints
- Save copy-pasted designs
- Share them with friends
- Recipe look-up
- Figure out what items can be turned into
- Figure out how items can be made
- Research search
- Search for terms in the research tree, and see what is needed to unlock various recipes
- Production statistics
- View how much of each resource you are producing and consuming over time
- Alerts
- Warn the player when something that requires urgent action has occurred
- Labs
- Prototype and measure designs in a sandbox environment
- Production planner
- Analyze theoretical performance and ratios of resource pathways
- Map
- Summarizes the area visually
- Often paired with a small, always-on-screen minimap
- Augmented with map markers, which are player-made indicators of specific locations (ideally text + an icon)
- Notes
- TODO lists are a common and important use case
- An in-game way to record what to do next, add flavor, or explain why something was done this way
- Ideally tied to a location
- Sometimes map makers are repurposed, sometimes this relies on in-game signs, or is spelled out manually using building mechanics
- Overlays
- Display information about various important factors on the map or in-world display
- Extremely useful to visually communicate the operation of various systems without cluttering aesthetics
- Time control
- Pause, speed up or slow down time
- Pausing and slowing down is useful for accessibility and to respond to crises
- Speeding up is used to accelerate through boring parts of the game
- This is probably a design smell that should be dealt with rather than papered over
- State indicators
- See how machines are configured
- See if machines are working
- See what's inside storage
- Usually toggled to reduce clutter
Meta Features
These are optional ways to enhance the game experience and add replay value. They do not live in the game itself.
- Tutorial
- Learn to play the game via a simple, relatively scripted scenario.
- Good UX design and achievements may be able to remove the need for this
- Modding
- Tweak the gameplay, tuning levers, aesthetics of the game
- Add more content and systems
- Often a built-in manager for downloading and enabling mods
- Small-group multiplayer
- Play online with your friends
- Map editor
- Manually change the map
- Controllable world generation
- Change the rules of the game (combat or not, pollution or not, resource costs) to customize play experience
- Change the quantity and distribution of resource patches and spatial constraints
- Provide a set seed so others can play the same map as you
- Alternate terminal goals
- Achievements, score counters, etc.
- Provides alternate metrics to optimize above simply creating the required products
- Challenge scenarios
- Specific world or factory conditions that make the game harder
- Ex: ribbon worlds, death worlds, seablock, missing resources, etc.
- Social media sharing
- Easily share factory designs and entertaining moments with others
- Wiki
- Online repository of information about the game