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Baloogan
Dec 5, 2004
Fun Shoe
Food resources, air. Different gasses, H2 CO2, etc.

Global warming.

Flying aliens

Easier way to clear those loving forests.

Organized militaries, infantry robots.

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FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
Deconstruction plan on a forest is super easy to clear. But I would love robot armies.

Sockerbagarn
Sep 8, 2007

All makt åt Tengil, vår befriare.
A big loving modular tank to drive around in.

Nuclearmonkee
Jun 10, 2009


LordSaturn posted:

A device to call up my trains from off-screen and change their routes/order them to come to a specific station.

This x1000.

Loren1350
Mar 30, 2007

Kenlon posted:

The other thing I want is more things to do with petroleum - oil fired boilers, for one thing, plus the ability to barrel up other liquids than raw crude. What other distillates would make sense to have, though? And what to use them for?

Barrelling other liquids is totally doable and there is a mod that does that.

Liquid processing logistics is somehow more satisfying for me than belt/inserter logistics, so I would love to see a more complex system of liquid products.

Unfortunately a lot of the stuff in the game is still fairly hard-coded, and you'll likely run up against that when you start modding. I don't believe anything can use liquid as a fuel source, except perhaps in some kind of hacky setup that uses a recipe with liquid ingredients. I wanted to create an electric boiler (to use hot water as energy storage), which it turns out is.. well, problematic. Access to a machine's liquid data via script is read-only, and the only thing that changes liquid temperature, the boiler object, is required to have a burner energy source. Next I figured I'd try a solar water heater, setting a boiler's fuel inventory size to zero and fiddling with its internal "energy" attribute via script, but as soon as water touches it Factorio barfs. I ended up making a very kludgy "dual" boiler that takes fuel but also gets free bonuses based on time of day (and then produces negative pollution to offset what will be created when the dummy solar fuel "burns"). It's dumb.

I would love to see flamethrower turrets. They're already doable (and done) via modding but are basically just gun turrets that take flamethrower ammo. I'd love to see something you could just keep piped in.

You guys should really do some digging on the forums, some of your ideas are already implemented. Flamethrower turrets, teleporters, different inserters.

While we're dreaming though... [near] total conversion mods I'd like to see: Command and Conquer (I want to refine tiberium okay?), Alpha Centauri (especially once we have working multiplayer), Rune Factory (Rune Factorio? I dunno, for some reason I just want to be able to make fish sandwiches).


I made Scrap Mod that lets you reclaim some resources.



VV don't forget poison capsules. Deforestation made easy!

Pornographic Memory
Dec 17, 2008

Baloogan posted:

Easier way to clear those loving forests.

You can grenade them, rocket them, shotgun them, flamethrower them, or order them deconstructed by construction bots and have their wood placed into your logistics network already. I'm not sure how you could make it any easier.

Caconym
Feb 12, 2013

More locomotives, at least steam and electric (and actual diesel fuel for the current diesel loco), with different speed/pulling power ala railroad tycoon 3.

Shipyards, warships, tankers, cargo ships, aquatic resources, aquatic biters.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum

Pornographic Memory posted:

You can grenade them, rocket them, shotgun them, flamethrower them, or order them deconstructed by construction bots and have their wood placed into your logistics network already. I'm not sure how you could make it any easier.

Those are all kinda high-tech compared to when you need forests cleared- I scrap quite a few games because my early start has one giant iron deposit, the only one for miles, deep in a forest. If I could just set it on fire with a low-tech firebomb and clear a swath (making a ton of pollution in the process, of course) that would be nice. This would be super-early-game, like Military 1 or something, that you could research by hand if needed.

Kibbles n Shits
Apr 8, 2006

burgerpug.png


Fun Shoe
Longer underground belts.
Inserters that can place goods on either side of the belt.

Renaissance Robot
Oct 10, 2010

Bite my furry metal ass
Both of those are done already.

Shintaro posted:

You guys should really do some digging on the forums, some of your ideas are already implemented.

Also a bunch of stuff on the roadmap, though their "if we have time" bucket list is pretty large already. I've got my fingers crossed that they get as far as the command tower, a late game building that converts the interface to a free-roaming RTS type to allow you to order construction and logistics remotely, provided your setup is complete enough to make it happen.

MS Paint
Sep 21, 2007
Probation
Can't post for 10 years!

Renaissance Robot posted:

Both of those are done already.


Also a bunch of stuff on the roadmap, though their "if we have time" bucket list is pretty large already. I've got my fingers crossed that they get as far as the command tower, a late game building that converts the interface to a free-roaming RTS type to allow you to order construction and logistics remotely, provided your setup is complete enough to make it happen.

Can we get a codified list of what mods do what and how to install them and how to add them to a pre-existing game, ETC.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum
Ugh, I wish there was a 'pause and construct' thing, like plan out a construction without time passing. It probably goes against the spirit of the game, I guess, but I'm so pressed for time while I play. Especially running non-green in a desert. :arghfist:

Loren1350
Mar 30, 2007

Rhonyn Peacemaker posted:

Can we get a codified list of what mods do what and how to install them and how to add them to a pre-existing game, ETC.
I don't really want to be the RTFM jerk, but the mod subforum is pretty clean as far as one-thread-per-mod and keeping mod suggestions/help threads out of the main forum, and most of the mod/thread titles are reasonably clear so it's generally apparent when it's something you don't want.

To install a mod you just need to plop it (or its zip) in your %appdata%\Factorio\mods directory (or equivalent). When Factorio launches it will detect any new content there and add it to the active mods list in mod-list.json, which can be changed from the "Mods" menu, or edited manually.

Most small mods add new items by fiddling with the item definitions, and have fairly simple scripts that interact lightly with the rest of the game. Any modder ambitious enough to add more complicated data to a save file or map data should also include migration code to handle being installed after a map has already been created; still, read their directions in case you need to do something else. Typically you'll want to start a new game with any of the bigger mods anyway just for consistency's sake.

Evilreaver posted:

I'm so pressed for time while I play. Especially running non-green in a desert. :arghfist:
Well that's your own fault you filthy ecofiend. :colbert:

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug
I like the 90 degree inserters. Those are pretty sweet. I'd like those and the extended belts integrated into the base game, to be honest. Maybe the red could go 8 and the blue 16 squares or something. I do sort of like the optional side of the belt inserters, although maybe a one-square device to move all items either left, right, or merge would be okay too.

MS Paint
Sep 21, 2007
Probation
Can't post for 10 years!

Shintaro posted:

I don't really want to be the RTFM jerk, but the mod subforum is pretty clean as far as one-thread-per-mod and keeping mod suggestions/help threads out of the main forum, and most of the mod/thread titles are reasonably clear so it's generally apparent when it's something you don't want.

To install a mod you just need to plop it (or its zip) in your %appdata%\Factorio\mods directory (or equivalent). When Factorio launches it will detect any new content there and add it to the active mods list in mod-list.json, which can be changed from the "Mods" menu, or edited manually.

Most small mods add new items by fiddling with the item definitions, and have fairly simple scripts that interact lightly with the rest of the game. Any modder ambitious enough to add more complicated data to a save file or map data should also include migration code to handle being installed after a map has already been created; still, read their directions in case you need to do something else. Typically you'll want to start a new game with any of the bigger mods anyway just for consistency's sake.

Well that's your own fault you filthy ecofiend. :colbert:

I guess what I was asking for was goon suggestions on what is good and what does what for the newbies that are still understanding things. Mods that are quality of life improvements, things like that.

Baloogan
Dec 5, 2004
Fun Shoe
The dytech mod sucks, made my game stutter like mad.

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN

Baloogan posted:

The dytech mod sucks, made my game stutter like mad.

DyTech really is terrible. The forums suck it's dick however.

boo_radley
Dec 30, 2005

Politeness costs nothing
I want consequences when you gently caress up liquid/ chem processing. Biters take out a tank of acid? Congrats, there's a huge acid cloud wafting over your base.

Xel
Jan 21, 2003

Evilreaver posted:

Ugh, I wish there was a 'pause and construct' thing, like plan out a construction without time passing. It probably goes against the spirit of the game, I guess, but I'm so pressed for time while I play. Especially running non-green in a desert. :arghfist:

Shift+space to pause the game at any time. Use this to conserve time while sitting in base planning your factory design.

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
Well, I "won" the free play. Hilarious that there's no sprite for the rocket defense. Also, I don't know if it's because I'd killed so many spawners around my base or if it was just buggy, but I had basically no enemies attack during the 10 minutes while the rocket landed.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum

Shintaro posted:

Well that's your own fault you filthy ecofiend. :colbert:

Gotta black out the skies, get this planet as earthlike as possible for the colonists!

Baloogan
Dec 5, 2004
Fun Shoe
Any interest in a communal effort to make a goon mod pack for Factorio?

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum

Baloogan posted:

Any interest in a communal effort to make a goon mod pack for Factorio?

I'd be down. I've got the basics of modding figured out, anyway, and I love the game for sure.

Rapner
May 7, 2013


Hagop posted:

Their is a mod the fixes this called upgrade.

Are you sure that's the right name? I can't find it anywhere.

Retro42
Jun 27, 2011


Baloogan posted:

Any interest in a communal effort to make a goon mod pack for Factorio?

I'm game. Whoever wants to lead the project can take my mod and do whatever to it. I'll be happy to contribute more, just don't expect me to head up a project.

MS Paint
Sep 21, 2007
Probation
Can't post for 10 years!
I would contribute some money to help support peoples' time to help a modpack be made. I'm not a modder, but if it becomes involved enough, I'll support the effort. I dig the game and seeing neat poo poo get added to it would be rad.

Edit:

I need to correct that:

I want to see good things added. Things that make the game worse or artificially harder would be not good.

MS Paint fucked around with this message at 05:37 on May 29, 2014

Sqeetschy
Mar 28, 2010

Evilreaver posted:

It plays extremely smoothly for me-- admittedly, I have a high-power game rig (:pcgaming:) but for the amount of things the game has to track and update constantly, it plays really, really well.

Feel like this can't be stressed enough, I have an old rig (:nexus:) that has problems on the seemingly simplest new games (Have had overheating issues in FTL and Dungeons of Dredmor). This game though with all the stuff it has to track, it works perfectly, which is why I am looking forward to the multiplayer implementation, since the coders seem to know their poo poo.

Platystemon
Feb 13, 2012

BREADS
I, too, have marvelled at the performance of the simulation.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum
I'd be willing to head a mod pack, but I'd much rather be a code-contributor. Looking over the code, I think I could make an electrolyzer, a fuel/oxygen mix liquid, and a liquid-fueled flamethrower turret. I'd like to make a nuclear reactor that made a lot of power- cracking stone for uranium to start. It would probably be trivial to make a gasoline alternator engine, being fed lubricant (in small amounts) and petroleum (in large amounts).

My only problem is that all of these things would look like the current Rocket Defense.

Wahad
May 19, 2011

There is no escape.
So now that I'm getting into bluepacks - and oil processing along with it - my powerlines are suffering. I have loads of solar panels set up, but it's not enough, especially not in the night, and I don't feel like using more steam engines. So my question is; how do the energy accumulators work? Can I charge them up with the solar panels and make them spread energy when the solar panels are down, or what?

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Accumulators basically take whatever extra power there is in your network to charge themselves up to their maximum and then release it when power is required. This means if you can sustain nights only through your steam engines, they're never going to discharge. If you want your accumulators run dry first you're going to have to jury-rig something up.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!
I don't got bandwidth for re-hosting stuff but here are the best mods in an adds to your factory making options sense.



Liquid Station: Adds an entity liquid station to fill/empty all kind of vanilla fluids into/from barrels.

It is the same as assembly machine only for filling and empty barrels. But 1x1 size, consumes less energy(50kW) and produces less pollution.

Thread
Download

Warning does not have a migration script last I checked. You will need to enable manually if you have already research the first refinery tech in your game.



Side Inserters: Left and right-handed versions of each type of inserter in the base game.

Thread
Download

No idea how it handles old worlds.



Belt Lane Splitters: Belt dividers - allows the two outermost lanes of the two inputs to pass.
Belt separators - sends the left lane of both input belts to the left outside output, and the right lanes to the right.

Thread
Download

Works fine with old worlds.



Robocharge: A tower that connects to the robot network and which allows the robots to recharge at it.

Thread
Download

No idea how it handles old worlds.



UpGrade: Longer underground belts

Thread
Download

No idea how it handles old worlds.



More Inserters: Half inserters and other crap.

Thread
Download

Works fine with old worlds.

As a note I do not know if this is the best half inserter mod around. Its just the one that I use. Let me know if you know of a less crap one.



Scrap Mod: Recycling machine.

Thread
Download

No idea how it handles old worlds.

It is goon made by Shintaro.



Pipe Dream: More types of pipes.

Thread
Download

No idea how it handles old worlds

This mod is janky as hell, most of it doesn't work for me, but it is still worth it for the extra long under ground pipes and 4 way underground pipe heads.


*fake edit
Let me know if you made any of these and i'll add your credits. Also let me know if you know how some of these mods handle old worlds and I will up date those.

Hagop fucked around with this message at 14:52 on May 29, 2014

sloshmonger
Mar 21, 2013

Sunblood posted:

Pretty sure it's just Right click.

Just tested, it's Ctrl + Middle Mouse Button.

MS Paint
Sep 21, 2007
Probation
Can't post for 10 years!
I was first building factories that fed into each item directly into the next, that is, assemblers feeding assemblers.

Now! Henry Ford style, all my items move on belts, and the assemblers put theitems directly onto belts that service a number of otherassemblers.

It is incredibly effective.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!
I like DyTech's approach to multi-tier buildings, but it's all at the cost of a dozen new resources and increased difficulty and awful stuff like that. Hello new Gregtech :notch:

I think the most pressing issue that can be solved by mods is power generation. Currently there are only two options, and it's either insane pollution and solid fuel consumption or massively huge fields of solar panels and accumulators. Nuclear power is the next obvious solution and I don't think any current mod has really tackled it properly, and it would be the same kind of paradigm shift research checkpoint as trains and logistic robots. It could be as simple as adding Uranium deposits and a new building. Be creative with cooling and waste management and bam, it's the endgame power generation that doesn't take up the entire map with buildings.

Platystemon
Feb 13, 2012

BREADS

Sage Grimm posted:

If you want your accumulators run dry first you're going to have to jury-rig something up.

The wiki doesn’t explain it well, but that jury rig is totally :coal: and everyone should do it.

boo_radley
Dec 30, 2005

Politeness costs nothing

Sunblood posted:

I like DyTech's approach to multi-tier buildings, but it's all at the cost of a dozen new resources and increased difficulty and awful stuff like that. Hello new Gregtech :notch:

I think the most pressing issue that can be solved by mods is power generation. Currently there are only two options, and it's either insane pollution and solid fuel consumption or massively huge fields of solar panels and accumulators. Nuclear power is the next obvious solution and I don't think any current mod has really tackled it properly, and it would be the same kind of paradigm shift research checkpoint as trains and logistic robots. It could be as simple as adding Uranium deposits and a new building. Be creative with cooling and waste management and bam, it's the endgame power generation that doesn't take up the entire map with buildings.

Isn't there fusion power later on in the tree? Or is that just personal fusion for the power armor?

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
Just the personal fusion power. I feel like a fusion power generator for your base would make things too easy, because right now you've got the problem of tons of pollution via boilers or tons of space and sometimes nighttime outages via solar panels and accumulators. Fusion power makes sense thematically, but it needs to have some huge ongoing downside (high cost wouldn't even work, because once you've got it the game would become easy mode.

MS Paint
Sep 21, 2007
Probation
Can't post for 10 years!

FISHMANPET posted:

Just the personal fusion power. I feel like a fusion power generator for your base would make things too easy, because right now you've got the problem of tons of pollution via boilers or tons of space and sometimes nighttime outages via solar panels and accumulators. Fusion power makes sense thematically, but it needs to have some huge ongoing downside (high cost wouldn't even work, because once you've got it the game would become easy mode.

You just make it the target that bugs go for. It becomes a beacon to them. Good, bad, indifferent, you need to setup a warzone around it to protect it.

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LordSaturn
Aug 12, 2007

sadly unfunny

Also, if they destroy it, it should gently caress poo poo up really bad in an enormous radius.

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