https://forums.factorio.com/forum/vie ... ?f=5&t=986 - about how a wagon can be used as wide chest
https://forums.factorio.com/forum/vie ... ?f=6&t=985 - about autobuilding
Then this was great inspiration:
https://forums.factorio.com/forum/vie ... f=27&t=992 - a factory line
For me also a good inspiration was the combinator in Reason. http://www.propellerheads.se/products/r ... combinator
Their concept shows clearly, that a "device of devices" has more potentiality, than just a heap of devices without differentiating what is inside and what outside.
And then of course the ideas of how factorio could be made faster in the suggestions-board.
This is just a sort of idea, a vision and I want to know, if there are things I forgot.
So this is the idea: A factory is a new item, which is 5x5 fields big. It has five input doors on the left and five output doors on the right (can be rotated of course, but I keep this orientation for explanation). You can connect a belt or a pipe here. No inserters are needed for input/output material.
When you open the factory, the inside is shown, the factory-hall. The hall is bigger than the outside, because you can built much more dense than outside of the hall (no better idea yet)... I found, that 20x20 should be enough to create the most important factorio assembly-lines. I think for making huge amounts of blue potion you may need 2 or 3? But who cares?
You can built inside the factory exactly as outside with some exceptions:
- no poles needed. Everything in the factory is connected to the energy-conversion module.
- Also no light is needed; if powered there are lights on the roof.
- no wiring needed. Inside the factory everything is connected to multichannel-wires.
- the provider, requester and storage chests aren't working like outside (no logistic robots inside the hall)
- solar cells won't work here
![Smile :)](./images/smilies/icon_e_smile.gif)
- radar either
- no weapons (when the factory is destroyed, everything inside is also destroyed).
- no items can lay on the ground, they will be cleaned up (destroyed or put into a special place in the factory)
Inside the five input-doors are visible on the left and the five outputs on the right (you see if it is a belt or pipe and which kind of item is already laying here). You also see the default electricity converter module (see down for modules). Everything else is empty in this factory. Your job is now to create machines inside the factory. In general this means, that you connect the input and the output in some more ore less intelligent way and assemble things on the way. There are some ways to built:
1. Just build it like everything else.
2. Use autobuilding, just say where everything should be, let the logistic-robots deliver the real machines (they deliver it into a special place in the factory and from there it is put on the right place, perhaps with a crane on the roof?).
3. load an existing "blueprint". Now you will see what it should look like (in transparent) and you can fill it with real machines yourself. There is maybe a list of all the stuff, needed to built the machines in the factory and a button "built all" and then it is built and while that you can begin to place the items.
4. like 3, but you can put the needed stuff into the special place in the factory and the factory places the rest itself.
5. like 3, but let the logistic robots fill it with real machines like in 2.
Maybe there are more ways... they aren't important! It is now important, that you can built everything like normal inside the factory (see exceptions above) and that you have something like blueprints. Because then you can create assembly lines, iron melting, energy production, capacitor arrays, research labs within seconds instead of minutes and this is needed.
Modules: For things which produces much steam/smoke it is eventually an idea, that you need a chimney-module.
![Smile :)](./images/smilies/icon_e_smile.gif)
Here the pros of this idea:
- it brings factorio extremly forward into a direction, where you can think over strategies over exploring and not over optimizing material-flow. But the optimization-way keeps open. I really mean it is much more open than before, because it is much more difficult to create a factory (not assembly line) which works under all circumstances good and doesn't store too much or too less itself.
- It speeds up the gameplay; the middle phase of the game needs much more speed and it is easy to research factories, then built the first factory and load a blueprint and "fill out" the needed items. With more research it speeds up much more.
- This makes it for new players also much more playable, because they don't need to get too deep into all details. And if, they can look how a blueprinted factory works in detail.
- Logistic robots will become have more sense, because you can use them for building.
- A much cleaner flow of material, a much more dense way of building.
- the factory supports the most used map-layouts I saw: belts of iron- and copper-plates in one direction for example. Now you just built a factory over the two belts and you can handle the complicated stuff inside or load a blueprint, which does it for you..
- When closed, the factory needs not much drawing (only for steam? BTW: I think you can write on the roof to see, what it produces inside). So, when zoomed out, the game should speed up. When opened, only this factory must be drawed. So this should scale much more than now.
- it is downward-complatible with the current game.
- I think it doesn't change the gameplay, it keeps the most interesting parts as they are and when they begin to get boring you can choose the abstraction or keep as before or find some very new way.
- it brings the "factories" into the game. I mean, its name is factorio and there are no factories?
![Smile :)](./images/smilies/icon_e_smile.gif)
- I think in the first implementation of a factory you right-click on a factory and it opens a window where you can make here everything what you can do on the map. But I mean it could be a very cool wow-effect when you open a factory and see the inside in scale 1:4 working and you zoom in and see how everything in this little factory works as outside. I think this would be an eye-catcher. (Hm. factories in factories?)
- create all simple items in a factory, so that the logistic robots can catch it for building.
- Blueprints can be shared much easier than whole (EDIT: 'll get this in sometimes) maps. I like the blueprint-mod but I think working with something like blueprints is much easier with some fixed frame or defined inputs- and outputs like such a factory.
Some cons:
- It is complicated. I know that it sounds like "everything is already here", but in reality it will be complicated to program this.
- the players will maybe find ways to corrupt the sense of the gameplay with it.
- maybe the searching and loading of the right blueprint can get complicated. I don't have a better idea than standardizing the "doors" saying door 1 is always for iron-plates, door 2 for copper-belts etc. The same standardization exists in the music: Stereo is always a left and a right channel. Another solution is maybe a router-module which can "route" an external door to the right internal door.
So, what do you all think?