Hey there,
I'd like to start with a great thank you for spending your time creating such a huge modpack, Factorio would be godamm boring without your mods, they're amazing.
I'd like to drop some ideas here if you don't mind, maybe something becomes interesting and can be salvaged from my madness!
Arch666Angel wrote:So some updates and some talking/writing about plans:
First off thanks for all the support over the time I'm developing my mods, it's been almost two years now that I'm in on this project, what were little baby steps at first has grown into these huge mess of mods. When I started off the idea was to enhance what I liked about bobs and stuff holes where I thought bobs creation was lacking, but since then it has grown into more and the goal to get my mods as stand alone overhaul is getting closer: one reason why I never wanted to be dependent completely on bobs. Refining, Petrochem and Smelting are more or less up to speed and where they should be, in most of them you can glimpse things I have planned for later use, e.g. certain metals, intermediate products, rocks etc. So the main focus at the moment is on Bio-processing bringing it where I want it and adding all the ideas I have for it.
The next step then is Angels Industries (yeah I know very inventive), it will be the successor to components, tech and logistics. At the moment I'm thinking that merging these mods are the best way going forward, but as always that might change if I run into a hurdle and discover that it is easier to handle in another way.
I think that the modular approach would be easier for mod maintenance and development as if you wanna add something new to your mods you just add another module on the mod portal instead of editting all your other mods if they were packed together to fix depedencies. You could add hardcoded depedency on all your mods on mod portal, so when we download any of your mods, it'll also download the depedencies.
Arch666Angel wrote:Bio Processing
Plans
-adding biter hatching and butchering
-adding crystal production chains
Ideas
-fishing
-more garden variety
-...?
I think the gardening is a great idea but somehow weird to factorio universe. They could be ingredients for research packs if you mix them on a bioextractor machine which would grind all the seeds to extract oil, that oil would be mixed with some catalysts and that would be made into science pack by another machine when combined with glass. That would make gardening to have more sense, also the plants are too far away, while I don't mind that, the garden generation could be adjusted by a game setting on the mod menu.
Fishing and fauna interaction could be interesting, again, if they're used for science pack crafting. While biters could be used for high tech science.
Arch666Angel wrote:
-Science overhaul: introducing 6 tiers to research (grey, red, green, orange, blue, yellow) and specializations to techs (logistic, war, processing, energy, enhancement, exploration) so each tech will have a science-pack (tool to analyze data) determing tier and a datacore determing specialization.
Science overhaul seems interesting, but another interesting stuff, if possible, would be making a central lab building (one that would actually do the research), super expensive and expandable with research improvements such as speed, productivity, efficiency, being infinite researchs so when you're going up your production, your labs can work along. It should be possible to add a hardcoded limitation to 1 super lab per player, as you wouldn't need another one or it could break the game. That lab would belong to another force and its science status would be transferred to player's team, just like the approach used by the mod
Robot Mining Site that makes the robots from the miner to belong to another force, they do the mining and then return the results to the team that is the builder of the machine, that way you could add some coloured labs that would pre-analyse the research packs and send the data to the main core lab which then would progress through the research. Since I don't think that researchs that needs more than one pack can be done by multiple labs that are limited to have only 1 science pack, that approach could do the job. That would be my idea for a trully "Overhaul" on science
Arch666Angel wrote:
-Components: Adding component system to all placeable stuff, so if you build an assembler you need building blocks, if you place and then disassemble the machine you get the blocks back, so you are more flexible in what you produce and carry around, produce blocks in assemblers because of long crafting time, assemble buildings from blocks on spot.
Agreed, can be done?
Arch666Angel wrote:
-Building materials, different tiers, different materials. I will probably stray from the realistic "inspiration" to make it more streamlined with what I have in mind.
-Logistics: Has everything you already know and more: New Extender poles, new roboport and some other stuff planned.
Sounds interesting, more weaponry and vehicles that could be linked with AAI would make it a great death world RTS game!!
Keep up the good work mah boi, and Danke for them modz