Info
- Name: Farmtorio
- Version: 0.1.1
- Factorio-Version: 0.12.29+
- Description: Adding the means to plant and harvest stuff to research with it.
- Release: 2016-04-10
- Dependencies: None
Long descrption
I always felt like the factorio engine could be perfectly used to simulate some kind of farming, so i started this mod. It aims to add plants and the facilities to process them in order to create new science packs, e.g french fries, to run a new kind of lab. The technologies i aim for should be desireable but not too strong to make vanilla useless. I try to accomplish that by adding technologies for aspects of the game, that vanilla simply does not cover, e.g. hand-crafting speed enhancements.
It currently is heavily under development, hence the dummy crafting ingredients. I uploaded it so people who are interested can get a general idea of what i am looking for. If you want to testplay this mod, i recommend downloading the "testpanel" mod as well. Its just a solar panel with arbitrary crafting ingredients that has 10GW power output, making testing much easier. Make sure to execute '/c game.always_day = true' in the console ingame first, to make the panel always work.
Only english localization will be supported right now, as i dont know what will be final and german localization just doubles the work.
It currently is heavily under development, hence the dummy crafting ingredients. I uploaded it so people who are interested can get a general idea of what i am looking for. If you want to testplay this mod, i recommend downloading the "testpanel" mod as well. Its just a solar panel with arbitrary crafting ingredients that has 10GW power output, making testing much easier. Make sure to execute '/c game.always_day = true' in the console ingame first, to make the panel always work.
Only english localization will be supported right now, as i dont know what will be final and german localization just doubles the work.
Usage of buildings
There are some buildings that are not trivial to use. Since i wanted something, that can mine/place entities like trees by itself, i went with a radar that runs a lua script on scanning and changed its visiuals.
Forestry: Its icon is a little tree. To get it to work you have to place a chest in one of the adjacent tiles and put seeds in it. It will then take these seeds and plant them. Notice that it has a radius, which is currently not visualized in any way. It does not plant anything on concrete though, so you can make sure to leave passages that way.
Lumbermill: Kind of the opposit of the Forestry, it mines entities of any tree-type. To get it to work, again place a chest in an adjacent tile and watch it doing its magic. It will put the products of the mining into the chest. Also has a radius, which for testing i indicate by a light green rectangle in the background. I tried to immitate the behaviour of poles, but only pole-type buildings have the ability to show their radius only on hover. Gets a bit messy that way, but currently the best solution i can come up with.
Forestry: Its icon is a little tree. To get it to work you have to place a chest in one of the adjacent tiles and put seeds in it. It will then take these seeds and plant them. Notice that it has a radius, which is currently not visualized in any way. It does not plant anything on concrete though, so you can make sure to leave passages that way.
Lumbermill: Kind of the opposit of the Forestry, it mines entities of any tree-type. To get it to work, again place a chest in an adjacent tile and watch it doing its magic. It will put the products of the mining into the chest. Also has a radius, which for testing i indicate by a light green rectangle in the background. I tried to immitate the behaviour of poles, but only pole-type buildings have the ability to show their radius only on hover. Gets a bit messy that way, but currently the best solution i can come up with.
Version history
- 0.1.1 - Added the first bush to produce iron ore. Testing with farm that spawn actual entities that you can utilize in the slaughterhouse to get resources. control.lua is now fully commented.
- 0.1.0 - Uploaded mod to factoriomods and the forums.
Ideas to implement
- Use the biter entitiy to spawn neutral versions of it, give it pig/cow like optics ... profit. Slaugtherhouse inclusive.
- Tweak the lumbermill and forestry so it encourages the building of really large fields, not a bunch of small ones, to maximize income
- Make Weapons that fit into the theme. What could be more epic than to bomb the aliens with potato artillery? Fryer-fat napalm bombs?
- A plant solely for the purpose to fight against pollution.
- Make a lot more stuff out of wood. Fences, walkways etc.
- Bushes that give actual resources, like oreberry bushes from minecraft mods. Not as an alternative to getting resources via trains, just an additional way to increase income.