Type: Mod
Name: Free Real Estate
Description: Free Real Estate is a mod that adds 36x36 "factory buildings" that you can enter and build inside of. A heavily optimized from-scratch replacement for Factorissimo.
Version: 1.0.2
Release: 2017-03-04
Tested-With-Factorio-Version: 0.14.22
Category: Surface/other
Download-Url: https://mods.factorio.com/mods/Sirenfal ... /downloads
Website: https://github.com/sirenfal-factorio/Free_Real_Estate
Still technically in beta. Tested for ~2 weeks and fixed all reported issues.
A heavily optimized from-scratch replacement for Factorissimo, with some feature changes.
Free Real Estate is a mod that adds 36x36 "factory buildings" that you can enter and build inside of. They can move items, liquids, and circuit signals to and from the main surface on which they are built. Optionally they can be built inside of each other (recursion), this is disabled by default.
Quick tl;dr; differences from Factorissimo:
- Performance is very good compared to Factorissimo. I'm sure it's possible to abuse them to the point where they're laggy, but I haven't personally managed it yet.
- Factories can be renamed, the name shows up on the building and the item
- Circuit signals can be relayed into and out of factories
- Completely empty factories will stack with other empty factories
- There is no limit to how many factories you can build (Factorissimo would corrupt your save after placing 255 factories)
- By default factories are lit by special unselectable lamps at night, rather than always-day or needing to put lamps down yourself.
Screenshots
License
All code is licensed under the MIT Public License. All graphical assets belong solely to Sirenfal and are not covered under this license. You are free to play with this mod as released, including the graphical assets, but you may not reuse or redistribute the graphical assets without explicit permission.
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Posted: Sat Mar 04, 2017 9:50 pm
by Airat9000
very good mod!
Thanks more space save!
Please logistic chest fabrics
1 variant - steel chest - loaders and inserters load in box
2 variant logistic - immediately send the goods in boxes
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Posted: Sun Mar 05, 2017 2:36 pm
by Sedar
I am glad to see that you continue to work on this great idea that is implemented in the Factorismo mod. Will follow the development. Best regards.
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Posted: Sun Mar 05, 2017 7:05 pm
by Airat9000
update example screen - factory logistic more space save
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Posted: Tue Mar 07, 2017 10:08 am
by Sedar
Did tests today, here is some feedback:
- input chests & pipes should be connectable to circuit network. That is a big problem.
For example if i want to provide 2 type of item through one input chest(just in case like a belt with diferrent items on their sides). Then without circuit connection input chest may be owerfilled with just one item type and factory will stuck. For pipes the network is not so critical, but it is preferable. Since each entry of the pipe is a tank of volume in 1+1k that is quite a lot. I would advise to look at the angels check valve.
- belt inputs is must have in case when not need a very large flow of items.
- enter in the factory is a worse compare with factorismo. And not even because you need to use the button to enter(its mostly fine). But in some cases it does not work out of the factory within a few and a few seconds, it's annoying.
And finally wants from the category of Christmas wishes :)It was cool if only it was possible to combine the factories. For example recipes:
2 base factories = 1 factory tier 2 which is inside = 72 * 36 free spaces (7*14 outside)
3 base factories = 1 factory tier 3 which is inside = 108 * 36 free spaces (7*21 outside)
4 base factories = 1 factory tier 4 which is inside = 72 * 72 free spaces (14*14 outside)
In the rest, the mod is wonderful, thank you!
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Posted: Thu Mar 09, 2017 3:10 pm
by Justderpingalong
This mod seems like fun... Showed it to someone who hosts a server for me and alot of others... lets hope we can test it! :3
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Posted: Sat Mar 11, 2017 8:15 am
by alexgor
cant get in to factory
just running around and nothing happens
tryed to place some chests,tubes near the building, but still no luck
bobs mods nuclear power and so on installed
any tips ?
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Posted: Sat Mar 11, 2017 8:18 am
by Airat9000
alexgor wrote:cant get in to factory
just running around and nothing happens
tryed to place some chests,tubes near the building, but still no luck
bobs mods nuclear power and so on installed
any tips ?
F - button in door
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Posted: Sat Mar 11, 2017 8:43 am
by alexgor
thanks, worked
but any chance to change to factorissimos style - just walk in?
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Posted: Sat Mar 11, 2017 8:59 am
by alexgor
dumb question fest continue
how to get items in and out?
1)run in factory
2)choose factory connection peeker
3)choose in direction
4)get out
5)place chest near factory in relevant to peeker place
6)put some items in chest
...
nothing ( but there must be profit )
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Posted: Sat Mar 11, 2017 9:15 am
by alexgor
alexgor wrote:dumb question fest continue
how to get items in and out?
1)run in factory
2)choose factory connection peeker
3)choose in direction
4)get out
5)place chest near factory in relevant to peeker place
6)put some items in chest
...
nothing ( but there must be profit )
Click on a selector on the left, top, or right wall and choose an item, circuit, or fluid input or output. Then hit the green refresh button on the left side of your screen to spawn your selected choices.
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Posted: Thu Mar 16, 2017 12:57 am
by Demosthenex
Can this be installed on a save game that already has Factorissmo?
I don't expect a transparent migration, but we'd like to empty our existing factories and try to rebuild them in this mod. We're encountering UPS issues with the original and your mod sounds great.
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Posted: Fri Mar 17, 2017 9:12 pm
by Vearde
How about to be able to make a logistics drone door so they can pick up stuff from inside and take it out. I would love to see that happen. Can be an extra sub tier for it that cost more. Oh and Great mod
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Posted: Sat Mar 18, 2017 4:14 am
by Sirenfal
Demosthenex wrote:Can this be installed on a save game that already has Factorissmo?
I don't expect a transparent migration, but we'd like to empty our existing factories and try to rebuild them in this mod. We're encountering UPS issues with the original and your mod sounds great.
I would backup first, but I don't see any reason why you can't have both installed at the same time. Just move all the stuff out and then uninstall Factorissimo when you're done.
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Posted: Sat Mar 18, 2017 11:09 am
by nastyslave
Hello there! I hear some optimizations are done here?
Okay. But i think you forgot about graphics. I have a gift for you, my dear developer. Some optimized graphics of/for your mod.
Here you are.
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Posted: Sun Mar 19, 2017 4:07 pm
by Sedar
I am not an artist but I had some time to draw today. So here is the graphics for different sizes of factories, based on the graph of the main mod.
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Posted: Mon Mar 20, 2017 5:01 pm
by Demosthenex
Found a bug:
- Enable recursive placement
- Place a factory and enter it
- Place a second factory building too close to the southern border while inside the first factory (less than 4 tiles approx).
- Enter second building
- Try to exit, you can't.
We did crash the server trying to escape a factory, but today it doesn't seem to want to crash. I think it's related to the teleport code trying to place you 4 tiles south of the entrance and failing. Originally we left one tile spacing. Seems to be ok after moving it to allow 5 spaces or so.
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Posted: Wed Mar 22, 2017 3:01 am
by BlooSkies
Vearde wrote:How about to be able to make a logistics drone door so they can pick up stuff from inside and take it out
Practically impossible due to how the system works (you teleport into another plane of existence when you enter a factory).
On the other hand, making the input/output chests into requesters/providers that are linked to their location on the opposite side of the breach would be a more feasible implementation of this, albeit still no simple matter.
In the meantime, what I do for bringing materials in:
1) Requester chest inserting into input chest.
2) Request for said chest set via conduit (constant combinator, etc) rather than directly.
3) On factory side, input is immediately moved into a chest (or even an internal lognet) whose contents are made aware on a conduit out. Referencing this wire as ICO (Internal Chest Out) in future.
4) Arithmetic combinator from ICO, each signal multiplied by -1 and also sent to requester chest. Effectively removes anything that exists within the ICO from the request.
Thus you have a pseudo-connected logistics input for your factory. Same can be applied in reverse to get an internal lognet to send stuff outwards.
There is a slight delay on those steps, so you'll end up with a few more items than you requested if they're something readily available in your network, but otherwise it works handily.
2. Can I build a factory in a factory in a factory?
I'm running a cocktail of Bob and Angels along with several other "small little things" everything seems to be working well so far. I can't wait to test this.
If I want to get super freaky with this, I wonder what would happen if I build a factory with maybe 5 factories inside, and every factory has another 5 factories in it... I could have a beautiful and terrible tree of factories within factories.