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[0.17+] Warptorio2

Posted: Fri Jul 26, 2019 6:29 pm
by PyroFire
Warptorio2

https://mods.factorio.com/mod/warptorio2

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Discord: https://discord.gg/a9CNarA


Gameplay:

Build your base on a platform that follows you from planets to planets and escape biters before they overwhelm you.
This mod is intended as a way to change the building dynamic, as you will have to develop your base around a platform.
It keeps the pressure on you too, as you will also have to choose between staying to extract more resources and evacuating before the biters break your defence.


"Lore":

The warp reactor is your failed experiment. It seems better at attracting biters than generating energy, it's unstable and will destroy the planet it's on if left unmanaged.
Fortunatly, as an unintended consequence, it can pull itself and it's surroundings into an interdimentional rift and lead you to a safer place.
So escape biters, try to build a rocket and get away !


Usage:

A button is added at the upper-left of the screen to allow you to warp out when the bitters get too strong for your defense, but the more you warp, the more it will takes time to charge.

Time is short on each warp, but this warp reactor technology allows some new upgrades to help you out.


Warptorio1 Update

Hi, i liked the original concept of this mod but i didn't like how buggy and broken and unfinished it was, so instead of waiting for the original developer i just did it myself in like 2 weeks.
Enjoy.

Special thanks to Nonoce for originally creating this fantastic mod - https://mods.factorio.com/mod/warptorio
Special thanks to Kitch where i learned about this mod - https://www.youtube.com/watch?v=KD9mVDueHTc


New Features

- Balanced and added a bunch of vanilla researches: mining productivity, character mining speed, character reach, worker robot speed and capacity, inventory capacity, inserter capacity.

- Fixed a bunch of essential bugs: Multiplayer issues, circuit connections between floors, power supply issues between platform floors, platform logistics pipes connecting with eachother and removed unwanted features: energy costs of using teleporters

- Addressed a bunch of essential gameplay mechanics problems: Made loaders direction determine chest transfer direction, added logistics chests upgrades to loader chests for use with robots late-game which helps to bypass belt throughput limits, significantly increased the maximum number of belts between floors, made platform pipes uni-directional, added circuit connections between floors, and tweaked the behaviour of teleporters to be more predictable and less disorientating.

- Overhaul: More than doubled the maximum size of the planet floor, factory floor and boiler floors, and gave each floor a unique shape.

- Overhaul: Science has been completely reworked with an entire chain for each floor and a whole bunch of other new researches, like for adding water to the boiler floor. Science now extends to space science including a warp bomb weapon, warp armor, warp modules, and a set of additional giant rooms for each platform floor.

- Overhaul: Re-worked stabilizer and accelerator into ability buttons with a shared cooldown, and slightly re-worked and tweaked the warp charge timer.

- Overhaul: Warp Reactor has been reworked with a progressive research chain, a lore storyline, and is now uniquely interactive with craftable super fuel and a special craftable & placeable entity.

- New Feature: Planets. You now warp to planets with different attributes, such as iron-rich or a random resource is missing. Each planet has a unique description, hinting at the type of planet you land on. New loot chests will randomly spawn throughout every planet with random goodies in them, encouraging some minor exploration of each planet.

- New Feature: Warp Rails. You can unlock special platform rails that can withdraw/deposit the contents of an entire cargo wagon at once, opening up some interesting gameplay around the use of trains.


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Re: [0.17+] Warptorio2

Posted: Fri Jul 26, 2019 7:48 pm
by 5thHorseman
Sweet been following this (and playing the betas) since day 1, a whole ten-ish days ago.

Time to start fresh and see what it's like in full!

Re: [0.17+] Warptorio2

Posted: Thu Sep 05, 2019 2:37 pm
by Mylon
This is very well done and I'm having a lot of fun with it so far!

Re: [0.17+] Warptorio2

Posted: Sat Sep 07, 2019 2:14 pm
by Astrella
Quick question, does everything basically produce a ton more pollution or am I remembering vanilla wrong?

Re: [0.17+] Warptorio2

Posted: Sun Sep 08, 2019 1:34 pm
by Mylon
Astrella wrote: Sat Sep 07, 2019 2:14 pm Quick question, does everything basically produce a ton more pollution or am I remembering vanilla wrong?
The story is that your warp reactor is unstable and it is destroying the planet it rests on.

Mechanically, this means you produce a crap ton of pollution so staying on a planet for too long is dangerous.

Re: [0.17+] Warptorio2

Posted: Mon Sep 09, 2019 4:48 pm
by Mylon
Alright so having tinkered with this a bunch I need to write everything down!

Ideas:

* Warp Reactor floor. A centralized place to bring all of the warp floors together in one central location. Not a whole lot of space to work with. May have some unique celtic knot or other stylized layout. Image
* Warp Boiler's special ability is pipes connecting it to the surface.
* Warp Armory. Connects to all castle turrets in a small space. Castle turrets can be placed on the main surface. Castle turrets are special in that their position relative to the factory is preserved. Player may have access to more than 4 turrets!
* Turrets placed on the Castle Turret platform are swapped via script to a friendly force with an increased damage modifier, giving them extra firepower.
* Warp outpost(s). Warp outpost does not travel with the platform and remains behind, with some logistic connections. It may continue to feed the base for a few minutes (possibly hours!) until it's overrun by biters.
* Echo capsule and Warp capsule. Echo capsule allows a player to go back to the previous planet. Make warp capsules available earlier. Purpose: Rescue missions in multiplayer! No man left behind!
* Placeable warp structures (harvesters, teleporter, outposts, castle turrets) should be placed in a special chest on the surface platform instead of needed to be mined and collected each warp.
* (Maybe) Warp military and warp mining productivity researches use the force-swapping trick above so only entities placed in special regions receive the warp technology bonuses.

Bugs: (0.8.8 prelease)

* The warp harvester teleporter allows revisiting the old surface.
* Warp harvesters teleport doodads/decals which can extend beyond the original area. Inside the base I had a patch of grass that extended onto the special tiles and then out into the void! Would be worth doing a cleanup step to remove these at the edges.
* Warp charge seems very high! Though this may be intended as before just warping out every 7 minutes made early game a bit easy.
* Warning concrete does not always indicate where special entities are about to appear. Researching Warp Platform Logistics spawns entities not on pre-marked warning concrete. Note the overlapping pipe and loader: https://cdn.discordapp.com/attachments/ ... nknown.png
* Warning concrete can be mined. By not setting it as a 'placed' tile this can be avoided.
* No game over condition? There should be a special entity on the surface that the player has to defend. Maybe if the warp platform entrance wasn't invulnerable...

Re: [0.17+] Warptorio2

Posted: Wed Sep 11, 2019 8:13 am
by Ferlonas
No game over condition? There should be a special entity on the surface that the player has to defend. Maybe if the warp platform entrance wasn't invulnerable...
From that perspective, it makes sense to have the warp reactor on the surface. If it is destroyed, the resulting explosion destroys the entire planet (possibly the entire universe, i.e. all planets, so you can't just send it away to build a normal factory wherever you're currently at)

Re: [0.17+] Warptorio2

Posted: Sat Sep 14, 2019 8:38 pm
by xfir01
__warptorio_planet_smog__/control.lua:22: 'end' expected (to close 'function' at line 19) near <eof>
Error with smog planet when starting a new game.

Re: [0.17+] Warptorio2

Posted: Sun Sep 15, 2019 12:00 am
by xfir01
Error while running event warptorio2::on_init()
__warptorio2__/control.lua:1979: attempt to call method 'GetSurface' (a nil value)
stack traceback:
__warptorio2__/control.lua:1979: in function 'MakeCarebearChest'
__warptorio2__/control.lua:1990: in function <__warptorio2__/control.lua:1987>
When enabling "It is dangerous to go alone, take this (if you can't survive the first few planets)"

Re: [0.17+] Warptorio2

Posted: Sun Sep 15, 2019 1:01 pm
by PyroFire
Bug reports should be posted in the mod discussions so they can be tracked.

https://mods.factorio.com/mod/warptorio2/discussion
https://mods.factorio.com/mod/warptorio ... discussion

Re: [0.17+] Warptorio2

Posted: Wed Oct 02, 2019 1:04 am
by Mylon
Idea: Warp foundry. Furnaces built on this floor are swapped with a different prototype on build that has baked-in productivity. Maybe: Floor also gets the benefits of Warp Beacon tech.

Re: [0.17+] Warptorio2

Posted: Sun Oct 13, 2019 10:56 am
by Mylon
Idea: Warp storage tech. Between floor chests will never be full. If they get too stuffed, items go to the "warp storage" inventory and can be retrieved by setting filters on unloaders.

Idea: Cloned platform. Can be deployed multiple times. Cloned entities are in-operable and non-mineable to eliminate being used to duplicates.

Re: [0.17+] Warptorio2

Posted: Sat Dec 30, 2023 7:03 am
by Sneak555
the warp reactor seems far too weak to me; dispite using a *far* more powerful fuel at 4x the rate (160MW instead of 40), it powers only a couple turbines at full speed.

(my setup is using a warp-heatpipe to port the temp from the reactor on the top floor to a set of heat exchangers in a row of pairs all attached to a single line of heatpipes).

so yeah, seems bugged to me or I'm missing something major here.

Re: [0.17+] Warptorio2

Posted: Sat Jun 29, 2024 11:29 pm
by GreatWyrmGold
I have an odd question for PyroFire: Do you have plans for integrating Warptorio with the expansion when it comes out? I'd understand if you weren't planning to; it's not easy to make a mod designed around having one small factory jumping between similar planets work with DLC designed around having a bunch of factories on radically different planets. At the same time, it seems like an interesting challenge.

Re: [0.17+] Warptorio2

Posted: Sat Jul 06, 2024 4:30 am
by GreatWyrmGold
The simplest integration would be to have the warp platform teleport between planets resembling all unlocked planets, e.g. Vulcanus-like planets would start showing up after the research that would normally let you fly to Vulcanus was unlocked. But by design, you need to handle all the different planet types differently. Vulcanus has lots of cliffs you need to build around, Fulgora has little islands, Gleba has agriculture.

How does the warp factory handle this? Either you'd need to build tons of little off-platform factory bits whenever you got to a new planet, or you'd need to modify the harvester platforms to flatten all that variety, or you'd need new harvester platforms, or something. And of course, if you can only gather resources from one planet type at a time, you'd need to buffer tons of resources from each planet to keep production running smoothly.
Otherwise, if you've been away from a vulcan planet too long, you'll run out of titanium, which means you can't make metallurgical science packs, which means you can't research. And after directing the warp platform to visit one, you run low on holmium, because you turned it all into modules or whatever. And while you're balancing that side of the factory, all of your organic resources have spoiled.

What if you had mini-warp-platforms? The main platform goes between nauvian planets, you can unlock one which shifts between fulgoran planets, a separate one shifts between gleban planets, etc. That way you can keep producing various resources continuously. And each side platform can have modules designed to help harvest each planet type's resources under the conditions on that planet.
But that destroys the space travel element that's supposed to keep your Vulcanus titanium mining and your Fulgoran archaeological recycling separate until you've processed the materials enough to launch rockets. And if multiple platforms warp at once, you'll be scrambling to place all the harvester platforms (or equivalent) in a reasonable timeframe.

Do you see why I've been turning this over in my head, even though I don't have any of the knowledge required to mod Factorio? It's neat! There are lots of problems, with lots of solutions, none of which feel quite right but they also don't feel completely wrong. I get the sense that there's a right answer somewhere that I just don't grok yet.

Re: [0.17+] Warptorio2

Posted: Sat Nov 02, 2024 3:22 pm
by Gafa
Is energy stair upgrade 5 supposed to cut off wire signal connection between the different floors?
I had a nice little dashboard on my warp platform and once I researched this technology all signal transmission just got blocked.

Re: [0.17+] Warptorio2

Posted: Sat Nov 02, 2024 3:33 pm
by BlueTemplar
GreatWyrmGold wrote: Sat Jul 06, 2024 4:30 am The simplest integration would be to have the warp platform teleport between planets resembling all unlocked planets, e.g. Vulcanus-like planets would start showing up after the research that would normally let you fly to Vulcanus was unlocked. But by design, you need to handle all the different planet types differently. Vulcanus has lots of cliffs you need to build around, Fulgora has little islands, Gleba has agriculture.

How does the warp factory handle this? Either you'd need to build tons of little off-platform factory bits whenever you got to a new planet, or you'd need to modify the harvester platforms to flatten all that variety, or you'd need new harvester platforms, or something. And of course, if you can only gather resources from one planet type at a time, you'd need to buffer tons of resources from each planet to keep production running smoothly.
Otherwise, if you've been away from a vulcan planet too long, you'll run out of titanium, which means you can't make metallurgical science packs, which means you can't research. And after directing the warp platform to visit one, you run low on holmium, because you turned it all into modules or whatever. And while you're balancing that side of the factory, all of your organic resources have spoiled.
[...]
Sounds like it would be part of the challenge !

(Note that it's already also part of vanilla's challenge... in mid-game at least, while space between those planets is still too dangerous to move lots of stacks ?
And for research it's easy, you just switch to the one using the packs that you have the most. Heck, this is already useful long before you get off-planet : for instance balancing the (R/G)/M/B pack production.)

Re: [0.17+] Warptorio2

Posted: Sat Nov 02, 2024 8:53 pm
by Mylon
Space Age gives all sorts of tools for managing multiple platforms. Multiple platforms seems like the natural progression for warptorio.

Alternatively, Warptorio gives free water a concession for the purpose of usability. It wouldn't be unusual to give the player a free farm, a lava pit, or an alternative access to scrap like a result of asteroid processing.

Oh did I mention making warping non-instant? Dealing with asteroids or other threats between planets could be interesting and could even be used to yield a whole new resource which is critical for advancing warp techs.