This mod forces the player to do the "No Crafting Challange"! This means crazy enough you cannot craft anything from your own inventory
But... to solve this you have to use assembly machines! And you get a standard package to help you along the way!
And best of all, from the tests i have done... this mod works in Multiplayer!
Plus it works with mods!
Starter Package
Standard
You always get this package!
- 20x Basic Transport Belts
- 2x Iron Chests
- 2x Burner Inserters
- 1x Assembly Machine 3
- 10x Small Electric Pole
- 2x Medium Electric Pole
- 6x Solar Panel
- 4x Basic Accumulators
- 4x Basic Mining Drills
Updates
Updates
Version 0.2.3
- Players starts with a Assembler Machine 3 instead of 2
- Random packages removed and standard package changed, Thanks to n9103
- Tightened the non-crafting of the mod, with changes form Palius84 and Satis, they deserve a special place in heaven Version 0.2.2
- The standard package now contains a Assembler Machine 2 instead of a Assembler Machine 1 Version 0.2.1
- Removed all mod dependencies
- Removed the Wood Power present
- Update info.json to be correct for this mod Version 0.1.0
- The player can no longer craft anything
- Fixed so the mod works in multiplayer
- Still a bit derpy if the dependencies with other mods are not handled correctly, but sort of fixed.
- Care package added and some presents!
Bugs
If you use the mod and find a game breaking bug, PM as fast as possible so i can take a look at it to fix it. Please!
Bugs
Version 0.2.3
- Version 0.2.2
- Can't craft oil refinaries, AM 2, can't make them. Change is one the way.
Further work
Further work
There are some questions that i want to brainstorm with the Factorio community:
- Waiting for modders to be able to add parameters to the "Map Generation" GUI. Please :3
Peace out!
Re: [MOD 11.14] The "No Crafting Challange" Mod
Posted: Tue Feb 10, 2015 7:22 pm
by FishSandwich
DoneAndDead wrote:I have no clue why the spoilers are not working....
Great looking mod, will download and try out later.
Re: [MOD 11.14] The "No Crafting Challange" Mod
Posted: Tue Feb 10, 2015 7:31 pm
by LordFedora
There is a way to force your mod to load last, something about final fixes
Re: [MOD 11.14] The "No Crafting Challange" Mod
Posted: Tue Feb 10, 2015 7:48 pm
by DoneAndDead
LordFedora wrote:There is a way to force your mod to load last, something about final fixes
Thanks! Fix is here! And some changes!
Re: [MOD 11.14] The "No Crafting Challange" Mod 0.2.1
Posted: Fri Feb 13, 2015 11:27 am
by hoho
Isn't it so that default assembling machine 1 can use up to 2 item recipes and assembly machine 2 can use 4?
If so then it's a bit of a problem as crafting assembly machine 1 and research lab takes 3 inputs. Essentially, player can't advance at all as no research is possible and there is just one assembler the entire game. Did you perhaps use some mods that override maximum assembler inputs (DyTech does that, perhaps some other mod too)?
A "fix" might be to give player assembly machine 2 at start instead of 1.
Re: [MOD 11.14] The "No Crafting Challange" Mod 0.2.1
Posted: Fri Feb 13, 2015 11:43 pm
by DoneAndDead
hoho wrote:Isn't it so that default assembling machine 1 can use up to 2 item recipes and assembly machine 2 can use 4?
If so then it's a bit of a problem as crafting assembly machine 1 and research lab takes 3 inputs. Essentially, player can't advance at all as no research is possible and there is just one assembler the entire game. Did you perhaps use some mods that override maximum assembler inputs (DyTech does that, perhaps some other mod too)?
A "fix" might be to give player assembly machine 2 at start instead of 1.
Thanks for the feedback! Problem fixed with the newest update! If you find anything wrong with it please tell me about it!
Implemented the fix you where proposing, hoping it will not affect the interaction with other mods.
Re: [MOD 11.14] The "No Crafting Challange" Mod 0.2.2
Posted: Sat Feb 14, 2015 12:04 am
by Palius84
It's great that you could make this mod, but why didn't you just use
game.onevent(defines.events.onplayercreated, function(event)
local player = game.getplayer(event.playerindex)
local technologylist = player.force.technologies
pretty sure that would stop any other mods being an issue and stop the need for this to be loaded last.
Re: [MOD 11.14] The "No Crafting Challange" Mod 0.2.2
Posted: Sat Feb 14, 2015 12:40 am
by DoneAndDead
Palius84 wrote:It's great that you could make this mod, but why didn't you just use
game.onevent(defines.events.onplayercreated, function(event)
local player = game.getplayer(event.playerindex)
local technologylist = player.force.technologies
pretty sure that would stop any other mods being an issue and stop the need for this to be loaded last.
At the time when i created the mod i didn't know about the manualcraftingspeedmodifier. But that variable might easily be changed by other mods and is something that from what i can see has a higher chance to be affected by other mods. But what i have done in the data-final-fixes was to make all recpies of the category "crafting", nil or "" into the "advanced-crafting" category and i think that there is a lower chance for other mods to do this kind of change. My solution is not 100% bulletproof and because of the changeable nature of the application it will probably never reach 100%. But with both forcing in the data-final-fixes and have the manualcraftingspeedmodifier changed to -1 i can see that anti-crafting would become more bulletproof.
Re: [MOD 11.14] The "No Crafting Challange" Mod 0.2.2
Posted: Sat Feb 21, 2015 12:01 pm
by Mazter
i "found" another "bug"
you cant craft the oil refinery in anything other than assembling machine 3, and to make that you need plastic and blue science packs to make the modules to craft that.
Re: [MOD 11.14] The "No Crafting Challange" Mod 0.2.2
Posted: Sat Feb 21, 2015 9:48 pm
by n9103
Well this is neat. Haven't played yet, but definitely going on the to-do list for .12
Question though, why does the steam package have a mining drill and not the solar package? Better yet, why doesn't the standard package have it instead?
It's spelled further, btw.
futher work items
Totally random is not a good idea for early game packages, but later ones could be. A chance for a bad package means a chance for a deadend game, and if there's a chance at all, it'll end up happening more than once, and I'm sure that would get very frustrating quickly. After the player is established enough that packages are seen as bonuses, and not as tools for basic survival, then random is perfectly fine, as the worst outcome is not getting a boost.
Hiding the contents probably isn't very useful since the mod can't be obfuscated, plus the items would probably be listed here (or on the wiki even) by a player eventually. And even discounting these two possibilities, the last point still applies, so the initial packages would still have static contents, making it trivial for a player to simply restart after choosing to know what they contain.
If these random packages occur after the first hour or two of gameplay, power packages wouldn't help much unless a player is playing with the expectation that they're going to get these power packages. Before that point though, power or production focused packages would probably be equally useful.
All mods should be able to be independent, but there's not much wrong (player-side, coder-side this means a lot more work,) with adding optional dependencies that change things depending on what other mods are present. (See Bob's Assembly Machines for a perfect and simple example.)
The last item sounds like you're making a list for your future projects, since you've gotten the No Crafting one done as well.
Re: [MOD 11.14] The "No Crafting Challange" Mod 0.2.2
Posted: Sat Feb 28, 2015 11:29 pm
by Satis
Oh snap, I just finished my own "No Crafting Challenge" mod and was almost ready to upload it, when I saw this post.
I did search for it before, but nothing came up.
Anyway, I did do things a bit different than you on how to deactivate the manual crafting and I think it will work better that way, since you only need to change one value in the data.raw.player.player and then it's working.
I'm adding the assembler 3, since some items are not able to be crafted without the assembler 3, which is required to make oil machinery and other things.
Hmmm what to do here?!?
Re: [MOD 11.14] The "No Crafting Challange" Mod 0.2.2
Posted: Fri Mar 06, 2015 2:30 pm
by DoneAndDead
Thanks for the feedback! Making some changes according to your input. Im thinking of adding random chest generation to the mod or follow your advice and give packages based on time? Maybe something based on game progression (a bit like questing or achievement hunting).
I the game developers make it possible for mods to add parameters to the "Map Generator" screen, im thinking of takign this mod a steep higher. Making it a pure challange mod where the player can choose what challanges he/she wants to play with. There for the last bit
n9103 wrote:Well this is neat. Haven't played yet, but definitely going on the to-do list for .12
Question though, why does the steam package have a mining drill and not the solar package? Better yet, why doesn't the standard package have it instead?
It's spelled further, btw.
futher work items
Totally random is not a good idea for early game packages, but later ones could be. A chance for a bad package means a chance for a deadend game, and if there's a chance at all, it'll end up happening more than once, and I'm sure that would get very frustrating quickly. After the player is established enough that packages are seen as bonuses, and not as tools for basic survival, then random is perfectly fine, as the worst outcome is not getting a boost.
Hiding the contents probably isn't very useful since the mod can't be obfuscated, plus the items would probably be listed here (or on the wiki even) by a player eventually. And even discounting these two possibilities, the last point still applies, so the initial packages would still have static contents, making it trivial for a player to simply restart after choosing to know what they contain.
If these random packages occur after the first hour or two of gameplay, power packages wouldn't help much unless a player is playing with the expectation that they're going to get these power packages. Before that point though, power or production focused packages would probably be equally useful.
All mods should be able to be independent, but there's not much wrong (player-side, coder-side this means a lot more work,) with adding optional dependencies that change things depending on what other mods are present. (See Bob's Assembly Machines for a perfect and simple example.)
The last item sounds like you're making a list for your future projects, since you've gotten the No Crafting one done as well.
Re: [MOD 11.14] The "No Crafting Challange" Mod 0.2.2
Posted: Fri Mar 06, 2015 2:52 pm
by DoneAndDead
Changed assembly machine 2 to assembly machine 3. So the problem should now be fixed.
Mazter wrote:i "found" another "bug"
you cant craft the oil refinery in anything other than assembling machine 3, and to make that you need plastic and blue science packs to make the modules to craft that.
Re: [MOD 11.16] The "No Crafting Challange" Mod 0.2.3
Posted: Wed Jan 06, 2016 4:12 am
by general_lex
I have a new mod challenge you could create (cause u dont know how to make a mod
---No Crafting Challenge 2---
One using ONLY bots to do everything.... from the start.
By that i mean they really do everything.
You can't mine or chop trees
You cant even pick up stuff from chest or ground.
You tell them to build and remove stuff because you can't.
You get the point.
Of course you would need to start with the rigth tech to create more Bots and Chest or you would get alot from start and need to squeeze
your base the most efficient way to make all potion to get to those tech.
I guess from start you could receive 4-6 roboport and 100 bots or something.
The best mode to do this mod would be in spectator mode (builder mode or something) The one you view everything and you still can build but while not
having to move your caracter.
Re: [MOD 11.16] The "No Crafting Challange" Mod 0.2.3
Posted: Wed Jan 06, 2016 3:23 pm
by DoneAndDead
general_lex wrote:I have a new mod challenge you could create (cause u dont know how to make a mod
---No Crafting Challenge 2---
One using ONLY bots to do everything.... from the start.
By that i mean they really do everything.
You can't mine or chop trees
You cant even pick up stuff from chest or ground.
You tell them to build and remove stuff because you can't.
You get the point.
Of course you would need to start with the rigth tech to create more Bots and Chest or you would get alot from start and need to squeeze
your base the most efficient way to make all potion to get to those tech.
I guess from start you could receive 4-6 roboport and 100 bots or something.
The best mode to do this mod would be in spectator mode (builder mode or something) The one you view everything and you still can build but while not
having to move your caracter.
That sounds insane, but fun!!! I will have to look into it as fast as the university study levels goes down a bit At the moment i'm waiting for Factorio to implement functions in their API that lets me edit the world generation gui so i can let the player customize their challenge... but i have waited for like months now, without a reaction xD