GreyGoo Mk I: A self-expanding factory

Clever and beautiful constructions, bigger than two chunks
- Defense: killing biters as an art
- Castles, Throne Rooms, Decorations (comfortable living in the Factorio World)
- Main Bus Concepts
- Modular Systems, Factory Streets, show how all works together
- Megabases
Please provide us with blueprints or saves, if that makes sense of course.
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Clever and beautiful constructions, bigger than two chunks
JimmyLeSlayer
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Re: GreyGoo Mk I: A self-expanding factory

Post by JimmyLeSlayer » Thu Dec 28, 2017 6:13 am

Hey i tried running the original save from niffty but i cant get the stickynotes and nifftystraintracks arent capable with .15 can anyone give me a save starting save file for .15

Ironhair
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Re: GreyGoo Mk I: A self-expanding factory

Post by Ironhair » Sat Dec 30, 2017 10:23 pm

This is an absolutely brilliant playthrough.. and I'm just speechless on how this was built.
I really wish there was a way to get this map for .16 (or the final version when it comes out in Summer 2018 :) ).

Ironhair
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Re: GreyGoo Mk I: A self-expanding factory

Post by Ironhair » Sat Dec 30, 2017 11:22 pm

olafthecat wrote:Do you plan on making a Mk II?
Ah, been reading the past few pages because I wanted to know more about .16 adaptions and found this.
NiftyManiac wrote:
krazygamer154 wrote:How long till this works with 0.15?
I'm almost certainly not going to bother porting this to 0.15. At some point, though, I hope to actually finish up Mk II, which should run on whatever version is the latest when it's released.
That certainly is promising :D

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krazygamer154
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Re: GreyGoo Mk I: A self-expanding factory

Post by krazygamer154 » Sat Jan 13, 2018 6:33 pm

is there any updates on the progress of mk2?

Tstallis
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Re: GreyGoo Mk I: A self-expanding factory

Post by Tstallis » Wed May 16, 2018 5:34 pm

I was getting back into Factorio after a long break and it looks like the gray goo will work with the recent updates. The only problem I am still trying to figure out is how to over come the new terrian ( cliffs) and having water only in the starter location. Also the train system is also broken but it looks like the computer and some of the other mods still work.

Tstallis

DreadWingKnight
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Re: GreyGoo Mk I: A self-expanding factory

Post by DreadWingKnight » Sat Sep 15, 2018 3:07 pm

For dealing with water around cells, I find using beautiful bridge railway based rails helps. It allows the rails to travel over water so placement of cells would be easier.
Handling cliffs would likely require using https://mods.factorio.com/mod/CliffDeconstruct

Also, I very much like the way that train pathfinding behaves when using this sort of a grid of rails.
In my current world I build outposts away from my main base for some of my material processing (I have whistle stop factories installed, so my copper and iron plate production happens away from my main based) and the larger the train grid becomes, the less likely it is that a given train will end up being stuck in a traffic jam, especially on outpost to outpost traffic such as from a mine to one of the giant furnaces.

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