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Re: GreyGoo Mk I: A self-expanding factory

Posted: Thu Dec 28, 2017 6:13 am
by JimmyLeSlayer
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

Re: GreyGoo Mk I: A self-expanding factory

Posted: Sat Dec 30, 2017 10:23 pm
by Ironhair
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 :) ).

Re: GreyGoo Mk I: A self-expanding factory

Posted: Sat Dec 30, 2017 11:22 pm
by Ironhair
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

Re: GreyGoo Mk I: A self-expanding factory

Posted: Sat Jan 13, 2018 6:33 pm
by krazygamer154
is there any updates on the progress of mk2?

Re: GreyGoo Mk I: A self-expanding factory

Posted: Wed May 16, 2018 5:34 pm
by Tstallis
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

Re: GreyGoo Mk I: A self-expanding factory

Posted: Sat Sep 15, 2018 3:07 pm
by DreadWingKnight
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.

Re: GreyGoo Mk I: A self-expanding factory

Posted: Mon Feb 18, 2019 7:40 pm
by mxlppxl
Would really like to see this updated just to watch it in action.

Re: GreyGoo Mk I: A self-expanding factory

Posted: Wed Feb 20, 2019 5:21 pm
by thunderdestroyr
can we get an update an also have downloads on this page plz

Re: GreyGoo Mk I: A self-expanding factory

Posted: Mon May 06, 2019 7:46 pm
by samuraijack2k6
Just came here to say that I love what you've done with this. That being said, though, I have one thing to ask: How's Mk 2 coming?

Re: GreyGoo Mk I: A self-expanding factory

Posted: Thu Jan 02, 2020 8:50 pm
by Ringkeeper
looking that OP was last active in the board in August 2018, i guess there won't be a MK2 ....

Re: GreyGoo Mk I: A self-expanding factory

Posted: Mon May 11, 2020 9:21 pm
by zipman
I have downloaded the save and the mods zip but when I try to run factorio it says that it cannot find the mods info.json. I put the mod zip in the mod folder and the save in the Saves. I am running factorio .14 so I can see this in action on my computer. can anyone help with the problem of why its not finding the info.json folder for the mods? There is a mod-list.json in there

Re: GreyGoo Mk I: A self-expanding factory

Posted: Mon Jan 18, 2021 6:49 pm
by lacuna95
plis update this to version 1.0, your files not working for me. they only work in the version 0.17.79 or less in steam

Re: GreyGoo Mk I: A self-expanding factory

Posted: Mon Jan 18, 2021 6:57 pm
by NotRexButCaesar
lacuna95 wrote:
Mon Jan 18, 2021 6:49 pm
plis update this to version 1.0, your files not working for me. they only work in the version 0.17.79 or less in steam
This person has not been active since 2017

Re: GreyGoo Mk I: A self-expanding factory

Posted: Mon Jan 18, 2021 7:13 pm
by lacuna95
since the topic is fixed I thought it was active, I will look for another current blueprint to play with the recursive blueprints mod, do you know any? someone?

Re: GreyGoo Mk I: A self-expanding factory

Posted: Mon Jan 18, 2021 7:19 pm
by bormand
AmericanPatriot wrote:
Mon Jan 18, 2021 6:57 pm
This person has not been active since 2017
He won the game, after all.

Re: GreyGoo Mk I: A self-expanding factory

Posted: Mon Jan 18, 2021 8:38 pm
by Koub
lacuna95 wrote:
Mon Jan 18, 2021 7:13 pm
since the topic is fixed I thought it was active, I will look for another current blueprint to play with the recursive blueprints mod, do you know any? someone?
Feel free to make your own version ;)

Re: GreyGoo Mk I: A self-expanding factory

Posted: Sat May 15, 2021 10:55 am
by Penates
I think I have managed to upgrade this magnificent machine to 1.1.33.

I do not take any credit for any of it - I just brought it to 1.1

Yes I used creative mod to start the machine and to pre-fill the supply train & station, it should become some-what self sufficient once it taps resource patches.

I do not intend on updating this project from here.

I took the v3 from OP, added LTN, then cycled through the Factorio versions until 0.18 - hit a small snag here as there is no LTN version for 0.18 (that I could find), so I exported the BPs from 0.17 - updated the map through 0.18 then into 1.0. Then re-imported the BPs in 1.0 with LTN active again.

Once you load, pause the game and make sure you LTN setting are
Request threshold 1
Provide threshold 1
Depots reset filters (off)

Then just toggle the "freerun" combinator (See nifty's pics for the location)

Mods required:
LogisticTrainNetwork 1.16.0
> flib 0.7.0 (required by LTN)
Pushbutton 1.1.0
recursive-blueprints 1.1.4
creative-mod 1.7.2 (if you want)

Have fun and enjoy.

Re: GreyGoo Mk I: A self-expanding factory

Posted: Mon May 17, 2021 3:14 am
by NotRexButCaesar
Penates wrote:
Sat May 15, 2021 10:55 am
I took the v3 from OP, added LTN, then cycled through the Factorio versions until 0.18 - hit a small snag here as there is no LTN version for 0.18 (that I could find), so I exported the BPs from 0.17 - updated the map through 0.18 then into 1.0. Then re-imported the BPs in 1.0 with LTN active again.
.18 is 1.0, but with a different name

Re: GreyGoo Mk I: A self-expanding factory

Posted: Fri May 21, 2021 8:59 am
by Drogiwan Cannobi
I can't quite offer a 1.1-friendly GreyGoo, but I can offer JOSEF, my own self-expanding factory. It doesn't yet deal with water, cliffs or biters (but a future version will attempt to do all that) but other than that it's running really nicely. It managed to grow to a 29x29 grid of 2x2 chunk cells and produce all the building materials and power itself, except for a little starting bonus, obviously.

I can offer a timelapse video, save file or blueprint. The latter is a bit tedious to set up, so I made a video to follow.
Also, if anyone's interested, I've started making a little (highly unprofessional) tutorial series on how to build your own self-expanding factory. I feel like people grossly overestimate how difficult this is and it kind of sucks that there are only so few around!

Re: GreyGoo Mk I: A self-expanding factory

Posted: Sat Feb 26, 2022 9:33 am
by ssilk
Drogiwan Cannobi wrote:
Fri May 21, 2021 8:59 am
I can't quite offer a 1.1-friendly GreyGoo, but I can offer JOSEF, my own self-

I can offer a timelapse video, save file or blueprint.
I can offer to make your own thread here in this board. :D

And in this is also the reason, why I remove the sticky flag from this thread now.