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[Idea] Xenobiology / "Living" Machinery

Posted: Sat Mar 12, 2016 5:44 pm
by AnonMD
Wouldn't it be nice to research the corpses of the aliens that come attack us so we don't have to research turret damage so much, and can focus more on aiming for the weak spots? Wouldn't it be nice if we could apply some of the alien's physiology to our own, becoming rather monstrous, but more effective than we were before? Wouldn't it be nice to grow your own aliens, and send them to attack? Wouldn't it be nice to have living factories capable of simply walking to the resource they need, and take it?
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The whole idea behind this mod is to serve as sort of an alternative to regular advancement, and to focus more on the player and their "pets". The mod would start fairly simple, giving the player and turrets more damage against a type of alien, be it biters, spitters, or worms. It would require corpses to be harvested and examined in a structure similar to a Science Lab, and probably also require Red/Green science. The second tier would be the application of the alien's physiology to the Player, giving them more carry slots, a faster walk speed, more health, etc. The third would allow for the creation of your own aliens, similar to drones, but they would serve a purpose much closer to turrets. The choices made at the second tier could determine what aliens you are able to grow. The final tier would be some sort of hellish combination of a roboport, a furnace, an assembler, and a logistics robot. Just some lumbering beast that walks around, eats resources, and uh.... Well, poops out the finished product.
And yes, I do think Tyranids are cool.

Re: [Idea] Xenobiology / "Living" Machinery

Posted: Sat Mar 19, 2016 9:00 pm
by Factorio2016
nonsense. hard and long and unnecessary
there is an idea to add automated machines for the Assembly of resources (there is a mod).