Idea to discuss: biter corpses leaving artifacts

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LazyLoneLion
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Idea to discuss: biter corpses leaving artifacts

Post by LazyLoneLion »

This is the idea.
If biters after dying left something like "lesser artifact", which could be treated in some kind of smelter into "usual artifacts" with a ratio like 100:1 ?
There would be more sense in turning "peaceful mode" off. There will appear new designs automating gathering those "lesser artifacts" by belts near the defenses or around the railways.

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Re: Idea to discuss: biter corpses leaving artifacts

Post by Sean Mirrsen »

I'd really like to have biter "remains", whether or not they are artifacts, to be required for all or most of the projectile/turret/robot damage upgrades. There's only so far you can, realistically, up the damage of ammunition without completely replacing the gun - any "damage upgrades" would be from developing a better sense of alien anatomy to determine the best ways to kill them with particular weapons. The bigger the biter remains you process, the further you can push the damage of your guns.

(That's the idea I have for Factorio Gaiden, anyway.)

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Re: Idea to discuss: biter corpses leaving artifacts

Post by slindenau »

Already implemented in Dytech and Bobs for example. Either dropping corpses that can be crafted to supply small artifiact parts, or have them drop artifact parts directly.

What i've seen in my experience with both mods...is that i never leave my base if the aliens bring their artifacts to me. Unless you run out of resources ofc.

Interesting mechanics, but cuts down a lot on exploration. Does provide more automation, which is good ofc!
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Re: Idea to discuss: biter corpses leaving artifacts

Post by Smarty »

moved from general discussion

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ssilk
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Re: Idea to discuss: biter corpses leaving artifacts

Post by ssilk »

For me this is one very special sub-type of the game and should not be in the default/vanilla game.
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Re: Idea to discuss: biter corpses leaving artifacts

Post by walljaik »

for me it should randomly drop with a low rate of dropping if added.

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Re: Idea to discuss: biter corpses leaving artifacts

Post by ssilk »

... after turning such a random option on/off ... :)
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Re: Idea to discuss: biter corpses leaving artifacts

Post by walljaik »

ssilk wrote:... after turning such a random option on/off ... :)
yay +1, would be nice some gameplay options. to make it easier or harder.

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Re: Idea to discuss: biter corpses leaving artifacts

Post by golfmiketango »

In Bob's those artifacts can turn into a real pain the ... smelting facility. They wind up in chests placed by blueprints, trains, belts, you name it. Even if that's a feature and not a bug, it's nice that you can turn them off in config; I will probably do so next time I start a Bob's campaign.

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Re: Idea to discuss: biter corpses leaving artifacts

Post by bobingabout »

I call it bubble-gum, because of the combination of the colourful artefacts that I use, combined with the fact that it looks like someone smashed a gumball machine, and they stilled out all over the place.
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Re: Idea to discuss: biter corpses leaving artifacts

Post by Sean Mirrsen »

I would much prefer if you needed to mine the biter corpses (before they decay) to procure the artifacts. It solves the clutter problem handily, and if the primary use for the mini-artifacts is weapons upgrades it also gives you a direct incentive to keep an eye on your defenses, since you won't be able to upgrade your turrets very far without encountering heavier resistance.

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Re: Idea to discuss: biter corpses leaving artifacts

Post by walljaik »

bobingabout wrote:I call it bubble-gum, because of the combination of the colourful artefacts that I use, combined with the fact that it looks like someone smashed a gumball machine, and they stilled out all over the place.
what about bots collecting it?

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Re: Idea to discuss: biter corpses leaving artifacts

Post by bobingabout »

walljaik wrote:
bobingabout wrote:I call it bubble-gum, because of the combination of the colourful artefacts that I use, combined with the fact that it looks like someone smashed a gumball machine, and they stilled out all over the place.
what about bots collecting it?
you can use the deconstruction planner to tag them to be picked up, but it's not done automatically. It is look though, so you can just run over it and it is picked up automatically, without having to hold F.

I suppose it MIGHT be possible to make a script for it, but I can't think of anything that wouldn't use the nasty slow "scan whole map for objects" scripts, I mean, you'd have to scan the whole map every time you want to update the deconstruction list, which would be rather often.
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Re: Idea to discuss: biter corpses leaving artifacts

Post by slindenau »

There are mods for that.
My mod: "Auto Deploy Destroyers" (follower robots) viewtopic.php?f=97&t=24545

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Re: Idea to discuss: biter corpses leaving artifacts

Post by Sean Mirrsen »

bobingabout wrote:
walljaik wrote:
bobingabout wrote:I call it bubble-gum, because of the combination of the colourful artefacts that I use, combined with the fact that it looks like someone smashed a gumball machine, and they stilled out all over the place.
what about bots collecting it?
you can use the deconstruction planner to tag them to be picked up, but it's not done automatically. It is look though, so you can just run over it and it is picked up automatically, without having to hold F.

I suppose it MIGHT be possible to make a script for it, but I can't think of anything that wouldn't use the nasty slow "scan whole map for objects" scripts, I mean, you'd have to scan the whole map every time you want to update the deconstruction list, which would be rather often.
If you can place a deconstruction planner via script, all you'd basically need is configurable ingame controls, and you could just build a "cleanup area node" that would automatically designate an area for cleanup every ten seconds.

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Re: Idea to discuss: biter corpses leaving artifacts

Post by slindenau »

Sigh, learn to read. There are already multiple mods available that will mark stuff on the ground for deconstruction.
My mod: "Auto Deploy Destroyers" (follower robots) viewtopic.php?f=97&t=24545

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