GG's Starlog 3 - Extras

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GG Cannon
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GG's Starlog 3 - Extras

Post by GG Cannon »

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Entry Number: 3 - [Creation: 19/04/2019 || Last update: 07/05/2019]
                                                   Extras
      -------------------------------------------------------------------------------------------------------------------------------------------------
 
+Idle Insectoids Behavior
  • Insectoids visible by a radar or close enough to player structures and Insectoid hives currently within camera even from the map are able to move around constantly like when the player is close by.
  • Insectoids behave as living complex beings walking around the map collecting wood and a bit of water. They also collect a bit of coal & ores from time to time and are crazy about uranium.
  • Insectoid's Larvae inside the underground of the hives
  • Insectoids build underground pathways connecting hives and parts of the map, digging entrance and exit holes.
  • Connected hives help each other, cooperate and coordinate strategically after a certain degree of mutation during attacks
  • New Flying Insectoids
  • Insectoids hate water
+Liquid Spills
  • Liquid tanks and pipes can't just be deconstructed without being emptied first
  • Cleaning spills and items from the ground as a logistics robot function
  • Tech to allow logistic's robots to handle liquids
  • Method to build bodies of water, allowing the player to make a river, a lake or even a whole ocean.
  • Sand, Glass and Placeable Sand Ground
+Item Merging + Respective Tech
Placing two items at the same spot which fuse into a single item with both properties
  • Examples:
    Adding lamps to electric poles or walls fuse them into a "pole with lamp" or "wall with lamps" item that, connect wires, distribute energy and emits light while consuming a small amount of electricity, changing the pole's appearance just a little bit to add the lamps.
    Merging new small turrets with you vehicles to add an automated turrets to it in place of its current manual weapon + New vehicle weapons
    Merging belts and underground belts at manufacturing machines allowing entrance and filterable exit of objects to feed straight into or come straight out of the machines and come out at another place, allowing to pass a belt right through several machines feeding them or coming out with the product without the need of robotic arms. Useless in 0 gravity as objects on the ground/belts "float" and move around, up and down slowly with time rendering non-artificial gravity belts useless in 0 gravity
Land/Wheeled/Track-Wheeled/Underground robots + Underground Moving Programmable Mines

+Moving turrets
Land robot which allows to place a turret on top of it and identifies it, becoming a single entity

+Player Manufacturing Speed Tech Tree & Building Distance Tech Tree

+Remotely Spin and Program
  • Remotely change the programming of objects or place pre-programmed objects from the map with robots in the same way as planned building by used a blueprint with a single object that is already programmed.
  • Remote Wiring + New Logistics Wire Colors (Blue, Cyan, Yellow, Purple, Black, White) + Wire Limitations by Compatibility*
  • Remote Object Substitution by placing a planned objects image on top of a pre-existing one.
  • Pre-program items before placement by Alt+Right Clicking in Inventory
  • New early player interaction without construction robots with the planned building and planned deconstruction (adds or deletes planned items as fast as possible that are within player's building reach automatically) + opacity pulsing planned & broken objects for better viewing what is not actually there yet, but just an image (the current one is kind of hard to see at time)
+Show/Hide minimap button on the keyboard or press M shows/hide minimap, hold M opens fullsize map.

Electro-Music
  • "Mute robots only" option in audio configurations
    or
  • "Silent Mode/Musical Robotics" tech tier that makes robots completely silent and/or allows for full customization of robots sound-effects and unlocks a personal "DJ Bot" that is equipped to the armor, can be only one, follows the player around and plays music from a 8/16/32-bit arrays programmed by the players and that can be shared by string and other players can hear with volume affected by distance and affected by indoors/outdoors as well.
+Leisure
  • Swiming
  • "Leisure" activities like: working out, practice shooting
  • Decorations & Trophies and plant vases
  • Transplant tree, flowers, move rocks
+Ships + Underwater + Ocean Floor Resource Extraction and Building Tech Tree.

+Survival Elements
  • Hunger, Thirst, Shelter + Weather protection Hygiene
  • Food Growing/Automated-Greenhousing + Water Filtration
  • Non-Insectoid animals in Resource_2 Planets and above + Pets + Farms + Animal Transporting Ships
    +Vegetarian/Carnivore/Omnivore Achievements
  • Life Support (Race-Specific Breathable Atmospheres, Radiation Levels and Pressure)
+New Combat Mechanics
  • While holding any attack button, the character will be able to walk over any height 0.33-0.25 object** at a slightly slower pace and, with the proper equipment, jump up or down 1 or 2 whole height height layers depending on the planet's gravity
+Metal & reinforced metal walls, wooden walls, metal & wood fences, floors & ceilings + ceramic ceilings & floors.
+Vault + Logistics Vaults (5x5 BIG storage units for early game and for the logistics grid)

------------------------------------------------------------------------------------------------------------------------------------------------------

(*: A few objects and new or future tier of objects don't accept green and red wires anymore and require other wire tiers, but all new wires work with their previous tier e.g. Tier 3 wires also fit tier 2 connections but not Tier 1 and if there is a Tier 4, it fits Tier 3 but not 2 nor 1. Last wire tech level are the White and Black wires that are both all-compatible.)

(**: One layer level height = 3 to 4 squares away || Height 0.33-0.25 object = 1 square of height on the horizontal grid)

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PyroFire
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Re: GG's Starlog 3 - Extras

Post by PyroFire »

GG Cannon wrote:
Fri Apr 19, 2019 8:43 am

+Idle Insectoids Behavior
  • Insectoids visible by a radar or close enough to player structures and Insectoid hives currently within camera even from the map are able to move around constantly like when the player is close by.
  • Insectoids behave as living complex beings walking around the map collecting wood and a bit of water. They also collect a bit of coal & ores from time to time and are crazy about uranium.
  • Insectoid's Larvae inside the underground of the hives
  • Insectoids build underground pathways connecting hives and parts of the map, digging entrance and exit holes.
  • Connected hives help each other, cooperate and coordinate strategically after a certain degree of mutation during attacks
  • New Flying Insectoids
  • Insectoids hate water
This is not impossible, but you're talking about some rather sophisticated AI which factorio simply doesn't have.
However, i have recently been toying with an idea of writing such ai -- a program that procedurally builds a factorio factory.
We can all dream :)

GG Cannon wrote:
Fri Apr 19, 2019 8:43 am

+Liquid Spills
  • Liquid tanks and pipes can't just be deconstructed without being emptied first
  • Cleaning spills and items from the ground as a logistics robot function
  • Tech to allow logistic's robots to handle liquids
Already exists https://mods.factorio.com/mod/wreckage-pollution

GG Cannon wrote:
Fri Apr 19, 2019 8:43 am

[*]Method to build bodies of water, allowing the player to make a river, a lake or even a whole ocean.
Already exists https://mods.factorio.com/mod/Waterfill_v17
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am

[*]Sand, Glass and Placeable Sand Ground[/list]
Already exists https://mods.factorio.com/mod/LandfillPainting
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am

+Item Merging + Respective Tech
Placing two items at the same spot which fuse into a single item with both properties
  • Examples:
    Adding lamps to electric poles or walls fuse them into a "pole with lamp" or "wall with lamps" item that, connect wires, distribute energy and emits light while consuming a small amount of electricity, changing the pole's appearance just a little bit to add the lamps.
    Merging new small turrets with you vehicles to add an automated turrets to it in place of its current manual weapon + New vehicle weapons
This is not impossible, just ... intensly "involved", as you need to make a unique prototype for literally every combination.
However such entities may also end up just being composite entities depending on the complexity - e.g. pole with lamp MUST be done with at least 2 entities.
Composite entities can be troublesome to deal with.
Though it makes me ask, what's wrong with blueprints, and managing your individual entities?
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
Merging belts and underground belts at manufacturing machines allowing entrance and filterable exit of objects to feed straight into or come straight out of the machines and come out at another place, allowing to pass a belt right through several machines feeding them or coming out with the product without the need of robotic arms.
I don't think this has been done yet - loaders that work on assemblers.
But doing it isn't too hard, the loader is essentially 2 stacked, invisible hyper-fast inserters.
See also https://mods.factorio.com/mod/miniloader
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
Useless in 0 gravity as objects on the ground/belts "float" and move around, up and down slowly with time rendering non-artificial gravity belts useless in 0 gravity[/list]
Second part to above suggestion, but very unrelated.
This is impossible for a number of reasons.

And when looking at individual items left on the ground (which this Could be done to) ... Just why?
Lua driven tick-positioning isn't too expensive to use, but it's also not cheap.

GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
Land/Wheeled/Track-Wheeled/Underground robots + Underground Moving Programmable Mines
Somewhat/mostly/been/done: https://mods.factorio.com/mod/aai-programmable-vehicles

GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
+Moving turrets
Land robot which allows to place a turret on top of it and identifies it, becoming a single entity
https://mods.factorio.com/mod/starshiptorio
I've also been tinkering with an idea to do this for trains as well.
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
+Player Manufacturing Speed Tech Tree & Building Distance Tech Tree
These modifiers/bonuses are built into the game.
I'm pretty sure a mod already exists for it.

https://mods.factorio.com/mod/long-reac ... pgrade-017
https://mods.factorio.com/mod/epic_mini ... d_research

but i don't think there is a single mod that adds all of the hidden upgrades.

GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
+Remotely Spin and Program
  • Remotely change the programming of objects or place pre-programmed objects from the map with robots in the same way as planned building by used a blueprint with a single object that is already programmed.
aai vehicles again https://mods.factorio.com/mod/aai-programmable-vehicles
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
[*]Remote Wiring + New Logistics Wire Colors (Blue, Cyan, Yellow, Purple, Black, White) + Wire Limitations by Compatibility*
Impossible
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
[*]Remote Object Substitution by placing a planned objects image on top of a pre-existing one.
You can already do this by issuing orders from map view, e.g. deconstruction planner then place blueprint.
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
[*]Pre-program items before placement by Alt+Right Clicking in Inventory
This is an API request which already exists

https://wiki.factorio.com/Prototype/Ite ... mod_opened
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
[*]New early player interaction without construction robots with the planned building and planned deconstruction (adds or deletes planned items as fast as possible that are within player's building reach automatically) + opacity pulsing planned & broken objects for better viewing what is not actually there yet, but just an image (the current one is kind of hard to see at time)[/list]
I, Uhm... what?
I dont understand.
Broken objects?
https://mods.factorio.com/mod/Assembler_Assay ??
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
+Show/Hide minimap button on the keyboard or press M shows/hide minimap, hold M opens fullsize map.
https://wiki.factorio.com/Keyboard_bindings

You can change them in-game if you like.
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
Electro-Music
  • "Mute robots only" option in audio configurations
    or
  • "Silent Mode/Musical Robotics" tech tier that makes robots completely silent and/or allows for full customization of robots sound-effects and unlocks a personal "DJ Bot" that is equipped to the armor, can be only one, follows the player around and plays music from a 8/16/32-bit arrays programmed by the players and that can be shared by string and other players can hear with volume affected by distance and affected by indoors/outdoors as well.
Swapping the sounds on the robots wouldn't be too hard, problem is there is little continuity between each sound effect unless you make something scripted (which is impractical).
I don't see any real appeal in making something like this.
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
+Leisure
  • Swiming
Been done: https://mods.factorio.com/mod/Noxys_Swimming

GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
[*]"Leisure" activities like: working out, practice shooting
There is no target dummy mod.
"Working Out" involves animations and new sprite sheets - so practically impossible.
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
[*]Decorations & Trophies and plant vases
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
[*]Transplant tree, flowers, move rocks [/list]
https://mods.factorio.com/mod/robot_tree_farm
https://mods.factorio.com/mod/TreePlant

Though to be said there isn't anything that lets you move/replace the rocks.
Why would you want to?
Flowers don't exist in factorio.
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
+Ships
https://mods.factorio.com/mod/cargo-ships

GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
+ Underwater + Ocean Floor Resource Extraction and Building Tech Tree.
Has not been done.
Nice idea.
There is room for a total conversion with the sea in mind with lots of custom assets, models, sounds, tilesets and resources.
*Factorio but you're actually stuck in atlantis*
But damn that's a huge task, and requires many of said custom assets and models.

Though.. i feel like this is very similar to https://mods.factorio.com/mod/SeaBlock

GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
+Survival Elements
  • Hunger, Thirst, Shelter + Weather protection Hygiene
Not been done, and it's also another idea i've already been toying with.
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
[*]Food Growing/Automated-Greenhousing + Water Filtration
seablock again https://mods.factorio.com/mod/SeaBlock
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
[*]Non-Insectoid animals in Resource_2 Planets and above + Pets + Farms + Animal Transporting Ships
+Vegetarian/Carnivore/Omnivore Achievements
angels bioprocessing https://mods.factorio.com/mod/angelsbioprocessing
doesn't have the achievements though.
for planets see https://mods.factorio.com/mod/planetorio
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
[*]Life Support (Race-Specific Breathable Atmospheres, Radiation Levels and Pressure)[/list]
space exploration https://mods.factorio.com/mod/space-exploration
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
+New Combat Mechanics
  • While holding any attack button, the character will be able to walk over any height 0.33-0.25 object** at a slightly slower pace and, with the proper equipment, jump up or down 1 or 2 whole height height layers depending on the planet's gravity
The player can't jump and what does shooting have to do with collision masks?
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
+Metal & reinforced metal walls, wooden walls, metal & wood fences,
It would be nice if there were more decoratives in factorio.
+1
GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
floors & ceilings + ceramic ceilings & floors.
https://mods.factorio.com/mod/LandfillPainting
though there's no ceramic, at least you get more tiles to place.
It would be nice if there were more decoratives in factorio.
However with tiles there is a tile limit of 255 tiles.
A lot of those are already used, particularly considering alien biomes.
https://mods.factorio.com/mod/alien-biomes

GG Cannon wrote:
Fri Apr 19, 2019 8:43 am
+Vault + Logistics Vaults (5x5 BIG storage units for early game and for the logistics grid)
https://mods.factorio.com/mod/angelsaddons-warehouses



Sin Count: 24

Sentence: Drowned on an dwarf ocean planet.

https://mods.factorio.com/mod/SeaBlock
https://mods.factorio.com/mod/Noxys_Swimming
https://mods.factorio.com/mod/wreckage-pollution
https://mods.factorio.com/mod/cargo-ships

*No suggestion is without sin*

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