The factory should not be limited to industrial games, but develop more gameplay

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Yy36088099
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The factory should not be limited to industrial games, but develop more gameplay

Post by Yy36088099 »

Hello everyone, I think factory games should not be limited to industrial development mods, but should be developed and diversified gameplay mods. Here are some ideas for a doomsday mod gameplay that I wish someone could make, because I don't develop mods.


No technology tree: Players cannot unlock recipes through research, and it is forbidden to make various production equipment, assembly machines, and other equipment, and can only be obtained by scraping, and obtaining equipment can make various parts, etc. All recipes come from "Pickup" or "Explore".
Survival attribute driven: All actions revolve around "survival attributes", affecting status, efficiency, and even death penalty.
Automation is the ultimate goal: picking up in the early stage, planting/manufacturing in the middle stage, and fully automatic production of food/medicine/equipment in the later stage.
High Degrees of Freedom + High Penalty: Death comes at a cost, but can be mitigated by items/buildings/mechanics.
Multiplayer collaboration: Shared state of survival? Or independent? Available in settings.


📊 1. Survival attribute system (UI display in the lower left corner)
1. Base Attributes (8 items in total)
Attributes Initial Value Impact Natural Decay
Hunger 100% <50%: Movement Speed -20%, <20%: Blood Loss per second -1%
Thirst 100% <40%: Unable to run, <15%: Blurred vision -1.2%
per minute Fatigue 0% >70%: Unable to operate the machine, >90%: Forced sleep +0.5% per minute (+1% when active)
Sleep 100% <30%: Accelerated mental decline -0.3%
per minute Sanity 100% <40%: Hallucinations (fake swarm attack), <20%: Random loss of control Infected/ Loneliness/Dark Influence
Infection 0% >30%: Healing Efficiency -50%, >60%: Continuous Bleeding Bite/Untreated Wound +
Virus 0% >50%: Inability to use the medical chamber, >80%: Loss of 1 blood every 10 seconds Worsening of infection/contact with contamination source
Body Temp 37°C <32°C or >42°C: Continuous blood loss Affected

by weather/equipment/environment


🌿 2. Food & Planting System
Food Source:
Scavenging (canned food, dry food, water bottles)
Planting (to find) "Broken Greenhouse" or "Seed Pack")
Hunting (killing animals to drop raw meat, cooking required)
Planting Mechanics:
Use "Easy Farmland" → upgrade to "Auto-Irrigate Farmland" → Final "Fully Automatic Vertical Farm" Crop
growth is affected by "Spirit" and "Fatigue" (Crop wilting chance +)
Automation:
In the later stage, robotic arm + logistics robot can be used to automatically sow/harvest/process


💊 3. Medical & treatment system
Treatment method:
medical kit (one-time, fast blood recovery + infection reduction)
medical cabin (requires electricity, slowly recovers all attributes)
Antiviral drugs (reduce viral load)
Sedatives (boost spirits)
Drug synthesis:
You need to find an "abandoned laboratory" to obtain the formula
Later scrape the "pharmaceutical factory" for fully automatic production

🧬 4. Buff/ Debuff System
Buff Source:
Stat changes (like Hunger <30% → "Weak" debuff)
Equipment (Gas Mask → "Anti-Infection" buff)
Environment (night → "Fear" debuff unless there is a light source)
Buff Persistence
Death does not disappear! However, it can be cleared by drugs/buildings,
and the buff can be stacked and conflicted (such as "Excitement" + "Fatigue" canceling each other)


☠️ 5. Death Penalty Mechanism After
death:
2~4 random items Survival attributes are reduced to 10%~30% of the current value. (minimum 10%)
All debuff retention (e.g. high infection, low spirit) Drop
backpack items (optional: whether to turn on drops)
Respawn Point: Recently activated "Safe House" or "Outpost" Anti-Brush
Mechanism:
Death Cooldown: Cannot respawn continuously within 10 seconds (anti-suicide brush point)
Each death increases the "Trauma Value", affecting the upper limit of mental recovery (can be cleared by the "Psychotherapy Pod")

🏚️ 6. Map Exploration and Retrieval System (Alternative Technology Tree)
1. Explorable Locations (randomly placed when map spawns)
Type Probability Content
Broken Factory High (70%) Base Machines, Parts, Small Amount of Food
Outpost Medium (40%) Weapons, medkits, generators, safe house activators
Abandoned Lab Low (20%) Advanced Drug Formulations, Virus Samples, Automation Controllers
Underground bunkers Very low (5%) nuclear modules, rare seeds
2. The pick-up mechanic
players cannot directly craft items, but can only be obtained through chests, factories, outposts, furnace factories, assembly machine factories, etc. on random maps.


⚙️ 7. Automated production (later goals)
Stage evolution:
manual assembly (assembly of picked up parts)
semi-automatic (conveyor belt + manual feeding)
fully automatic (logistics robot + demand-driven production)
Core building
automatic kitchen (food processing)
pharmaceutical assembly line
water purification plant
sleep pod (automatic recovery of fatigue/sleep)
psychotherapy room (recovery of spirits


When creating a new game, players can adjust the map generation settings → mod settings:

Settings Function
Whether to generate an initial base Switch Number of
stone furnaces (0~10) Control smelting capacity Number of
assemblers (0~10) Control the starting point of automation
Number of solar panels (0~50) Determine the upper limit of electricity Number of
accumulators (0~20) Balanced day and night power supply Number of
wooden boxes (0~20) Storage space
Whether or not a mining machine is included Automatically collect nearby iron ore

Players can set the → in the game Mod Settings Adjustments:
Settings Description
-------- ------
Hunger/Thirst/Spirit Consumption Rate From 0 (Off) to Super Difficulty
Whether to Enable Death Penalty Switch Number of
Penalty Attributes (1~3) Control Punishment Width
Punishment Intensity (Retain 30%~60%) Control Punishment Depth Lower
Attribute Limit (e.g. 10%) Prevent direct zeroing
Whether Blueprint Unlock is required Off, directly available recipe
Whether to enable rescue mechanism Can be turned off, death is respawn
Add "Auto Drink/Eat" switch;
Add the Infection Spread Speed setting.

The following is a picture description of the blueprints that cannot be made by crossing out, which can only be obtained by scraping, and other things can be generated normally by scraping these devices, and the crossed out equipment cannot be produced.
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