GreyGoo Mk I: A self-expanding factory

Clever and beautiful constructions, bigger than two chunks
- Defense: killing biters as an art
- Castles, Throne Rooms, Decorations (comfortable living in the Factorio World)
- Main Bus Concepts
- Modular Systems, Factory Streets, show how all works together
- Megabases
Please provide us with blueprints or saves, if that makes sense of course.
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Clever and beautiful constructions, bigger than two chunks
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NiftyManiac
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GreyGoo Mk I: A self-expanding factory

Post by NiftyManiac »

largestmap.png
largestmap.png (164.29 KiB) Viewed 80455 times
GreyGoo Mk I is a factory that expands on its own and sees to it's own needs, with no player input.

The original youtube video of it in action: https://www.youtube.com/watch?v=xF--1XdcOeM
An imgur album with some more details: https://imgur.com/a/Ewhsv

The Reddit thread has a lot of discussion: https://www.reddit.com/r/factorio/comme ... _album_in/
Running the factory
By popular demand, I've attached a couple of saves: one is the bare minimum for starting the factory, and one is after the factory has made a lap. After about 2.5 laps around the factory, all ores finally get saturated at the depot and the trains get a lot less busy.
Video with some details if you want to tinker: https://youtu.be/lkKPcOCBnco

Required mods (download them via the attached mod-pack):
  • Recursive Blueprints 0.2.5
  • Nifty's Logistic Train Network 0.9.1 (NOT the main Logistic Train Network mod; I made a few minor but critical changes, see the mod's page for specifics)
  • (Base Mod 0.14.22)
Probably optional but recommended mods:
  • Sticky Notes 2.1.2
  • Pushbutton 0.0.4
Useful commands:
  • Reset robot speed back to normal: /c game.player.force.worker_robots_speed_modifier=2.4; game.player.force.worker_robots_storage_bonus=3
  • Speed up the game: /c game.speed=5
  • Reveal the map to figure out where the scout is: /c game.forces.player.chart_all()
Let me know how it goes!
You want even more detail?
Signal name documentation for people trying to reverse engineer this thing.
Instructions for moving it to a new map
Known Issues
  • Mining stations are sometimes placed without enough medium power poles.
  • Trains can run out of fuel.
  • The factory will place lots of solar panels after every night if night is enabled
  • Stone from rocks will eventually clog the scout
  • Eventually train station names will be duplicates, causing issues with train scheduling.
Changelog
Attachments
greygoo1_publish_starter_v3.zip
v3: Latest version of starter factory
(7.08 MiB) Downloaded 6127 times
greygoo1_publish_starter_v2.zip
(Obsolete) v2 starter
(7.03 MiB) Downloaded 936 times
greygoo_mods.zip
Modpack of the needed mods
(536.12 KiB) Downloaded 4567 times
greygoo1_publish_mature.zip
(Obsolete) v1 factory after the scout's already placed 15 cells or so
(7.3 MiB) Downloaded 1057 times
greygoo1_publish_starter.zip
(Obsolete) v1 starter factory
(6.33 MiB) Downloaded 1327 times
Last edited by NiftyManiac on Mon Feb 27, 2017 8:27 pm, edited 11 times in total.

Koub
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Re: GreyGoo Mk I: A self-expanding factory

Post by Koub »

Holy shit :shock:
Epic Von Neumann factory is epic
Koub - Please consider English is not my native language.

quinor
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Re: GreyGoo Mk I: A self-expanding factory

Post by quinor »

Factorio finally plays itself...

Mehve
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Re: GreyGoo Mk I: A self-expanding factory

Post by Mehve »

Huh. I remember when I decided that Factorio made every other building/production game obsolete. And now... Factorio has made me obsolete.

Just make sure not call any future versions "Skynet".

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Re: GreyGoo Mk I: A self-expanding factory

Post by mngrif »

This is fantastic!

In a YT comment you said it places solars after a recent brownout, but there are no accus, so that means it will always place a solar field in the morning. Since you aren't launching rockets I guess that's OK :)

Good luck getting oil going, a third mod that helps with water might be needed.
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<_aD> OBSERVE SIGNAL ASPECT BEFORE CROSSING TRACK

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Re: GreyGoo Mk I: A self-expanding factory

Post by MrRegs »

Could you give us a save file and list of mods? Even if its not done yet... I wanna fire that beast up and let it run :)

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Re: GreyGoo Mk I: A self-expanding factory

Post by MeduSalem »

Mehve wrote:Huh. I remember when I decided that Factorio made every other building/production game obsolete. And now... Factorio has made me obsolete.
Isn't that the point to say that Factorio has made Factorio obsolete?

Because in the end there is no point in playing anymore when the game plays itself. :D

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Re: GreyGoo Mk I: A self-expanding factory

Post by krazygamer154 »

How do I get this?

NiftyManiac
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Re: GreyGoo Mk I: A self-expanding factory

Post by NiftyManiac »

mngrif wrote:In a YT comment you said it places solars after a recent brownout, but there are no accus, so that means it will always place a solar field in the morning.
Yeah. I mean I could make a daylight detector, and make sure the brownout detector isn't triggered at night... but I'd rather spend the effort on future versions that use accumulators instead. Tbh starting the current factory with night enabled would be really slow, since when you only have a few mines it'd take forever to build enough solar panels to place them after every night.
MrRegs wrote:Could you give us a save file and list of mods? Even if its not done yet... I wanna fire that beast up and let it run
Sure. I'll post a save later tonight or tomorrow, I'm just letting it run for now to catch any last bugs that could cause it to break.

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Re: GreyGoo Mk I: A self-expanding factory

Post by ps666 »

Holy crap! That's incredible. :shock:
What is your profession?

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Re: GreyGoo Mk I: A self-expanding factory

Post by stormcloud23 »

This is rad, any plans on uploading the save file somewhere? I'd like to see it run for myself.

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Re: GreyGoo Mk I: A self-expanding factory

Post by Mehve »

MeduSalem wrote:
Mehve wrote:Huh. I remember when I decided that Factorio made every other building/production game obsolete. And now... Factorio has made me obsolete.
Isn't that the point to say that Factorio has made Factorio obsolete?

Because in the end there is no point in playing anymore when the game plays itself. :D
I dunno. If we can get people to sit and watch fishing and golf on television, there has to be a place for this too. :)

NiftyManiac
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Re: GreyGoo Mk I: A self-expanding factory

Post by NiftyManiac »

ps666 wrote:What is your profession?
I'm a roboticist :).
Mehve wrote:If we can get people to sit and watch fishing and golf on television, there has to be a place for this too.
Believe me, just watching this thing run is pretty damn fun!

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Re: GreyGoo Mk I: A self-expanding factory

Post by etn »

It took me a while to find this, but an intresting related read
https://archive.org/stream/galaxymagazi ... 1/mode/2up

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Re: GreyGoo Mk I: A self-expanding factory

Post by DutchJer »

make this run on a 24/7 stream ;) that would be fun to watch :D

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Re: GreyGoo Mk I: A self-expanding factory

Post by farjai »

I cant wait to play with it

I would be also interested to see a version that works with Bob's mods

NiftyManiac
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Re: GreyGoo Mk I: A self-expanding factory

Post by NiftyManiac »

Alright, since everyone's been asking, I updated the OP with savefiles and some instructions on playing it. Have fun! Let me know if you do something cool with it or make a gigantic factory... I have no idea what the limits of it are in terms of size.

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Re: GreyGoo Mk I: A self-expanding factory

Post by PSS »

Thanks, that's cool. :) But where to find main part - fBasic blueprints?

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Re: GreyGoo Mk I: A self-expanding factory

Post by miturion »

Thats really cool. Factorio is solved! :D
I think the required mods should be implemented in the base game somehow. Because a factory that builds itself is really the endgame of Factorio.

Could use the AAI mods to automate biter fighting too.

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steinio
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Re: GreyGoo Mk I: A self-expanding factory

Post by steinio »

Well nice to look at but it looks strictly scripted without making decisions.
How does the base handle biters?
How does the base evolve from starting the game?

Greetings steinio
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