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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krazygamer154
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Re: GreyGoo Mk I: A self-expanding factory

Post by krazygamer154 » Wed Apr 26, 2017 4:27 pm

How long till this works with 0.15?

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Re: GreyGoo Mk I: A self-expanding factory

Post by Tunix Gut » Mon May 08, 2017 6:52 pm

wow thats awesome

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Re: GreyGoo Mk I: A self-expanding factory

Post by JohnyDL » Thu May 11, 2017 8:47 am

Oh 0.15 has Blueprint books that are infinite and deconstruction planners that can target specific entities that's going to make this a whole lot easier XD

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Re: GreyGoo Mk I: A self-expanding factory

Post by Tunix Gut » Thu May 11, 2017 7:10 pm

But what happens if this Thing runs into water?

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Re: GreyGoo Mk I: A self-expanding factory

Post by JohnyDL » Fri May 12, 2017 3:49 am

it breaks because so far there's no way to landfill with bots but on the test map it's a "water only in starting area map" so it doesn't have that issue

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Re: GreyGoo Mk I: A self-expanding factory

Post by NiftyManiac » Fri May 12, 2017 11:56 pm

JohnyDL wrote:Finally for now my thoughts on making it so it's more and more grey goo than wall-e working alone to build an empire. The pic assumes you keep starting with a 3x3 grid of cells for your start and head to that same first cell moving counter-clockwise around the formatted area, but instead every cell your main agent conquers is turned into a controller for a new scout agent (and only that unit makes extra units while ignoring ore and other resources) the way it would end up spreading would look like pic 4 (this is approx 128 iterations over 8,000 cells in size) I think it looks pretty cool.
I like that idea! I've thought of various ways to make it accelerate, but your pattern is nice and clean.
krazygamer154 wrote:How long till this works with 0.15?
I'm almost certainly not going to bother porting this to 0.15. At some point, though, I hope to actually finish up Mk II, which should run on whatever version is the latest when it's released.

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Re: GreyGoo Mk I: A self-expanding factory

Post by JohnyDL » Sat May 20, 2017 5:54 am

You're very welcome :) wish I had the logic and patience to design the processing cores myself but I'm glad to help any way I can.

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Re: GreyGoo Mk I: A self-expanding factory

Post by kpu3uc » Sat Jun 03, 2017 5:31 am

Any progress?
p.s. i make adaptation for 15.18
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mods.rar
(594.1 KiB) Downloaded 216 times
greygoo1_publish_starter_v3_more.zip
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greygoo1_publish_starter_v3.zip
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Re: GreyGoo Mk I: A self-expanding factory

Post by Rawrkanos » Mon Jun 12, 2017 6:28 am

I took the GreyGoo to the end, finally. It finally broke after 80+ hours of game-time(running at 64x speed).
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greygoo_finallybroke.zip
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Re: GreyGoo Mk I: A self-expanding factory

Post by Clan_Wolf1 » Sun Jun 18, 2017 8:14 pm

i let this run until it ran into alerts, many. wouldnt build any more. due to not enough logisitcal robots and required materials not available.
it got to near full completion of 26x26 cells which is nothing, ended on the right bottom side. it was likely 30 hours or less at 5x speed.

Image
Last edited by Kayanor on Mon Jun 19, 2017 12:00 am, edited 1 time in total.
Reason: Added [IMG] tags for the image.

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Re: GreyGoo Mk I: A self-expanding factory

Post by veger » Wed Jun 21, 2017 6:48 am

This is awesome! In fact it is so neat that really wanted to see it in action! Since I do not have 0.14 anymore, I decided to give it a try on 0.15, and it worked fine with some modifications:
  • NiftyLogisticTrainNetwork was a bit of work:
    • merged the original (v1.3.3) back into NiftyManiacs fork (to make it 0.15 compatible) and fixed the merge conflicts
    • fixed/patched an issue in the CompareStations() function, as it produced an error about comparing tables when no ore trains were available (later in the game)
  • StickyNotes: I grabbed StickyNotes branch of Nexela (to have it compatible with 0.15), as I really wanted to see the notes to see what is what :)
  • Rest of mods I updated using the build in mod manager
I took me about 1 or 2 hours to get running, mostly because I never fiddled with mod development of LUA scripts

With these changes it all seems to work nicely (using the greygoo1_publish_starter_v3.zip of the OP), although I once or twice needed to give the supply train a nudge: It was still filling up while being needed in the field (or maybe it has some incompatibility issues due to the upgrade of the NiftyLogisticTrainNetwork mod to version 1.3.3?? :? )
I ran it up to about 15 new cells until I had to stop. But I am definitely have it run a bit longer soon to figure out some additional things :geek:

As said: This is very, very awesome and inspired me greatly! ;)
Thanks for sharing with us NiftyManiac

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Re: GreyGoo Mk I: A self-expanding factory

Post by EmptyRov » Sat Jun 24, 2017 9:43 am

Very nice way of automating automation in the true Factorio spirit. Looking forward to seeing the next idea you come up with to break the game.

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Re: GreyGoo Mk I: A self-expanding factory

Post by olafthecat » Mon Oct 02, 2017 12:04 pm

I cannot remember the name, but I believe that there is a book like this.
So, humans create a self replicating Nano-machine that uses matter around it to both fuel itself and produce copies of itself.
Long story short, the robot obviously escapes and eventually turns plant earth into an enormous wasteland entirely made of the Nano-bots.
See the similarities?
Gonna start playing again with 0.16 build.
That's all.

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Re: GreyGoo Mk I: A self-expanding factory

Post by acidfire52 » Mon Oct 30, 2017 11:49 pm

Hey Nifty, have a question about resource detection. How were you detecting if mine able resources were there to place the blueprints?

Thanks

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Re: GreyGoo Mk I: A self-expanding factory

Post by Jap2.0 » Tue Oct 31, 2017 1:19 am

I believe it was something along the lines of placing blueprints of miners (since miners will only be placed, even ghosts, if there is ore), then detecting if the amount of miners went down or something.
There are 10 types of people: those who get this joke and those who don't.

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Re: GreyGoo Mk I: A self-expanding factory

Post by olafthecat » Tue Oct 31, 2017 5:47 pm

Do you plan on making a Mk II?
Gonna start playing again with 0.16 build.
That's all.

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Re: GreyGoo Mk I: A self-expanding factory

Post by Jap2.0 » Tue Oct 31, 2017 7:26 pm

It's not the same thing, but you could look at TAFK mk. 2, which is somewhat similar.
There are 10 types of people: those who get this joke and those who don't.

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Re: GreyGoo Mk I: A self-expanding factory

Post by olafthecat » Thu Nov 02, 2017 1:01 pm

Yes...
how many rockets a minute on that one?
Gonna start playing again with 0.16 build.
That's all.

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Re: GreyGoo Mk I: A self-expanding factory

Post by Jap2.0 » Thu Nov 02, 2017 4:11 pm

Theoretically it could be infinite, but he said before he stopped that base he was up to 700/minute science, which would be a rocket about every minute and a half.
There are 10 types of people: those who get this joke and those who don't.

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Re: GreyGoo Mk I: A self-expanding factory

Post by olafthecat » Wed Nov 15, 2017 1:14 pm

That is both fast, powerful and amazing!
Thanks for telling me! :)
Gonna start playing again with 0.16 build.
That's all.

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