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

Post by JimmyLeSlayer »

Hey i tried running the original save from niffty but i cant get the stickynotes and nifftystraintracks arent capable with .15 can anyone give me a save starting save file for .15
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Re: GreyGoo Mk I: A self-expanding factory

Post by Ironhair »

This is an absolutely brilliant playthrough.. and I'm just speechless on how this was built.
I really wish there was a way to get this map for .16 (or the final version when it comes out in Summer 2018 :) ).
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Re: GreyGoo Mk I: A self-expanding factory

Post by Ironhair »

olafthecat wrote:Do you plan on making a Mk II?
Ah, been reading the past few pages because I wanted to know more about .16 adaptions and found this.
NiftyManiac wrote:
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.
That certainly is promising :D
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krazygamer154
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Re: GreyGoo Mk I: A self-expanding factory

Post by krazygamer154 »

is there any updates on the progress of mk2?
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Re: GreyGoo Mk I: A self-expanding factory

Post by Tstallis »

I was getting back into Factorio after a long break and it looks like the gray goo will work with the recent updates. The only problem I am still trying to figure out is how to over come the new terrian ( cliffs) and having water only in the starter location. Also the train system is also broken but it looks like the computer and some of the other mods still work.

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Re: GreyGoo Mk I: A self-expanding factory

Post by DreadWingKnight »

For dealing with water around cells, I find using beautiful bridge railway based rails helps. It allows the rails to travel over water so placement of cells would be easier.
Handling cliffs would likely require using https://mods.factorio.com/mod/CliffDeconstruct

Also, I very much like the way that train pathfinding behaves when using this sort of a grid of rails.
In my current world I build outposts away from my main base for some of my material processing (I have whistle stop factories installed, so my copper and iron plate production happens away from my main based) and the larger the train grid becomes, the less likely it is that a given train will end up being stuck in a traffic jam, especially on outpost to outpost traffic such as from a mine to one of the giant furnaces.
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Re: GreyGoo Mk I: A self-expanding factory

Post by mxlppxl »

Would really like to see this updated just to watch it in action.
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Re: GreyGoo Mk I: A self-expanding factory

Post by thunderdestroyr »

can we get an update an also have downloads on this page plz
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Re: GreyGoo Mk I: A self-expanding factory

Post by samuraijack2k6 »

Just came here to say that I love what you've done with this. That being said, though, I have one thing to ask: How's Mk 2 coming?
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Re: GreyGoo Mk I: A self-expanding factory

Post by Ringkeeper »

looking that OP was last active in the board in August 2018, i guess there won't be a MK2 ....
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Re: GreyGoo Mk I: A self-expanding factory

Post by zipman »

I have downloaded the save and the mods zip but when I try to run factorio it says that it cannot find the mods info.json. I put the mod zip in the mod folder and the save in the Saves. I am running factorio .14 so I can see this in action on my computer. can anyone help with the problem of why its not finding the info.json folder for the mods? There is a mod-list.json in there
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Re: GreyGoo Mk I: A self-expanding factory

Post by lacuna95 »

plis update this to version 1.0, your files not working for me. they only work in the version 0.17.79 or less in steam
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Re: GreyGoo Mk I: A self-expanding factory

Post by NotRexButCaesar »

lacuna95 wrote: Mon Jan 18, 2021 6:49 pm plis update this to version 1.0, your files not working for me. they only work in the version 0.17.79 or less in steam
This person has not been active since 2017
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Re: GreyGoo Mk I: A self-expanding factory

Post by lacuna95 »

since the topic is fixed I thought it was active, I will look for another current blueprint to play with the recursive blueprints mod, do you know any? someone?
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bormand
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Re: GreyGoo Mk I: A self-expanding factory

Post by bormand »

AmericanPatriot wrote: Mon Jan 18, 2021 6:57 pm This person has not been active since 2017
He won the game, after all.
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Re: GreyGoo Mk I: A self-expanding factory

Post by Koub »

lacuna95 wrote: Mon Jan 18, 2021 7:13 pm since the topic is fixed I thought it was active, I will look for another current blueprint to play with the recursive blueprints mod, do you know any? someone?
Feel free to make your own version ;)
Koub - Please consider English is not my native language.
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Re: GreyGoo Mk I: A self-expanding factory

Post by Penates »

I think I have managed to upgrade this magnificent machine to 1.1.33.

I do not take any credit for any of it - I just brought it to 1.1

Yes I used creative mod to start the machine and to pre-fill the supply train & station, it should become some-what self sufficient once it taps resource patches.

I do not intend on updating this project from here.

I took the v3 from OP, added LTN, then cycled through the Factorio versions until 0.18 - hit a small snag here as there is no LTN version for 0.18 (that I could find), so I exported the BPs from 0.17 - updated the map through 0.18 then into 1.0. Then re-imported the BPs in 1.0 with LTN active again.

Once you load, pause the game and make sure you LTN setting are
Request threshold 1
Provide threshold 1
Depots reset filters (off)

Then just toggle the "freerun" combinator (See nifty's pics for the location)

Mods required:
LogisticTrainNetwork 1.16.0
> flib 0.7.0 (required by LTN)
Pushbutton 1.1.0
recursive-blueprints 1.1.4
creative-mod 1.7.2 (if you want)

Have fun and enjoy.
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greygoo1_Pen_running.zip
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NotRexButCaesar
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Re: GreyGoo Mk I: A self-expanding factory

Post by NotRexButCaesar »

Penates wrote: Sat May 15, 2021 10:55 am I took the v3 from OP, added LTN, then cycled through the Factorio versions until 0.18 - hit a small snag here as there is no LTN version for 0.18 (that I could find), so I exported the BPs from 0.17 - updated the map through 0.18 then into 1.0. Then re-imported the BPs in 1.0 with LTN active again.
.18 is 1.0, but with a different name
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Drogiwan Cannobi
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Re: GreyGoo Mk I: A self-expanding factory

Post by Drogiwan Cannobi »

I can't quite offer a 1.1-friendly GreyGoo, but I can offer JOSEF, my own self-expanding factory. It doesn't yet deal with water, cliffs or biters (but a future version will attempt to do all that) but other than that it's running really nicely. It managed to grow to a 29x29 grid of 2x2 chunk cells and produce all the building materials and power itself, except for a little starting bonus, obviously.

I can offer a timelapse video, save file or blueprint. The latter is a bit tedious to set up, so I made a video to follow.
Also, if anyone's interested, I've started making a little (highly unprofessional) tutorial series on how to build your own self-expanding factory. I feel like people grossly overestimate how difficult this is and it kind of sucks that there are only so few around!
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Re: GreyGoo Mk I: A self-expanding factory

Post by ssilk »

Drogiwan Cannobi wrote: Fri May 21, 2021 8:59 am I can't quite offer a 1.1-friendly GreyGoo, but I can offer JOSEF, my own self-

I can offer a timelapse video, save file or blueprint.
I can offer to make your own thread here in this board. :D

And in this is also the reason, why I remove the sticky flag from this thread now.
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