Early Game Techtree rework

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Hackeschmidt
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Early Game Techtree rework

Post by Hackeschmidt »

Motivation & Introduction:
I am a dedicated factorio fan and I introduced many friends to this game. Despite being astonished by the possibilities this game has to offer they were also more or less overwhelmed because there are too many recipes in the beginning and to much stuff before you even progress. and having some researches done doesnt make it any better, whereas actual researched things did not overwhelm because they came step by step.
I started playing 2016 and also remember that the inventory/crafting menu was too much me the first 20 hours of the game. took me so long to figure out that they are radars and light armor

Suggestion:
In general a "Starting from the ground" option which may be disabled.



Starting Recipes would be:

Furnaces, stonebricks, iron+copper plates, gears, rodes, red science

You probably wonder how to research without labs, simple solution: you function as one lab. so basically handcraft a redscience and then there would be a new inventoy slot for reseaching which beecomes useless once a research requires green science as well.

(I continue writing in present.)
New Techtree is:

first options:
1) Basic circuiting: wires and green circuts
2) Basic logistics: burner inserters, yellow belts and pipes
3) Automated mining 1: burner miners


requires 1) basic circuiting
4) Steam power: steam engine, boiler, waterpump
5) electric distribution 1: electric poles
6) automated science: labs
7) automated production: assemblers

requires 1) and 2) basic logistics
8) electric inserters --> long inserters --> fast inserters
9) advanced logistics 1: splitters, undergrounds and underground pipes --> adv log2 red belts, ug splitters

requires 1) and 3)
9) automated mining 2: electric miners --> mining productivity1

also first options:

10) storing1: wooden chest --> storing2: iron chest --> storing3: steel chest (requires steel)
11) military1: pistol, munition --> military2: machine + shotgun
12) light armor-->heavy armor
requires 11)
14) militarien utilities: radar and repair pack

what do you think?

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ssilk
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Re: Early Game Techtree rework

Post by ssilk »

Hackeschmidt wrote:
Mon Jan 13, 2020 1:10 pm

what do you think?
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BlueTemplar
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Re: Early Game Techtree rework

Post by BlueTemplar »

Hmm, I'm surprised that no-one has made an "handcraft tech" mod yet ?
BobDiggity (mod-scenario-pack)

Hackeschmidt
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Re: Early Game Techtree rework

Post by Hackeschmidt »

yes, but i would like to have it implemented as an in-game function. most newer players dont grasp the concept of being basically a assembler machine. it is beatiful to automate your recipes of course, but how often have you forgotten f.e. to get a stack of green circuts and have to roll all the way back the 20nd time... its just annoying and would not happen if you could see (and must achieve) in the techtree to how much green circuts lead in this game and maybe that it makes sense to build an early temporary assembler line for this, just as an example.


also imagine you play factorio the first time, alone, after figureing how smelters work you must handcraft f.e. 2 red science to build bruner mining drills. and you skiped tutorial because its just meh to read so much text. this is unbelievable, no more picking...

after you figured there is electrity and stuffs...

wonder why your "automated science" aka labs blink this weird yellow signals? aah.. it's cause you havent researched the poles which include a little sentence.

call them stupid or what ever for not rocognizing such seemlingy easy concepts but as a beginner you will get stuck at some point and you wont get it cause its already there but you have no idea how to place stuff. this game can mere brain fuck to get even just the basics up to automated coal delivery and red science togheter.

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leadraven
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Re: Early Game Techtree rework

Post by leadraven »

BlueTemplar wrote:
Tue Jan 14, 2020 12:06 am
Hmm, I'm surprised that no-one has made an "handcraft tech" mod yet ?
I already suggested this "from the ground" mode and some kind person even made "handcraft tech" mod by my request.

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BlueTemplar
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Re: Early Game Techtree rework

Post by BlueTemplar »

Link please ? I somehow didn't find it...
BobDiggity (mod-scenario-pack)

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Re: Early Game Techtree rework

Post by leadraven »

BlueTemplar wrote:
Wed Jan 15, 2020 5:23 pm
Link please ? I somehow didn't find it...
https://mods.factorio.com/mod/LaboriousLaboratory

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BlueTemplar
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Re: Early Game Techtree rework

Post by BlueTemplar »

Thanks !
(How did I miss it among Qon's mods ?..)
BobDiggity (mod-scenario-pack)

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