So, i want to be absolutly clear, my suggestion is to add to the base game stuff that will allow mod makers take the game to add even more stuff.
Maybe if i say "surface" it would make more sense what i am actually talking about?
Let me put it like this: We can't manually set if a surface is infinite (well, tehnically not infinite but i think everyone know what i mean) or small.... and again, i am talking about individual surfaces, not every last ones.
Why?
Random mod and small planet mining that will result in the destruction of that planet (surface). And in, said surface is destroyed.
How? via a timmer, via us mining, via other stuff that mod makers could create that would trigger a surface to get "deleted".
Issue is of course, this will cause massive amount of bugs, issues, crashes, and more. So i hope it's more clear why i am posting here this suggest.
And like this, we can add in the destroyed planet the dimension links, as an exemple, https://mods.factorio.com/mod/RiftRail/ ... 2b0aa8fbd2 is a train rift portal (i take no credit in any way or form). Or similar ways to keep automised. But going back from this exemple.
We can need to continue with the age of space, (aka new modded planets), evolutions or enemy stats can be randomised based on surface (see, once again, we need stuff in the base game). Like, some surfaces to not have pollution (This is adressed directly to Space Exploration where, for reasons i don't understand, pollution exist in spaces and no enemies surfaces) but this is something we can't really implement without risk of crash, bugs, or otherwise since everything is in one pot.
On the ideea of different surface different pollution (aka no checking the soil, enviroment, nothing, pollution does not exist), this also could mean different evolution.
as as evemple, currently everything is caped at 1 (100% evolution), but i still don't get, why? why can we not go beyond that limit? and essentially anything outsite to be over that max value of 1. And honestly, i really do not know if there is any need for a real cap from there since essentially the enemies will get stronger so even the stronger mod weapons will be "balanced".
Plus, due to the ideea of limited surfaces, that get destroyed, we avoid risks of pushing our pcs while not having the "delete surface" from space exploration that essentially can be used to get tons of infinite stuff via revisit it... (seriosly, did i miss something? Or maybe one of my mods allowes me to delete the surfaces? because i can just farm items and stuff, delete surface, go back, get more end game stuff easily....).... Look, the reason why i mentioned this is because i don't understand, if space exploration does not do certen stuff, then i assume there is some kind of issues with what can be done in the game? i really don't know but i want to make it clear i am talking about upgrating what we can do, even if it's not for non mod version.
And this also means we can't just sit down and wait.
Suggestion regarding mega bases, is it not possible to create a new option (since this might be good for the nintendo switch version as well?) where we intentionally allow the game to create large size save files. However i am not talking about the actual save file but a log. A log that keeps all the information from a save file. Why? so that when we save a file it's just that, the save, but, due to this being on, anything on the map, like crafting speed, pollution, stats, research level, buildings, decorations, and more, to be saved into this log save. Including blueprints. Ideea is to keep the actual save file and what it does separate from stuff that are statics.
Look, let me give you an exemple, let's say one of the surfaces where nothing happens <- this is extremly important and you'll get it in a moment. Well we build everything so it can be automised correctly and the stuff is send to space. Once we leave, we can open a mod or whatever GUI, press a "lock" and this will start doing a simulation of this surface, and tell us, in x time Y amount of resources will be send to the space. And after Z time nothing (ore run out, materials, fuel, or similar, run out, planet (surface) get's destroyed). So we are asked again if we want to lock the planet. If we do, we can not access it (no map view, nothing), but this is so that insted of actually existing and working simultaniosly, it just saved all this data into the log i talked about. And using that log, the information from the simulation, every Za it will give n2 of ore A, ore B, or even materials and buildings depending what we automised. And of course, after Zb time we'll get n3 of ore A, ore B, so one. And every Za once again n2, because again, the simulation calculated everything, and we locked the surface.....
do any of you understand that essentially i am saying that like this we can create thouses of labs, with hundrends of bilions of sience packs, and add a timer, like 5 - 10 minutes, before the science pack will actually start being send into the network. and in that time, we leave the surface, we activate this simulation, tells us how much progress will happen (I hope you all did not forget this is POST POST game, meaning level 20+ infinite researches) it contribute untile it runs out of packs. So we lock it. Now our pc does not need to do anything anymore regarding that surface since we just get the bonus with time.
And then we can repeat this in other places. While also start brigging all the materials needed for that surfaces to the "orbit". Once that surface is done, via circuit the belts and more are stopped, so we unlock it. We then send everything down, filling up the all the storages, and essentially restart from starting the timer, leave, and lock this surface. And of course, repeat. heck, this might even get automised so we don't even need to do it manually each time.
So, i hope i reaaly made it clear that via adding such "log" save and simulation, we can actually contrinue expanding our factory because any surface that is fine on it's own (like Fulgora and Aquilo) we can use them exactly to create massive mega bases and research labs and more since, (as long as you did not mess up), we don't need to touch them, only supply them with materials and insted of an actual "working in real time", it will be just the simulation of taking mutiple ingredience, calculating time, and giving us results. Also i do hope i made it clear with "nothing else happens on the planet". Since turrents, bots, spiders following trains, and other elements will of course mess up this simulation.... including quality gambling.... aka belts, trains, buildings, aside from trains for the ovious reasons, nothing that is "off grid".
This is for mutiple reasons. 1st, reducing any risk, crashes, bugs, and so on. As well as risk of random values from the simulator that might not work or will increase what our pcs (and nintendo swichs?) will need to proccess when the whole ideea is to remove that.
Also this means certain planets, can never be locked. While we could lock some surfaces that are small after clearing them from enemies, the core game surfaces, as well as core mod planets, they will still be extremly valuble since there we can use remote view while we can't on locked planets.... like creating blueprints that we are going to use on a "currently locked" surface to improve it.
It also means we can continue with everything that is relevant. Also since there is an option to set a limit of how big the surface is i hope it's clear that it's up to any of use how large we want the core maps to be.
So again, this are some exemples, but the ideea is that via mods, we could make even more stuff, but there are limits regarding "surface", including evolution, enemy forces, pollution (as a whole), and really the list goes on. I mean, other then the space age DLC i don't know another mod that added so many changes to mutiple surfaces. With the closes ones being Space exploration and similar overhaul mods that do change pretty much everything, Rampant fixeds, and similar enemy reworks. But what i mean is that only big projects (devs, and big mod makers) are even touching such stuff due to risk of bugs, crashes, complication, or simple the limitation i been talking about.
And just to make it clear one more time, let's say i do a "lock down" to a surface (planet?), then a 1 or even more GB files will be created on my pc where it has ALL the details of said surface. Why? so that it can free up my PC and similar until i unlock it.
So we we have 200+ surfaces like how space exploration has, we could have 200 - 500 GB of save files log, but, this also means we are playing so much, we are advancing so much, that we have over 200+ surfaces, did so much stuff that we have hundreds of GB of data, yet, due to this separation, we can still continue playing the game normally. Since the ideea of surfaces getting destroyed is on the ideea of "ok, i am done with this surface, what now? can i lock it? yes, but only after i clear out the enemies.... but i don't want to do that... (again, i am done with this surface)... oh, wait, what's this "risk of planet collapse"... interesting, well, bye bye "
Also i thing that the mods that allow you to construct factoris inside of well factories, are the better exemple of what i am saying.
anyways, i think i gave more then enough reasons why i am trying to say, that this is not a suggestion for mod, this is not a suggestion for the base game or space age. but it's simple a game engine suggestion so that people who can mod, even if it's just because the AI writes the codes and we are more or less the testers until it works, will be able to influence surfaces more easilly via mods.
Ah here is an exemple:
in one universe we have K2
in the other universe we have PY
another we have Bobs
Another we have Rampant
Why? because it's the same ideea of how the planets are, aka everything is different. And due to how massive the distance is, we will want to make things locally, yet exactly because of how everything is different, we can essentially have different universes with different recepies, buildings, effect, and so much more. As an exemple, bob's moduels, Space exploration's moduel, Krastorio moduels, so on, will break (the item) if we take them to the other universes due to the law of physicas is different, to different. And similar to SE's rocket safty and cargo safty infinite research, with time to be able to bring more and more stuff from one to the other. or whatever are in the scripts that handle compatibility of 2 or more mods.
And like this we can have an aboslut cross over massive factorio game. Where we don't even need to chose a different mod, since we can play all of them (rip mutiplayer)
New stuff for mods
Moderator: ickputzdirwech
New stuff for mods
Due to personal issues I do NOT read replies. I have significant spelling issues, and IF I remember, I use AI to rewrite my ideas more clearly. You’re welcome to reuse any of my suggestions.
Re: New stuff for mods
Only one idea per topic and keep the description concise, see 47316.

