[Idea] Airplane!
Posted: Tue Jan 21, 2014 11:12 pm
Hey, I'm new to modding Factorio (as in, I barely know Lua!), but I'm eager to get started. One idea I've got is for geothermal energy, with lots of stuff going on there... but the other is a mod that adds airplanes, airports, and automated flight. The latter is what this post is about (obviously).
This is only a draft, but I think I've covered most of the stuff I'll need. I just downloaded 0.8.8 so I can work on this mode. Once I have access to 0.9.x and the oil/fuel stuff, I'll be able to figure out the liquid fuel system and AvGas refining much better (probably with a refinery upgrade to also produce tar and aviation fuel), but until then airplanes will all run on coal. If you'd like to contribute to this mod, please let me know.
1. Most importantly, the Flight research will unlock a biplane. Just a simple propeller driven airplane, nothing fancy. It's not terribly durable, but as long as you take off and land on smooth, open ground, you'll be okay. The biplane will need a 2x15 strip of smooth, open surface for takeoff and landing if you're accurate with it, but movement on rough terrain will damage any airplane. The normal walking keys determine engine speed, braking, and turning, while there will be a new key binding to determine whether you're trying to fly or land (used only for takeoff and landing). Like every vehicle, the airplane has a storage space that can be accessed by inserters. An airplane in flight won't be touched by biters (even large ones), but worm acid will still hurt it. Biplanes will run on coal if necessary (0.8.x), or refined oil if available (0.9.x +), and do contribute slightly to local pollution when in motion.
1a. Flight research also unlocks new research: Airports.
2. The Airports research will unlock asphalt, a paving surface made (in 0.8.x) from stone and coal, or (in 0.9.x + with the oil and fluids system) stone and a fluid derived from crude or refined oil (basically, tar, or I could let you can use oil directly if necessary until the fractionating tower can be worked on). You can use asphalt to cover rough terrain and produce a smooth, flat surface ready for airplane use, or just for parking your spare car. It will also unlock the hangar, a building where you can house, refuel, and repair your airplane (or car!) without an inserter or repair kit. Hangars will have space for fuel, repair materials, and one airplane (or car) each. Airplanes which crash or break will spill most of their contents on the ground.
2a. Airports research also unlocks new research: Control Towers, and Jet Airplanes.
3. The Control Towers research will unlock airport control towers. These buildings can be used like train stations, to define an automated airport. Airplanes will automatically fly (in curved lines) between the airports they're scheduled to travel to. Note that an automated airport will need an extra-long asphalt strip next to the control tower, as automated airplanes won't automatically move between runways to ensure sufficient room for maneuvers. They also won't perform any necessary repairs for you, meaning you'll want repair drones or other automated units nearby, or occasionally check in yourself to make sure your airplanes are healthy. An airplane will be allowed to have only one control tower in its route, and will take off and land at that tower, turning away from the tower as it leaves the runway each time.
3a. A control tower with a radar next to it will be able to handle multiple airplanes in its airspace, letting you mark a waiting zone in which airplanes will circle while waiting to land. The radar must be powered. Too many airplanes waiting to land may cause them to run out of fuel or crash into each other, however.
3b. Control Towers research also unlocks new research: Bombers.
4. The Jet Airplanes research will let you build a jet plane instead of a cheap biplane. The jet will be more durable, carry more material, and have a higher top speed, with a higher material cost and a need for more fuel. You can also now get Aviation Fuel (AvGas) from your fuel, increasing the amount of energy your airplanes get per fluid unit, at the cost of a larger initial investment. Because jets have a higher top speed, shorter runways are riskier to use, so you'll need to add to your airport strips.
5. The Bombers research will need both Control Towers and Explosives research. In return, it will let you build a large bomber plane which needs a wide, long airstrip (though it'll still fit in a normal hangar). This airplane can carry one or more bombs, conventional-style area-effect explosives that will let you strike enemies from the sky. Bombers are only slightly resistant to acid, but they'll have a lot more health than a biplane, so they should last through a bombing run, but you'll probably have to repair your bombers after every air strike. Automated strikes via control tower mean you don't have to be in the bomber for a flyover; just load your plane, mark your target(s) (probably with a special map interface) and click the launch button.
5a. Bombers research also unlocks new research: Jet Bombers, Bomb explosion upgrade, and Bomb hangar capacity.
6. The Jet Bombers research will require both Bombers and Jet Airplanes. It does what it says on the tin. A Jet bomber will be tougher, faster, and much less vulnerable to worm acid. On the downside, it will be much more expensive in terms of resources and fuel.
7. Bomb explosion upgrade research will increase explosion power and damage radius for your bombs. There will be 5 levels.
8. Bomb hangar capacity research will increase the number of bombs your bombers and jet bombers can carry by +1 each level. There will be 5 levels, for a total of 6 bombs per plane when maxed out.
Thanks for reading, and again, if you'd like to help make this mod with me, please let me know!
This is only a draft, but I think I've covered most of the stuff I'll need. I just downloaded 0.8.8 so I can work on this mode. Once I have access to 0.9.x and the oil/fuel stuff, I'll be able to figure out the liquid fuel system and AvGas refining much better (probably with a refinery upgrade to also produce tar and aviation fuel), but until then airplanes will all run on coal. If you'd like to contribute to this mod, please let me know.
1. Most importantly, the Flight research will unlock a biplane. Just a simple propeller driven airplane, nothing fancy. It's not terribly durable, but as long as you take off and land on smooth, open ground, you'll be okay. The biplane will need a 2x15 strip of smooth, open surface for takeoff and landing if you're accurate with it, but movement on rough terrain will damage any airplane. The normal walking keys determine engine speed, braking, and turning, while there will be a new key binding to determine whether you're trying to fly or land (used only for takeoff and landing). Like every vehicle, the airplane has a storage space that can be accessed by inserters. An airplane in flight won't be touched by biters (even large ones), but worm acid will still hurt it. Biplanes will run on coal if necessary (0.8.x), or refined oil if available (0.9.x +), and do contribute slightly to local pollution when in motion.
1a. Flight research also unlocks new research: Airports.
2. The Airports research will unlock asphalt, a paving surface made (in 0.8.x) from stone and coal, or (in 0.9.x + with the oil and fluids system) stone and a fluid derived from crude or refined oil (basically, tar, or I could let you can use oil directly if necessary until the fractionating tower can be worked on). You can use asphalt to cover rough terrain and produce a smooth, flat surface ready for airplane use, or just for parking your spare car. It will also unlock the hangar, a building where you can house, refuel, and repair your airplane (or car!) without an inserter or repair kit. Hangars will have space for fuel, repair materials, and one airplane (or car) each. Airplanes which crash or break will spill most of their contents on the ground.
2a. Airports research also unlocks new research: Control Towers, and Jet Airplanes.
3. The Control Towers research will unlock airport control towers. These buildings can be used like train stations, to define an automated airport. Airplanes will automatically fly (in curved lines) between the airports they're scheduled to travel to. Note that an automated airport will need an extra-long asphalt strip next to the control tower, as automated airplanes won't automatically move between runways to ensure sufficient room for maneuvers. They also won't perform any necessary repairs for you, meaning you'll want repair drones or other automated units nearby, or occasionally check in yourself to make sure your airplanes are healthy. An airplane will be allowed to have only one control tower in its route, and will take off and land at that tower, turning away from the tower as it leaves the runway each time.
3a. A control tower with a radar next to it will be able to handle multiple airplanes in its airspace, letting you mark a waiting zone in which airplanes will circle while waiting to land. The radar must be powered. Too many airplanes waiting to land may cause them to run out of fuel or crash into each other, however.
3b. Control Towers research also unlocks new research: Bombers.
4. The Jet Airplanes research will let you build a jet plane instead of a cheap biplane. The jet will be more durable, carry more material, and have a higher top speed, with a higher material cost and a need for more fuel. You can also now get Aviation Fuel (AvGas) from your fuel, increasing the amount of energy your airplanes get per fluid unit, at the cost of a larger initial investment. Because jets have a higher top speed, shorter runways are riskier to use, so you'll need to add to your airport strips.
5. The Bombers research will need both Control Towers and Explosives research. In return, it will let you build a large bomber plane which needs a wide, long airstrip (though it'll still fit in a normal hangar). This airplane can carry one or more bombs, conventional-style area-effect explosives that will let you strike enemies from the sky. Bombers are only slightly resistant to acid, but they'll have a lot more health than a biplane, so they should last through a bombing run, but you'll probably have to repair your bombers after every air strike. Automated strikes via control tower mean you don't have to be in the bomber for a flyover; just load your plane, mark your target(s) (probably with a special map interface) and click the launch button.
5a. Bombers research also unlocks new research: Jet Bombers, Bomb explosion upgrade, and Bomb hangar capacity.
6. The Jet Bombers research will require both Bombers and Jet Airplanes. It does what it says on the tin. A Jet bomber will be tougher, faster, and much less vulnerable to worm acid. On the downside, it will be much more expensive in terms of resources and fuel.
7. Bomb explosion upgrade research will increase explosion power and damage radius for your bombs. There will be 5 levels.
8. Bomb hangar capacity research will increase the number of bombs your bombers and jet bombers can carry by +1 each level. There will be 5 levels, for a total of 6 bombs per plane when maxed out.
Thanks for reading, and again, if you'd like to help make this mod with me, please let me know!