Description: Adding the means to plant and harvest stuff to research with it.
Release: 2016-04-10
Dependencies: None
Note that although i will update this forum post frequently, i recommend downloading the mod from github, since every change i make will be pushed to the repository, but not every change will be uploaded elsewhere.
Long descrption
I always felt like the factorio engine could be perfectly used to simulate some kind of farming, so i started this mod. It aims to add plants and the facilities to process them in order to create new science packs, e.g french fries, to run a new kind of lab. The technologies i aim for should be desireable but not too strong to make vanilla useless. I try to accomplish that by adding technologies for aspects of the game, that vanilla simply does not cover, e.g. hand-crafting speed enhancements.
It currently is heavily under development, hence the dummy crafting ingredients. I uploaded it so people who are interested can get a general idea of what i am looking for. If you want to testplay this mod, i recommend downloading the "testpanel" mod as well. Its just a solar panel with arbitrary crafting ingredients that has 10GW power output, making testing much easier. Make sure to execute '/c game.always_day = true' in the console ingame first, to make the panel always work.
Only english localization will be supported right now, as i dont know what will be final and german localization just doubles the work.
Usage of buildings
There are some buildings that are not trivial to use. Since i wanted something, that can mine/place entities like trees by itself, i went with a radar that runs a lua script on scanning and changed its visiuals.
Forestry: Its icon is a little tree. To get it to work you have to place a chest in one of the adjacent tiles and put seeds in it. It will then take these seeds and plant them. Notice that it has a radius, which is currently not visualized in any way. It does not plant anything on concrete though, so you can make sure to leave passages that way.
Lumbermill: Kind of the opposit of the Forestry, it mines entities of any tree-type. To get it to work, again place a chest in an adjacent tile and watch it doing its magic. It will put the products of the mining into the chest. Also has a radius, which for testing i indicate by a light green rectangle in the background. I tried to immitate the behaviour of poles, but only pole-type buildings have the ability to show their radius only on hover. Gets a bit messy that way, but currently the best solution i can come up with.
Version history
0.1.1 - Added the first bush to produce iron ore. Testing with farm that spawn actual entities that you can utilize in the slaughterhouse to get resources. control.lua is now fully commented.
0.1.0 - Uploaded mod to factoriomods and the forums.
Ideas to implement
Use the biter entitiy to spawn neutral versions of it, give it pig/cow like optics ... profit. Slaugtherhouse inclusive.
Tweak the lumbermill and forestry so it encourages the building of really large fields, not a bunch of small ones, to maximize income
Make Weapons that fit into the theme. What could be more epic than to bomb the aliens with potato artillery? Fryer-fat napalm bombs?
A plant solely for the purpose to fight against pollution.
Make a lot more stuff out of wood. Fences, walkways etc.
Bushes that give actual resources, like oreberry bushes from minecraft mods. Not as an alternative to getting resources via trains, just an additional way to increase income.
Re: [MOD 0.12.29+] Farmtorio 0.1.0
Posted: Sun Apr 10, 2016 5:20 pm
by NoriSilverrage
Playing too much stardew?
Re: [MOD 0.12.29+] Farmtorio 0.1.0
Posted: Sun Apr 10, 2016 8:55 pm
by donfussl
stardew valley is an amazing piece of work, but the need for automation doesnt get satisfied enough, hence the modding project
Re: [MOD 0.12.29+] Farmtorio 0.1.0
Posted: Sun Apr 10, 2016 9:22 pm
by Adil
Make sure to add pollution influence on plants.
Re: [MOD 0.12.29+] Farmtorio 0.1.0
Posted: Sun Apr 10, 2016 9:48 pm
by billybob41
this seems interesting, kinda gives the game a better survival feel to it. cant wait to install and test!
Re: [MOD 0.12.29+] Farmtorio 0.1.0
Posted: Sun Apr 10, 2016 11:19 pm
by donfussl
i really didnt expect any reply on that post whatsoever, nice to see people already pick it up. pollution influence on plants is already in, since technically they are tree entities and come with the same pollution values that green trees (not the dry ones) have. since you cant stack the 1x1 tile big plants as much as you can stack trees i dont consider it overpowered. my greatest problem right now is to come up with useful technologies that can be researched with the food you can make. so far i have hand crafting speed and a late game technology that lets you save a position and later teleport back to it. i wanted to improve movement speed, but as of now, this constant can not be modified at runtime.
im glad if anyone has ideas to implement. if interest keeps up, ill make sure to invest a good amount of time in progressing this project.
Re: [MOD 0.12.29+] Farmtorio 0.1.0
Posted: Mon Apr 11, 2016 5:51 pm
by Lifinal
you could make it so that the plants are made into potions and they go into the booster and influence the Turrets different ways.
Re: [MOD 0.12.29+] Farmtorio 0.1.0
Posted: Wed Apr 13, 2016 9:07 pm
by Sander_Bouwhuis
Interesting idea!
Thanks for this mod.
Re: [MOD 0.12.29+] Farmtorio 0.1.0
Posted: Wed Apr 13, 2016 11:24 pm
by y.petremann
Interesting idea, I simply can't use it for now because graphics don't fit the game visuals, sorry.
For the farm, I think that something modern would be great
Re: [MOD 0.12.29+] Farmtorio 0.1.0
Posted: Thu Apr 14, 2016 10:53 am
by donfussl
there even is reddit thread now, im impressed. for the graphics, for the moment i just google stuff that is free to use, to have at least something. for the final version i hope i can get someone to make a set of graphics that fits to the game. the cow sprites we use for testing right now are hilarious. a friend of mine spent 30 minutes in blender and made something that remotely looks like a cow.
elseif string.find(radar.name, "cowfarm") ~= nil then
-- cowfarm building
local surface = radar.surface
-- find chest nearby
local targetchest = find_target_chest(radar)
-- found a chest?
if targetchest ~= nil then
-- check if resources for cowspawn are in chest
if targetchest.get_inventory(defines.inventory.chest).get_item_count("hay") >= 35 then
-- check for targetlocation
local targetlocation = surface.find_non_colliding_position("cow", radar.position, 3, 1)
if targetlocation ~= nil then
-- spawn cow, remove resources
[b][u]surface.create_entity{name = "cow", position = targetlocation, force = "neutral"}[/u][/b] <-- mentioned line of code
targetchest.get_inventory(defines.inventory.chest).remove({name="hay", count=35})
end
end
end
Don't know how to fix. Can you help me?
Thank you
Re: [MOD 0.12.29+] Farmtorio 0.1.0
Posted: Mon May 23, 2016 10:25 pm
by donfussl
hey there,
sorry, ive been busy with university stuff so i had no time to work on it, but i will come back to it, promised! As for your errors, i have to take a deeper look. Also it always helps if you state the version of factorio you tested in on and whether or not you downloaded the provided .zip in this forum or got it from github.
mfg
Re: [MOD 0.12.29+] Farmtorio 0.1.0
Posted: Fri Jun 10, 2016 3:02 pm
by steinio
donfussl wrote:
[*] Make Weapons that fit into the theme. What could be more epic than to bomb the aliens with potato artillery? Fryer-fat napalm bombs?
Pitchforks - we need pitchforks and torches
Re: [MOD 0.12.29+] Farmtorio 0.1.0
Posted: Fri Jun 24, 2016 9:56 am
by Peacefrog
Why don't feed produce to biters / worm, especially genetically / psychoacitve substances? Thus increasing / decreasing evolution-modifier, taming individuals, etc.
Re: [MOD 0.12.29+] Farmtorio 0.1.0
Posted: Sat Jul 23, 2016 12:08 am
by donfussl
hey just wanted to let you guys know that i am finally able to pick this up again and started working. even got the plants to have actually growing states now, so it will feel a lot more lively. also got a friend to help me who is a lot better at actual programming, so i hope to see a lot of improvements for this mod soon. technically works with 0.13.0+ too.