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Tiberium, from the Command & Conquer universe.
Posted: Sat Jul 09, 2016 2:29 am
by Makk
As a huge, and long-time fan of that series, I often find Factorio's graphical style and music familiar to "Tiberian Sun" an iteration of the Command & Conquer universe that features a ravaged Earth based around a toxic green (In some cases blue) crystal which feeds off of most minerals, materials, vegetation, liquids and life around it to further spread itself.
Of alien origin (We first are hinted about then confirmed later on in the series), this crystal is an engineered material that uses whatever around itself it can to adapt to the environment and spread in the most efficient way; First assimilating into a vegetation-like state to ensure a speedy first stage of development where tree-like organisms spread noxious fumes which were very small 'seeds' which would proginate the crystal form, and later digging deep into the ground and spreading in a completely crytalline form underground thus manufacturing or 'growing' more of the material in a run-away effect. Could almost be considered a form of life with its organic ability to conform to any form of life and environment.
As this series is owned by ea, I know it would be hard to incorporate directly into the game, however a mod based on this idea would surely be a boon to this game and add a very dynamic effect to any map.
I don't know much about modding, which is why I came here to throw the idea around a bit. I'm sure I'm not only C&C fan from the older games that would have an absolute blast with this type of mod.

Re: Tiberium, from the Command & Conquer universe.
Posted: Sat Jul 09, 2016 5:31 am
by Koub
[Koub] Topic moved to Ideas/requests for mods.
Tiberium won't make it into vanilla, but can be interesting in a mod, along with the adequate harvester mod maybe
viewtopic.php?f=87&t=12747
viewtopic.php?f=120&t=18311
(these won't work any more, but could be ported/redone)
Re: Tiberium, from the Command & Conquer universe.
Posted: Sat Jul 09, 2016 8:08 am
by Makk
Koub wrote:[Koub] Topic moved to Ideas/requests for mods.
Tiberium won't make it into vanilla, but can be interesting in a mod, along with the adequate harvester mod maybe
viewtopic.php?f=87&t=12747
viewtopic.php?f=120&t=18311
(these won't work any more, but could be ported/redone)
Ahh, I see. Those are Red Alert 1 harvesters from a different universe of C&C. But proof of concept to the general idea I suppose. Thanks for that share btw

, I seemed to have missed that one at some point when I was browsing mods
Re: Tiberium, from the Command & Conquer universe.
Posted: Thu Aug 04, 2016 4:19 am
by kingarthur
im working on trying to make tiberium. its still major wip as im trying to figure out a good way to make it grow and expand like it should in my free time. plus i need to figure out what to do with it after that point.
Re: Tiberium, from the Command & Conquer universe.
Posted: Thu Aug 04, 2016 5:08 am
by JudgeArcher
kingarthur wrote:im working on trying to make tiberium. its still major wip as im trying to figure out a good way to make it grow and expand like it should in my free time. plus i need to figure out what to do with it after that point.
maybe it would be possible to adap the grows of fields and mod a version where at the starting point a field starts that kills anything it touches . this way u cant idle in ur base and you have to relocate your base. it could be with an expondential growth and the aim would be how long can you survive

Re: Tiberium, from the Command & Conquer universe.
Posted: Thu Aug 04, 2016 5:29 am
by kingarthur
what i have planeed is that it will have a super low spawn rate and only spawns out side of the start area. then it will attempt to grow over anything in its way like biters, trees, ore, player and his stuff. so what will happen is you should end up with a wave of tiberium growing towards you from one direction or possibly more so you have to deal with it while also dealing with the biters in all other directions that havnt been infected or destroyed by the tiberium.
thats the enemy part of it. im also working on how the tech should be handled. somehow the tiberium would need to be studied to figure out ways to deal with it and eventually utilize it
Re: Tiberium, from the Command & Conquer universe.
Posted: Thu Aug 04, 2016 11:47 am
by JudgeArcher
kingarthur wrote:
thats the enemy part of it. im also working on how the tech should be handled. somehow the tiberium would need to be studied to figure out ways to deal with it and eventually utilize it
atleast there should be a tiberium sience pack, or maybe 2 for each ore, maybe adding more grow when area is poluted and mutated biters that heal on tiberium and take damage on normal ground. i liked the mutationpiles in C&C. a special wall that stops the grow next to it would be good.
good luck with the mod
Re: Tiberium, from the Command & Conquer universe.
Posted: Fri Aug 26, 2016 2:37 pm
by AutoKeks
For fans of Tiberian Sun, this might tackle some feels:
https://github.com/cooox/factorio-tiberian-gates
It's a minimod which replaces the gate sounds with the original C&C Tiberian Sun ones
I won't upload it to the mod portal, as I am not sure about the usage rights of the sound files (I got them off of a Youtube clip). But feel free to place it as 'Tiberian Gates_0.1.0' in your mod folder!
Re: Tiberium, from the Command & Conquer universe.
Posted: Fri Aug 26, 2016 9:17 pm
by Supercheese
Tiberian Sun was released as freeware by EA in February 2010, so I don't think you need to worry too much about usage rights.