Hello Ladys and Gentlemann,
i search for my Idea of making a MOD that reworks Vanilla complety in a Questgame:
- Graphic Artist
- control.lua spezi!
What i think under Questfactorio?
I think that you start only with an wood-axe and a Questbook(Blueprintbook). You need to go throw the steps in Questbook, but you can Research some Tech!
Other Tech can be unlocked by Quests. You can some "cheaty" Items/Entitys from Hardcore Quests, like an Creative Tank or a Creative Chest.
More i will work out with you!
Why a Questfactorio?
Because i love to play Games that have a Quest to go throw!
Why dont use Scenarios?
Because of new Items, new Ressources, new End Game etc.!
More Ideas?
Post them in the Comments!
If you are interested than contact me via PM or via E-Mail.
factorio@luzifersenpai.de
Thanks for reading and have a nice day!
Greetz,
Luzifer Senpai
Vanilla Rework!
- LuziferSenpai
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- aubergine18
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Re: Vanilla Rework!
I'm working on something a bit like this with my Epoch mod.
Idea behind my mod is that there are distinct Epochs (ages/phases) to the game:
* Agricultural epoch - Immediately after crash landing, Factorian has to deal with basic survival needs. Focus is on wood, stone, water and coal. Maybe some farming in there too.
* Industrial epoch - Factorian decides s/he doesn't want to spend life alone on this planet, starts working on industry and red tech. Focus shifts to metals, steam, electricity. Lots of pollution, first biter attacks.
* Automation epoch - Factorian realises mass automation is needed to achieve his/her goals, whilst dealing with increasing biter attacks. Focus shifts to oil, chemistry, weapons, expansion.
* Sustainability epoch - Factorian sees that automation, while necessary, is insufficient for his/her goals. Focus shifts to computing, modules, recycling, etc.
* Logistics epoch - Factorian sets about modernising his/her factory to increase production and throughput. Focus shifts to advanced logistics.
* Expansion epoch - Factorian now has sufficient tech and resource to greatly increase expansion of factory. Focus shifts to remote outposts, and space.
* Tourism epoch - Factorian meets off-world traders, tourists, etc. Focus shifts to trade and meeting needs of tourists.
* Permaculture epoch - Rapid expansion and growth is causing all kinds of problems for Factorian. To survive s/he will need to take elements from all epochs and combine them together in new ways to get things back under control.
There are also quests in each epoch. For example, in agricultural epoch certain techs require a quest. Tourism epoch will include quests to fix up off-world factories, meet production/delivery goals, etc. Quests are always optional, and generally only give minor advacements or buffs, although there would be a few that give unique results.
Also planning several character classes: Human, Metahuman, Cyborg, Android (plus vanilla Factorian). Class will determine things like initial movement speed, reach distance, inventory size, survival requirements, etc. There will be class specific tech, crafting abilities, etc.
That's rough outline of where I'm headed, stuff will obviously change as I progress. Idea is that each epoch will have it's own gameplay style, sufficient for a player to stay in that epoch for long time if desired. But there will also be fast routes to next epoch for players who want to quickly progress (as well as ability to start game at specific epoch for players who want to completely avoid the grinding early epochs... although there's a single in the tail if they do that).
Idea behind my mod is that there are distinct Epochs (ages/phases) to the game:
* Agricultural epoch - Immediately after crash landing, Factorian has to deal with basic survival needs. Focus is on wood, stone, water and coal. Maybe some farming in there too.
* Industrial epoch - Factorian decides s/he doesn't want to spend life alone on this planet, starts working on industry and red tech. Focus shifts to metals, steam, electricity. Lots of pollution, first biter attacks.
* Automation epoch - Factorian realises mass automation is needed to achieve his/her goals, whilst dealing with increasing biter attacks. Focus shifts to oil, chemistry, weapons, expansion.
* Sustainability epoch - Factorian sees that automation, while necessary, is insufficient for his/her goals. Focus shifts to computing, modules, recycling, etc.
* Logistics epoch - Factorian sets about modernising his/her factory to increase production and throughput. Focus shifts to advanced logistics.
* Expansion epoch - Factorian now has sufficient tech and resource to greatly increase expansion of factory. Focus shifts to remote outposts, and space.
* Tourism epoch - Factorian meets off-world traders, tourists, etc. Focus shifts to trade and meeting needs of tourists.
* Permaculture epoch - Rapid expansion and growth is causing all kinds of problems for Factorian. To survive s/he will need to take elements from all epochs and combine them together in new ways to get things back under control.
There are also quests in each epoch. For example, in agricultural epoch certain techs require a quest. Tourism epoch will include quests to fix up off-world factories, meet production/delivery goals, etc. Quests are always optional, and generally only give minor advacements or buffs, although there would be a few that give unique results.
Also planning several character classes: Human, Metahuman, Cyborg, Android (plus vanilla Factorian). Class will determine things like initial movement speed, reach distance, inventory size, survival requirements, etc. There will be class specific tech, crafting abilities, etc.
That's rough outline of where I'm headed, stuff will obviously change as I progress. Idea is that each epoch will have it's own gameplay style, sufficient for a player to stay in that epoch for long time if desired. But there will also be fast routes to next epoch for players who want to quickly progress (as well as ability to start game at specific epoch for players who want to completely avoid the grinding early epochs... although there's a single in the tail if they do that).
Better forum search for modders: Enclose your search term in quotes, eg. "font_color" or "custom-input" - it prevents the forum search from splitting on hypens and underscores, resulting in much more accurate results.
- LuziferSenpai
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Re: Vanilla Rework!
Sounds awesome!
But that is not what my Idea is ^^
I was thinking like Project Ozean 2 in MC ^^
But your Idea will work for Guys that love "Story" or/and "Roleplay Games!
Greetz,
Luzifer
But that is not what my Idea is ^^
I was thinking like Project Ozean 2 in MC ^^
But your Idea will work for Guys that love "Story" or/and "Roleplay Games!
Greetz,
Luzifer