Post-Rocket Defense ideas

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Boogieman14
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Post-Rocket Defense ideas

Post by Boogieman14 »

So I enjoy building big factories with lots of trains hauling ore into it. In fact, I always get a bit disappointed once I've finished rocket defense and look for ways to keep playing (in my latest game, I completed all research - including the highest level of follower count - just to keep going). I've looked at some of the existing mods out there (F-Mod, Bob's, DyTech), but they all add a bit too much micro-management for my taste. So that got me thinking about ways to keep the game going for a while longer, other than just building chests full of module 3's. I realize the roadmap lists 'proper endgame content' as one of the goals for 0.12, but that's still several months away, so I'm thinking there may be room for a mod in this direction until then.

I'm just posting this here to see what kind of ideas we can all come up with. If anyone's interested in building a mod, that'd be great, otherwise I may take a stab at it myself.

Just some random thoughts I've had so far:
- Research: all the below ideas would require some research, which only becomes available after researching Rocket Defense (I suspect it would be hard to cleanly hook into the ship landing and prevent the game from completing after those 10 minutes, so the research will have to suffice as a surrogate). Numbers of science packs for RD could be at the lower end of requirements for these techs and it could possibly introduce new kinds of research input (advanced science packs? scientists?)
- Cryogenic storage: I envision the majority of the future population of this planet to be in orbit in cryogenic ships. These ships have their own powersupplies, but are too big to bring to the surface. So some cryogenic storage buildings need to be built where the population can safely be stored until it's time for "defrosting" - this building will obviously having some major power requirements for maintenance and perhaps have some basic nutrients shipped in to allow a citizen to be defrosted -> produces "Defrosted citizen"
- Training and recovery facility: where defrosted citizens go to recover from their period of cryo storage
- Apartment buildings: perhaps even in several levels of luxury
- Higher tier apartment buildings could produce scientists, which are required for future research (yes, I realize they'll likely get consumed in the process, but hey, research on an alien planet is dangerous :twisted: )
- Food! Initially, food could be gotten from biter carcasses (Biter Burger, anyone? :) ), later on research into "Biter Husbandry" and some forms of agriculture.

I'm thinking all these construction options should only require items that are available in the base game, so it doesn't add too much complexity but just offers some resource sinks and presents a bit of a goal to work toward.

Again, I'm just tossing these ideas around, see if they appeal to anyone else (and perhaps find out if they're at all feasible).
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.
cartmen180
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Re: Post-Rocket Defense ideas

Post by cartmen180 »

I am working out some ideas to add some endgame content.
So far i am working on appartment buildings in different tiers. Higher tiers require more luxury products. People will spawn at these buildings like biters do at their spawns. They aren't much use though. Maybe a barracks supplied with weapons will slowly generate soldiers.
I am playing around with an idea for modules, apartment buildings slowly generate citizens, which can be placed in an appartment as a "module", speeding up generation of more citizens. These citizens can also be used in a new series of buildings. I was thinking about some kind of pollution reduction buildings and a new research lab. Need to brainstorm some more about that.
Also higher tier appartments generate specialized citizens, for example scientists, agricultural experts, etc. Or generate citizens faster, then they can go to a school and become a skilled worker, could be an entire education chain.
Of course the food chain would be a major addon.

The code won't be a problem but textures are, i am terrible at those. If someone would be willing to supply me with some appartment textures/sprites, different tiers of farms, some hightech looking buildings, etc. i will do my best to make this happen.
Check out my mods
drs9999
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Re: Post-Rocket Defense ideas

Post by drs9999 »

I created a concept like that a loooong time ago:
https://forums.factorio.com/forum/vie ... f=32&t=877
I haven't looked into it since then, but it might be helpfull...

OT: I don't know why but I miss the old terrain textures :D
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