[0.10.2 WIP] Stone Age (or the Pre-Electric Era)
Posted: Thu Jul 10, 2014 4:40 am
Everyone is creating all kinds of great new mods to make everything bigger and better down at the end of the tech tree, so I went a different route...
What if it was harder to build up to electricity? What if the burner equipment wasn't almost automatically obsolete?
This is just an early prototype/demo at this stage, so it doesn't do a heck of a lot apart from slowing down the early game a bit. I welcome new ideas (and help, because I'm not the greatest at lua, and my graphics skills leave much to be desired as well ) for expanding it further.
There are three new techs you'll need to research:
1) Metal working - required for even turning iron into plates, unlocks a special research furnace (red science packs only) which is used to research the next two techs
2) Steam power - required for burner stuff and steam engines, unlocks a burner assembling machine (cost: 5 red science packs)
3) Electricity - once you get to here, you're pretty much at the start point for a regular game of Factorio (cost: 50 red science packs, thereby encouraging you to automate with burner power)
Metal working needs to be easy to get, so just collect iron + copper ore = 10 ore, and it will be researched automatically for you. It's like the time required to study the alien metals before you are able to work with them effectively.
If you like, you can actually start researching some of the normal techs once you get metal working. The research furnace only accepts red science packs, but you can easily get some automation going using the new burner assembling machine to make them for you
I recommend using this with DyTech for the stone gears (which I've incorporated) and the wooden axe. Reygan's mod also has a stone axe in it which fits in well (not sure where that came from originally, but if you have the original mod, it should work too).
The other thing I did was make existing techs depend on the new early techs before you can research them, and recipes unlock only when you can actually build them. For instance, the iron axe now requires metal working. So far, this applies to the following mods too:
- DyTech (pre-modular version, because modular version is still missing a bunch of stuff)
- F-Mod
- TreeFarm
- Reygan's assembly mod
- Bob's Plates
- Floors
- Belt Switchers
I run a butt-load of mods, and haven't encountered any weirdness yet, but let me know if you do.
Still working on balancing tech costs. It's probably too fast or too slow for some people right now.
Also, another thing you can try if you want an even slower start is to remove the starting furnace, burner miner and iron plates from the player in data\base\scenarios\freeplay\control.lua. (At least that's how I play )
Current version is 0.0.2 and can be downloaded here:
https://drive.google.com/file/d/0B07U8U ... ENabUFUdFk
Changelog:
0.0.1
- Initial Release
0.0.2
- Toolbelt now requires Electricity (for unlocked green science packs)
- Research furnace now only takes red science packs, and not plates, etc. Steam power now costs 5 red science packs. Electricity now costs 50.
What if it was harder to build up to electricity? What if the burner equipment wasn't almost automatically obsolete?
This is just an early prototype/demo at this stage, so it doesn't do a heck of a lot apart from slowing down the early game a bit. I welcome new ideas (and help, because I'm not the greatest at lua, and my graphics skills leave much to be desired as well ) for expanding it further.
There are three new techs you'll need to research:
1) Metal working - required for even turning iron into plates, unlocks a special research furnace (red science packs only) which is used to research the next two techs
2) Steam power - required for burner stuff and steam engines, unlocks a burner assembling machine (cost: 5 red science packs)
3) Electricity - once you get to here, you're pretty much at the start point for a regular game of Factorio (cost: 50 red science packs, thereby encouraging you to automate with burner power)
Metal working needs to be easy to get, so just collect iron + copper ore = 10 ore, and it will be researched automatically for you. It's like the time required to study the alien metals before you are able to work with them effectively.
If you like, you can actually start researching some of the normal techs once you get metal working. The research furnace only accepts red science packs, but you can easily get some automation going using the new burner assembling machine to make them for you
I recommend using this with DyTech for the stone gears (which I've incorporated) and the wooden axe. Reygan's mod also has a stone axe in it which fits in well (not sure where that came from originally, but if you have the original mod, it should work too).
The other thing I did was make existing techs depend on the new early techs before you can research them, and recipes unlock only when you can actually build them. For instance, the iron axe now requires metal working. So far, this applies to the following mods too:
- DyTech (pre-modular version, because modular version is still missing a bunch of stuff)
- F-Mod
- TreeFarm
- Reygan's assembly mod
- Bob's Plates
- Floors
- Belt Switchers
I run a butt-load of mods, and haven't encountered any weirdness yet, but let me know if you do.
Still working on balancing tech costs. It's probably too fast or too slow for some people right now.
Also, another thing you can try if you want an even slower start is to remove the starting furnace, burner miner and iron plates from the player in data\base\scenarios\freeplay\control.lua. (At least that's how I play )
Current version is 0.0.2 and can be downloaded here:
https://drive.google.com/file/d/0B07U8U ... ENabUFUdFk
Changelog:
0.0.1
- Initial Release
0.0.2
- Toolbelt now requires Electricity (for unlocked green science packs)
- Research furnace now only takes red science packs, and not plates, etc. Steam power now costs 5 red science packs. Electricity now costs 50.