Page 1 of 1

Contracts

Posted: Wed Dec 06, 2017 5:15 pm
by Alien_Squasher
So have you ever wondered why, even after launching a rocket you still have no contact with your homeworld? Lore aside, it's time for that change. Combining aspects of Black Market and Kerbal Space Program style contracts, after you launch a satellite you are presented with a shiny GUI full of contracts. The rewards? Not currency, but components. For example a contract will contain something like build me 20000 Stone Walls or Smelt 100000 Iron plates these goods will then be delivered to a rocket silo and loaded in. To make this easier logistically a new kind of logistics chest will be added in: The Contract Requester Chest. It requests the amount and type of good for whatever contract you currently have available and if wired to a rocket launches it when it's cargo contains all the requested items. You then receive a reward that will be entailed in the contract in a slot next to space science.

I am currently trying to figure this out and any help would be greatly appreciated, this is my first mod so I am figuring out how to work everything, so please link any helpful articles/tutorials!

Re: Contracts

Posted: Tue May 08, 2018 10:07 pm
by Combinator
Try doing it where if you send up an item it returns different ones like they mentioned in a friday facts you can send 1 tank for some fish. You have to make several items and just specify a result item. I would make an item box for the request and reward for each. Then, a crafting machine can convert it to items.
Edit: I have made the mod with placeholder items, but if you give me your github username and factorio username I can add you as a collaborator on both the repo and listing. https://mods.factorio.com/mod/thecomb-s ... /downloads

Re: Contracts

Posted: Tue Jul 24, 2018 11:29 pm
by Airat9000
:D good idea!

it would be nice to think that contracts would be such that they would receive something less significant, and send expensive things