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Epic: producing food

Posted: Mon Feb 18, 2013 2:00 pm
by Ween
I tried to look around, and I did not find any topic about that (I might have missed it).

The background of the game is about a person whose ship crashed on a planet and tries to survive, even though, there is no question about food and eating. I would have put it first on the list to do, find food and a shelter. Then, you build your big industry...

So, there comes my question, is there any plan to implement food and hunger in the game ?

Re: Food

Posted: Mon Feb 18, 2013 2:07 pm
by rymn
N, not yet. I not sure if they plan on implementing hunger, but my guess would be no.

There was a discussion a whie back about the fish, they were used as a training exercise for someone but left in. You can eat them for health, not sure if they'll make it into the final game.

Re: Food

Posted: Mon Feb 18, 2013 2:22 pm
by kovarex
Food is being considered for sure.
It would fit into the story as well, you have to prepare the conditions for the earth colonisation fleet right?
So, the first ship with several millions of people arrives they thank you for making the defense that enabled them to land, take a tour around your huge factories etc.
When all the formalities and thanks are done, they will ask for the dinner, as their food storage on the ship just ran out, and you answer.
"Erm ... you know ... when I'm hungry, I get some fish and eat it. .... but I ate most of them already ... but I have a lots of coal, look .. " :)

Re: Food

Posted: Mon Feb 18, 2013 3:45 pm
by Ween
Furthermore, since we are on the food and all the culture stuff.

I read about the pollution topic (very interesting, if you have not read it yet, you should !!!). If I got i right, pollution would means drawback (like desease), but you could also make some culture to get some drugs !!!

Anyway, it is way ahead, but there are so many things you can do with industrial agriculture (even more pollution ;) )...

Re: Food

Posted: Mon Feb 18, 2013 9:35 pm
by pajp
Let's make baked fish after cooking it in Furnace!

Re: Food

Posted: Mon Feb 18, 2013 10:05 pm
by kovarex
It is really easy to create already by just manipulating the prototype definition files.
  • add new item, baked fish.
  • add icon for that
  • add furnace recipe.

Re: Food

Posted: Thu Feb 21, 2013 8:17 pm
by NatLaTomate
I make it, it's really easy... Just that my picture is bad ^^

Re: Food

Posted: Fri Feb 22, 2013 6:03 am
by kwiz
Ween wrote:Furthermore, since we are on the food and all the culture stuff.

I read about the pollution topic (very interesting, if you have not read it yet, you should !!!). If I got i right, pollution would means drawback (like desease), but you could also make some culture to get some drugs !!!

Anyway, it is way ahead, but there are so many things you can do with industrial agriculture (even more pollution ;) )...
Agriculture would be a great way to soak up some of the map space, while providing ample opportunities to add tech while maintaining the balance of the current tech tree (make tractors useful for agriculture but not mining/manufacturing).

Re: Food

Posted: Fri Feb 22, 2013 9:49 am
by Ween
kwiz wrote:Agriculture would be a great way to soak up some of the map space, while providing ample opportunities to add tech while maintaining the balance of the current tech tree (make tractors useful for agriculture but not mining/manufacturing).
You can even mix both trees...

Re: Food

Posted: Sun Feb 24, 2013 12:31 pm
by Bigspanners
I think that hunger (if implemented) should be in the options before you start the game. Would let you focus on building if that’s all you want to do.

epic: producing food

Posted: Thu May 21, 2015 2:50 pm
by ssilk
Necroing. This belongs to the epic "producing food".

https://forums.factorio.com/forum/vie ... f=76&t=163

Re: Epic: producing food

Posted: Tue Jul 28, 2015 3:52 pm
by izawwlgood
Came to suggest this - there's a lot of potential for an agricultural industry, including mixing into oil production with biodiesel, building materials with bamboo, gas/liquid production (ethane -> various plastics), etc. My biggest thought was that currently pollution is presently a sort of unidirectional thing - as you expand, you produce pollution which pisses off the biters and makes them attack. But maybe you could also pursue some eco-friendly industries to offset your pollution, buying you more time or outright appeasing the biters, making them stay away. This all of course could be relevant for an end game 'keep the colonists happy' portion of the game.

Re: Epic: producing food

Posted: Fri Jul 31, 2015 11:10 am
by Apos
Nutrition and food production imho really fit to Factorio story and gameplay. Imagine that as other mentioned you need to produce X amount of food and water to support colonists. It could be not that hard to implement because some game mechanics are already in:
- mining mechanics for farms, but add ability to create crop fields;
- assembling machines as food producing factories (like turning raw into eatable product and then canning it in other factory);

To make it more interesting:
- farms would require access to clean water (disinfection of water in chemical plants)
- farms located too close to polluted areas would generated less, way less yield so player would need to look for creating dedicated bases and networks for food and water production

Re: Epic: producing food

Posted: Fri Jul 31, 2015 12:07 pm
by Klonan
Apos wrote:Nutrition and food production imho really fit to Factorio story and gameplay. Imagine that as other mentioned you need to produce X amount of food and water to support colonists. It could be not that hard to implement because some game mechanics are already in:
- mining mechanics for farms, but add ability to create crop fields;
- assembling machines as food producing factories (like turning raw into eatable product and then canning it in other factory);

To make it more interesting:
- farms would require access to clean water (disinfection of water in chemical plants)
- farms located too close to polluted areas would generated less, way less yield so player would need to look for creating dedicated bases and networks for food and water production


To expand:

- Make fetilizer products in a production chain
- Food production chains increase nutritional yield, increase calorie density and stack size. USe other food products to make raw materials for more advanceds ones
> think, corn > corn oil > deep fryer > fries etc.
- waste products need recycling back into the food chain, corn husks, un digestible fibers.
- raise livestock which require raw food stuffs, leade to higher tier foods (bacon)
- biter raise on your chicken coops :[
- bakery systems,requires mixing of ingredients, piping to ovens and cooking.
- require culinary logistic items, oven trays, metal tongs, thermometers

- research more resistant crops, faster growing, more resilient
- protect crops from biters, along with food production (if biters smell cooking chicken, they'll come running)
- tame biters with food???