I had a thought that after launching the rocket, maybe we could still continue with the factory to provide resources for early colonization
Production of resources for colonists
After the rocket has been launched, maybe we could add a new section of the production that could be used to provide resources to the early settlers.
Since the addition of agriculture additional content, i was wondering if the basic resources could be used to provide the opportunity for production of consumption based products, like food products, medicine , and industrial products and machines like tv, fridge , cars etc.
Although i think i might be getting too excited and getting carried away by the idea, but atleast the addition of the existing machines like cars and corn could be used for direct trading and supplying.
The scope of this thing is large , as the petrochemical industry which barely has as much utility as it could , will truly blossom.
Selling power
The power production in this game could be used to provide resources. The idea is to sell surplus power and gain resources in exchange. Its almost like earning reputation, only its fairly faster,and the output it much larger .
This aims at selling the surplus energy(tertiary) in exchange for a more usable resource, like the "pink balls"
To add a little depth we can have the output and machines vary in size, with larger machines giving more profit .
An addition of penalty system and fixed output could help spice up things. It aims at running with some resource as an input, DRAWING the power from the system as "primary" (or secondary or tertiary ,based on the machine type) and if the demand is not met ,the output is nil, making it a loss. And large addition in output if demand is met(the profit)
- it needs to be 100 MW, because everyone cheats this down to 20 MW with Beacons.
- second energy is free ... until i overwrite the vanilla solar-panel recipe ... a good idea btw.
- the point of reputation is to buy with this recipes/tech from outside. but factorio support this not very well, so reputation is needed to trade-in special material
- factorio itself will provide space-settling ? in a future version
i can imagine to produce food for the native animals and make the whole world into a biter-farm, but supplying colonists outside and still stuck on this planet is a little bit disappointing. but yes, because most players also disappointed can't use weapons or cyborgs it will go the civil way ... the addon is on ToDo-List for overhaul
you sell now also power because you invested power into the product. and this is also the challenging point atm. make a self-substain-production-trade-cycle without solar, and use your transmuted profit for power-generation. you can start with 100 UC-A2 or more if you want.
I think that i didnt get some message delivered in the right way, so let me eleborate
the power issue
i dont mind the 100 MW, its the 5 MW drain(when not using) that i find mismatched.
Also about power,let me give u an example from ur recipe
transmuted uca 2 from m A2
it takes 60 sec at 100 MW per sec
if u run it with accumulators storing 3 GJ of energy(which is also the fuel value), the process only gets to about 50%.
so to make 3 GJ energy, u need 6 GJ energy.
the same goes for other recipe,there is 50% fuel reduction.
i dont mind the reduction itself, but 50% is too large, 5 to 10% would be better. {From result side its -100% power}
in comparison, one coal can provide enough electric power to mine over 50 coal(electric drill). that would be 50,00% increase.
even with the manual drill its +700%
Reputation
i think that the tech tree should be more intractable. And the idea of bringing new tech should be an amazing one.
but there is some issue there i guess. i doubt it will be done any time soon, cause it has some troubles in that sections. some,(actually many )mods once loaded in the game dont support changes, and unless the devs find some way to deal with this, adding a new tech might be an issue.
None the less, i would really like the idea in action.
colonist
Colonist actually refers to people moving in. I was going in reference to the scenario that after we send off the rockets, more humans want to settle on our planet, and come to the planet.
we provide them with the stuff. But story aside, the concept remains the same
And i am super excited for the new addons, the one TO DO u mentioned
Power for selling
i meant it like a power plant.Put the switching stations and send out the power for profit(money/resource)
I would like to add something in this section. Its about ur coal and wood recipes.
coal dust actually would have more PRACTICAL fuel output value
powdered coal has higher exergy, it can burn faster and provide more energy in the same amount of time.
Rather than converting it to a solid form again, i think it would be better to convert it into a charge that could be used to directly burn at the generator. Something like burning the petrol.
I dont know what ur plans are about venturing in the fluid side of the power plant, so could u let us in on your plans on the liquid/fluid handling
agriculture
I dont think its the right section to add this idea. but since other similar ideas are in this section so i am gonna add it here.
i am under the impression that all the fuel in "agriculture" section is aimed for the "engine" section, which has insane output, so that works out, but if ur going to rmp down the engine output, then the recipe in the agriculture sections needs to be tweaked
I think that corn should be treated as half wood, with fuel value of 2 MJ(or 1.5). if u dont want the corn to be used as a fuel that's fine too, but the wood being produced in this manner is way to expensive. Same goes for rabio. you need to understand that one corn cycle is 300 sec, and a good amount of it is going to be used to reproduce this.
yes, but you can buy this red-stuff (Bounded Red) direct in the Trade-Node (Handelsknoten)
next version of Yuoki-Industries is incompatible with this current version - so i will release a fixed version at the same time.
to fix by yourself
file: ir_fab8.lua line 23 - exchange y-accumulator-s with y_blocked_capa
AceTecNic wrote:Hey Guys,
i want to build a simple truck frame, but i need the "kleine verbesserte akkustation". But i can´t find anywhere...
can u help me?
Thank u 4 this awesome mod!!!
Thx for reporting this.
I have uploaded a new - version 0.0.8 - fix this and previous issue with the shield-generator too.
Yuoki in PFW v0.0.8 did you change recipes in Trade Center? Before I was able to sell UniComp and buy various others materials like Katalex but now I see that it's opposite (sell almost everything for UniComp).
Now to obtain Katalex I have to produce B-E-St and then sell it for Katalex and UniComp.
Neotix wrote:Yuoki in PFW v0.0.8 did you change recipes in Trade Center? Before I was able to sell UniComp and buy various others materials like Katalex but now I see that it's opposite (sell almost everything for UniComp).
Now to obtain Katalex I have to produce B-E-St and then sell it for Katalex and UniComp.
yes, because this was always the intended way
buying was for testing - but i also see the need for buying stuff. i wanted original you can buy the materials for let's say +10-20% to force you to trade but it's in current values not calculated it's a 1:1 trade. Also players tend to buy all they need for the walker-armor and equipment and ignore the rest. it's also okay. missunderstanding the concept and focus on (cheats) makes this addon in my opinion a failure. but i have atm no new/good idea to correct this addon (beside makeing it more OP or add useable stuff)
so, i would appreciate to hear your ideas and suggestions to save the addon from discontinuation.
There is no way now to craft the first ultra wire, you need ultra wire to make shielded armor, shielded armor to make Mke-c3d-sirus armor, and that armor trade in gives you the ultra wire. Unless I missed something?
If your goal is to get people to build the whole mod of stuff, perhaps make the power armor the reward for doing so?
I love the mod complexity and idea. Thank you for your efforts so far.
charlie3782 wrote:There is no way now to craft the first ultra wire, you need ultra wire to make shielded armor, shielded armor to make Mke-c3d-sirus armor, and that armor trade in gives you the ultra wire. Unless I missed something?
If your goal is to get people to build the whole mod of stuff, perhaps make the power armor the reward for doing so?
I love the mod complexity and idea. Thank you for your efforts so far.
yes for pointing this out ! - this and the comments before forced me to a new version aviable now !
YI-PFW 0.0.9 - Changes
- fixed Equipment-Values for Armor and Shields ... now the 2x2 and 3x3 Shields are line up correct
- Reputation-Generator (Be Rich and Show This) have new crafting speed and energy-consume ... factors now 0.5, 0.6, 0.7 (after YI change to 0.2.46 / 0.3.1)
- new Item - Trader-Sign
for every sell through the Trade-Node you will get 1 Trader-Sign and marks you as trusted partner. in combination with Unicomp you can use these Trader-Signs to buy-in different rare material.
for me it fixes extreme only buy-in and gives you still the chance to rush to things you wanted.
i hope you like these short-fixes
Neotix wrote:I just noticed that Walker armor can fly (it have thrusters in legs) but I have no idea how I triggered that.
Edit: HAHAHA I know how. It fly after shooting. It's looks so awesome.
Yuoki can you add new tier of Walker that have thrusters in legs and on back and will fly while moving? I want my MECHA
yes,
the reason for the "combat-flying" is simple - the animation sheets to generate walking cost hours over hours. flying or some other sort of movement are easier to generate to fulfill the game wishes (single-frame count, direction-count etc.) - this is also the reason why i have made only 1 sheet, with all the issuses at start (factorio needed the exact frame-counts - if not -> error) was a very terrible experience. i assume it's not changed (lua values ignored, frame-counts hard-coded). this experience also prevents me makeing any new enemy-sheet - i expect the same problems. it needs a high level of masochism to make another sheet ^^ - but after this long time my level is high enough - i think.