Human Resources - idea to mod

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Tomplus
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Human Resources - idea to mod

Post by Tomplus »

Hello,

It's an idea, I can't do anything myself, but I'll introduce it because it may be interesting for advanced modders.

The idea is the idea of transporting passangers. Such people would be needed for everything as manpower.
They would be needed as laborers in mines, steel mills, train drivers, boilers, oil wells, as scientists, lab technicians, and even as soldiers firing cannons, marchineguns, spidertrons and other gun operators.

By default, this would be as unskilled labor, and in later phases they could be trained as specialists in improving the performance of machines and devices.
An interesting combination can be the use of mods where coffee is produced [https://mods.factorio.com/mod/coffee] or the Mining Drones mod where helpers are little miners [https://mods.factorio.com/mod/Mining_Drones]. You can revive the "worn out" machine workers with coffee or another meal.

A further idea is to make them soldiers to fight dangerous fauna (behaving as walking drones).
Koub
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Re: Human Resources - idea to mod

Post by Koub »

[Koub] Moving this into Ideas and Requests for Mods : I think we all agree this is within the modding realm.
Koub - Please consider English is not my native language.
nosports
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Re: Human Resources - idea to mod

Post by nosports »

there is a mod which you need take somewhat care of people to get all running, but i just don't remember

Edit : there : https://mods.factorio.com/mod/Colonists but last version is for 0.17
Tomplus
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Re: Human Resources - idea to mod

Post by Tomplus »

A bit, but I thought of people as a resource. Houses as mines.
rookhaven
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Re: Human Resources - idea to mod

Post by rookhaven »

I'm working on something similar although slightly different. Would you be interested in helping me multiplayer test it? It's ready for a play-run test I believe.

If you are, let me know, and I'll send you a link to the github for it.

Basically, you can build cities/resorts/academies etc and the cities generate passenger and student items. Passengers generate credits when they are consumed by resorts (as do students). Students can be trained to become 3 ranks of officers which are productivity modules.

I suspect this can all be modified to match more closely what you want. The closest we could get to would be to add workers etc as recipe ingredients for base recipes etc - which would be quite a modification of base. It's alot of grunt work but very doable.

What I really want to do next is make factions and galactic warfare - similar to BigEnemies but with capital ships etc. With invasions... And the ships would require crew which come from the cities to build.
Tomplus
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Re: Human Resources - idea to mod

Post by Tomplus »

Your idea sounds much better. Thanks to such ideas and modifications, the railway world in the game is more interesting :)

Testing?
Of course, I can help you test - question when?

I can add a translation for my native language.
rookhaven
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Re: Human Resources - idea to mod

Post by rookhaven »

Great! Sent you a pm with the link to github and put up a public mp game to test it with.
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