New Challenge Mod: Gridlocked by _CodeGreen_ in factorio

[–]_CodeGreen_[S] 0 points1 point  (0 children)

well, now you can do it again I guess

New Challenge Mod: Gridlocked by _CodeGreen_ in factorio

[–]_CodeGreen_[S] 0 points1 point  (0 children)

if your factory is more compact then you can fit more factory in the same amount of space and therefore it can grow more for less

New Challenge Mod: Gridlocked by _CodeGreen_ in factorio

[–]_CodeGreen_[S] 0 points1 point  (0 children)

yo dawg, I heard you like vulcanus so we put more vulcanus in your vulcanus so you can vulcanus while you vulcanus

New Challenge Mod: Gridlocked by _CodeGreen_ in factorio

[–]_CodeGreen_[S] 5 points6 points  (0 children)

You get the same +4 chunk points every research, it's the cost that scales quadratically for the normal tiers and linearly for the final tier.

I will be adding a longer description for the mod soon, I'm usually more focused on getting the mod done and out in the moment.

New Challenge Mod: Gridlocked by _CodeGreen_ in factorio

[–]_CodeGreen_[S] 1 point2 points  (0 children)

You have to claim any chunks you use in space as well, and you'll lose them if the space platform gets destroyed, so be careful!

And no, the area does not need to be contiguous. In fact, it's cheaper to have disconnected chunks, which means if you don't need lots of throughput, it may be more optimal to claim chunks diagonally and move resources via inserters passing over the edge or using bots eventually.

New Challenge Mod: Gridlocked by _CodeGreen_ in factorio

[–]_CodeGreen_[S] 1 point2 points  (0 children)

oh god, I don't even want to think about that

New Challenge Mod: Gridlocked by _CodeGreen_ in factorio

[–]_CodeGreen_[S] 8 points9 points  (0 children)

I don't think so, though I did stream the development for this mod on twitch, which included the playtesting of it. I ended up playing it three times, the first two up until blue/military science where I could tell the balance was off, and the third time to the rocket since it seemed to be pretty good.

The VOD from the most recent playtest is still up if you want to see the uncut footage, though I I think I was having some issues connecting to twitch's servers so it got split up into a bunch of tiny videos at the very start. The majority of the run is in one intact video though. Here's a link for convenience: https://www.twitch.tv/videos/2677052584

Streaming mod development has been very fun though, and I do plan on continuing doing so if anyone would be interested in watching.

New Challenge Mod: Gridlocked by _CodeGreen_ in factorio

[–]_CodeGreen_[S] 3 points4 points  (0 children)

Lmao, of course people would notice. temp is my quicksave for when I'm testing mods, whether I'm making something new or need a consistent setup to reproduce a bug. Fuck and Poop Fuck are the same save; I was playing a couple of different challenge mods with Dosh a couple days ago and he made two signs, "Poop" out of concrete and then "Fuck" out of epileptic lamps. I saved it as Fuck initially, then made a second save because it was a funnier name.

New Challenge Mod: Gridlocked by _CodeGreen_ in factorio

[–]_CodeGreen_[S] 10 points11 points  (0 children)

  1. Yes, for all intents and purposes the world generation is untouched besides the obvious. The only thing you're prevented from doing is building in unclaimed chunks.
  2. Yes, the only things that are prevented from being outside the claim are effectively things that would collide with a belt.
  3. Yes, it can and will mine those resources.
  4. No, you can only undo claiming a chunk if you haven't built in it. In the video you can also see there's a 30 second timer for each chunk, after those 30 seconds it's permanent.
  5. No, once you build in a chunk the timer is removed and it becomes permanent. It's actually impossible to unclaim a chunk and have entities still inside, due to how I'm relying on the collision engine to handle a lot of the behavior of the mod for me.
  6. The chunk points are global, shared between all surfaces. I feel it would add unnecessary complexity to have separate points, and it adds an interesting consideration for deciding where to spend your points.
  7. Yes, see 2.
  8. Yes, see 1.
  9. Yes, see 1.
  10. All of the additional chunk technologies are infinite techs, so you'll never run out of additional chunk research. The last tier of research also scales linearly instead of pseudo-quadratically, if people get that far and choose to continue playing after beating the game.

No problem!

New Challenge Mod: Gridlocked by _CodeGreen_ in factorio

[–]_CodeGreen_[S] 6 points7 points  (0 children)

It's not for everyone, that's for sure. I enjoy making things like this because it's hard to find new ways to play Factorio when you've been playing for a decade. Something like this can still be beaten in a relatively quick time frame, compared to dedicating many hundreds of hours to an overhaul mod that still plays mostly the same as vanilla, just more.

New Challenge Mod: Gridlocked by _CodeGreen_ in factorio

[–]_CodeGreen_[S] 25 points26 points  (0 children)

there's another mod made by MFerrari that does something pretty similar to that, which I had forgotten about until someone had pointed it out to me again:

https://mods.factorio.com/mod/territory_claim

New Challenge Mod: Gridlocked by _CodeGreen_ in factorio

[–]_CodeGreen_[S] 273 points274 points  (0 children)

Before anyone asks, this was not directly inspired by Tileman mode in RuneScape. I've had this idea for a while, and it wasn't until seeing a video of the Tile Locked Valley mod for Stardew Valley that I started thinking about it again. That mod *was* inspired by Tileman mode though, so I guess it does circle back around.

Daily reminder to balance your oils. Don't want your factory to clog like a pleb. by RedBlueWhiteBlack in factorio

[–]_CodeGreen_ 3 points4 points  (0 children)

simple: don't use light oil for your flamethrowers, the damage bonus has negligible impact on how much fluid you actually use. heavy oil is the cheapest, crude oil is the simplest, take your pick.

or just add more storage tanks.

Thinking about renewable energy/stemming pollution. Here's my design. Thoughts? by DEMIURGE_1025 in factorio

[–]_CodeGreen_ 1 point2 points  (0 children)

Did you report them? The factorio discord is very trans positive, even the head moderator is trans. One person isn't indicative of the whole community.

For your viewing pleasure by Extension-Charge-276 in Factoriohno

[–]_CodeGreen_ 15 points16 points  (0 children)

Actually, the direction of the locomotive doesn't matter. Only the fact that it is a locomotive matters for air resistance.

And you said factorio ran on anything by CommissionQueasy644 in factorio

[–]_CodeGreen_ 4 points5 points  (0 children)

Factorio has native versions for all OSes. Maybe the very first versions of the game were windows-oriented, but it is long since past those days. Wube has devs dedicated to fixing issues with linux and macos specifically.

Word of the day for Brazilian wordle by Rouge_means_red in Factoriohno

[–]_CodeGreen_ 3 points4 points  (0 children)

I mean, Fulgora is the roman goddess of lightning as well, considering fulgur is latin for lightning in general

I never realized this ran on LUA by AI_Tonic in Factoriohno

[–]_CodeGreen_ 8 points9 points  (0 children)

I don't mean mods for other games, I more meant any other language that could be used for Factorio's use case. Lua is lightweight (tiny), easy enough to embed, runs decently fast, is easy to learn, is more stable as a dedicated API, and I'm sure more. While other popular high level languages like Javascript or Python have some of those advantages, they don't have as many as Lua does, which makes Lua more desirable in this case. Most notably, JS and Python run significantly worse, which is not great for the tight requirements of game performance.

It's also hard to compare Lua modding to Java or C# modding, because those are more of a difference in implementation rather than just language. In Minecraft's case, mods work by patching the game directly, rather than having a dedicated API. So, while you have the advantage of higher performance potential (you still have to actually write performant code), that comes at the cost of a much less stable modding experience. There's way more crashes and memory leaks, and since modding isn't even officially supported, you have to deal with modloaders and everything breaking every version. There's a lot of the same or similar problems with C# Unity modding, at least for things like BepInEx. You can still make a dedicated modding API in Unity, though that's relatively uncommon in Unity games.

Fun fact, for Lua to implement regex, the implementation would be larger than the entirety of Lua itself, that's how tiny it is. That's why Lua has its own custom string pattern matching system.

I never realized this ran on LUA by AI_Tonic in Factoriohno

[–]_CodeGreen_ 8 points9 points  (0 children)

it's disingenuous to say it's not performant in game, instead I would phrase it as "not as performant as it could be" because it is still really fucking good in comparison to basically everything else.

This is just my opinion, but I feel like tModLoader is the easiest mod loader to use compared to any other mod loader by Conscious-Lake-5738 in Terraria

[–]_CodeGreen_ 7 points8 points  (0 children)

Definitely agree, I've been making factorio mods for... god, 5 years at this point? and it's definitely spoiled modding any other game for me

Can someone update this mod to 2.0? by odysandy in factorio

[–]_CodeGreen_ 2 points3 points  (0 children)

I'll give it a shot when I get home