@@kingwolf468 A good place to start is here : lua-api.factorio.com/latest/Data-Lifecycle.html :) That was one of the first documents I read, and it was HUGE in helping me understand what I could and couldn'tt do.
Your ask is basically what modding in Minecraft have done. You can have several mods all create a Steel Ingot for instance, but they all work for recipes that require a steel ingot, the recipe doesnt care where it came from, just as long as it satisfies the tag. So you can have steel_ingot tag or cobalt_ingot tag, and an item can inherit multiple tags. It is a huge life saver when playing modded Minecraft and I can see this working well here.
But doesn't vanilla Minecraft already have this property? Like beds being made from different kinds of wood and wool? The idea is certainly cool, the problem is whether the devs are willing to change such a base level feature for modders
@@cmentarnikPL yes, tags were implemented in vanilla 1.13+ and is now used by mods instead of the old oredict, but it has the same use: It allows you to accept multiple different items in a recipe, like different wood types for making sticks or as you said beds
@@cmentarnikPL That's more about transferring over properties of the inputs to the outputs. oreDict was about substituting inputs, e.g. having a recipe that makes glass from any kind of sand instead of having two recipes for the two vanilla sand types and not accepting any sands from other mods. A common issue when mixing mods is that every mod that adds e.g. cobalt needs to add its own cobalt ore, ingots and nuggets. When you have two mods with cobalt, you also get 2 kinds of ores etc. But unless the two mods know about each other and add compatibility recipes, those items would not be interchangeable. Instead, recipes are defined to take any item that has the correct oreDict tag, no matter what the actual item is or what mod it is from.
Glad to see somebody mentioning modded Minecraft for tags/oreDict. Given Factorio itself is inspired by modded Minecraft, it is extremely likely that the devs already know the system and considered it, and ultimately decided not to implement it. I can see at least a couple reasons why they (presumably) decided not to. 1 - Manual crafting: How would the search tree understand which base ingredient you want to use, over several layers? 2 - The game performance is a high key point. Recipes in assemblers have to be set manually, and that makes it so the inserters in front of it essentially become "filter". Adding tags makes it so that on top of checking the item type, it would have to also check the tags available if any matches. Probably not a big performance hurdle, but one nonetheless.
Thank you so much for CONSIDERING people with colorblindness and how you can alleviate some of the issues we encounter within your designs. Truly awesome.
Idea: Replace flamethrower turrets with fluidthrower turrets (with standard and incendiary variants) that use the tags of the fluids in them to determine how the projectile will work (eg glue and napalm will stick to biters and the ground, water and foam can extinguish fire, napalm and burning oil create fires, etc)
I LOVE THIS!!! Seriously, when people make devlogs they don't focus enough on design choices and actually being deliberate in what they do. So it's refreshing to see someone actually clarify their decisions like a good game designer or just any professional in any field should do. I'm looking forward to seeing more of your devlogs!
DoshDoshington's retrospective on space exploration was a very good criticism, and I think might be valuable for other mod developers. Having too may recipes that produce byproducts, recipes that put back out what you put in, and materials that have little use and are better spent as landfill can start to drag down a mod
Yes! I agree that he had some very good points in his video. On the one hand, I agree that things shouldn't feel pointless, so I get why having all byproducts channel to either landfill or some sort of homogenous scrap processing feels icky. On the other hand ... the altnernatives (if we're assuming that byproducts arebeing added in the first place) is more granular byproducts, and that gets SUPER complicated fast. So ... yeah. THis is a *delicate* balancing act. Good observations.
@@katus1039 to me dealing with maybe 5 byproducts on hand can be fun as long as there's a use for the byproduct coming up very soon so you don't have it backing up the whole system. The data card byproducts make sense and I feel I would have fun with those. I've been playing factorio .16 for a while from an old copy my brother had, and this is back when basic oil processing gave you Heavy and light oil before you could use them, and having to deal with those before you can use them was often more than I could chew lol
It's interesting how much people dislike waste management in Factorio. Most countries around the world have chosen to, for a long time, convert all of their waste into landfill. Burning waste is a fairly recent change and industrially biodegrading food waste, into usable products like fuels, is downright bleeding edge. It's all a huge headache in the real world as well, and humanity is doing horrifyingly bad at it. Pretty much the only thing we seem to handle decently well is waste water treatment, since that was crucial for making large cities viable.
Your idea for intermediary crafting actually sounds like the Modern Industrialization mod for Minecraft - which funnily enough was inspired by Factorio
There's a UA-camr who did a playthrough of Pyanodons + Bob's / Angels + Momo Tweaks with some crazy multiplier and shared a timelapse of him building his base it included moments like "And here I ragequit for X months"
This is what I'm looking for! A devlog about factorio modding. I'm a software developer myself and an 800hr factorio player (still noob), so watching this feels so fun!
When I'm thinking about all of the mods I've played, I'm sort of shocked that there hasn't been a large RTS overhaul mod (though maybe there is and I missed it.) I get strong broodwar vibes every time I play Factorio and that really inspires me. Your videos have encouraged me to look into making my own overhaul mod! It's difficult to find the time to code after doing it all day at work, but in the meantime, I can live vicariously through your work. I can't wait to see what happens with your mod in the future!
An old post, but I think a lot of it has to do with just Factorio being focused in a different direction. It doesn't really do well as an RTS - the more of that stuff there is going on, the less actual building of the factory there is. The whole balance of the game is just to keep scaling up, and stuff like artillery obliterates any enemy regardless of how many of them there are. Just at a fundamental design level, it's a factory game much more than it is a combat game.
I'm currently working on my own suite of mods that will integrate with vanilla but also support a few of the popular overhauls currently. I've seen you (or atleast your mods) mentioned in a few discords and I'm happy you've decided to make a small tutorial on your process. Thank you!
I just watched the intro of this video but I can already tell you that this video is amazingly done. Your voice is really fitting and the way you edited it is just perfect so already a big thumbs up for that
Looks super cool, I can’t wait to play it for a few hours then realize that it’s really complicated and come back to it two years later and finally beat it
Immediately opened my mind. I've been making a mod over time since 1.0 released. This abstraction topic really helped me. I'm looking forward to your mod progress
This is a gem, thanks YT algorithm. I really like realism in the way you present it and hopefully your mod will be finished soon after I beat K2+SE (eventually).
I really like how you walked through you actual workload, including steps others may glossover like the renaming. Even though others may skip it, things like that can be very valuable. I.e. I'll probably end up switching advanced renamer instead of my own script for some animation frames in my game :)
I haven't played any overhaul mods in factorio, but i always liked realism/relastic stuff, and small compact designs, that can be tweaked to satisfy diffrent needs, instead of one big machine, so this mod idea seems exactly like the kind of stuff i would enjoy. Great stuff!
As someone who finds recipe complexity to be one of the most appealing parts of a lot of mods, this mod conceptually sounds great to me. And I will definitely be following any development process you post.
Krastorio and Space Exploration with a ton of extra new intermediates. I never knew Factorio could be even more awesome. I really hope this mod will see the light of day. Even if not, thanks for the awesome work you put in already.
You are AMAZING. This is actually so awesome. As a novice programmer, I'm looking at this, and this is both grand and ambitious, and easy to understand! Wish you all the good luck and maybe some reliable helping hands.
Your project is amazing! As a mechanical engineering undergrad, it's really cool to see more realistic intermediates, machines and material properties in the game, considering how well it already applies to concepts of production line management and process planning
I'm not a programmer, but I have always though that if I could make a Factorio overhaul mod, it would be something similar to what you're doing. I'm excited to see where this project goes!
A friend mentioned your channel and devlogs, and this looks super interesting! Definitely putting this on for background noise when I'm building my latest base. Can't wait to try out the mod whenever you release it! The whole "interchangeable materials" aspect would make factory design possibilities quite interesting. You could make a bootstrap base with unoptimized materials, then gradually replace them when you get access to a steady source of better suited materials. One thing I'd like to mention, that people probably already did mention: your minissemblers idea reminds me a lot of IR3's small assemblers, compact 1x1 machines that can only craft single item recipes (i.e. one input item, one output item). They're a god send for that kind of mod that have a ton of intermediary products, which are just "crafted" variants of basic materials. They're definitely an improvement for subfactory designs compared to having to spam regular 3x3 assembly machines in a long chain of simple crafts everytime... (then there's also the barreling machines that do this for barrels/fuel canisters, but I digress)
I understand that making the art is fun and cool but I highly recommend postponing making the art and making sure you enjoy the gameplay you're setting up. As someone who's attempted game design it's defeating to spend so much time on something and then play it and realise you don't find it that fun
YES. This is exactly true. My plan is to make a few color-variations of the lathe (you can see the first iteration in my inventory for a few seconds if you look around @2:47, though I'm going to improve them) meant as stand-ins for the other minisemblers. I need to make something playtestable ASAP for that exact reason. :)
Looks amazing. I can see it working for Pyanodon actually :) I find myself constantly wondering how cool it would be to have different production lines from different ores with same result in the end. Which is exactly what you are doing! About part 4 - now I see why there are always shit ton of recipes for bottling-unbottling fluids. I guess there's no other way right now, you have to have ton of recipes. You could make it autoselect required one based on material but that's about it.
that is actually a great solution to these problems, and it would work great even for vanilla factorio if for example they were to make a single recipe for bottling/unbottling fluids, then the assemblers would simply choose the corresponding recipe according to the fluid available to them. great thinking 👍
I'm only up to the start of part 3 in the video but it already has my head tilted going "huh" in a good way. I love the idea of breaking everything down to its core element like chemistry and just having a massive pool of resources to combine in different ways. This is going to be a fun watch. :-)
This was so fascinating, I've had a lot of fun with Factorio over the years (though never launched a rocket lol), and recently have been working on my own game dev projects, I had never considered the overlap before, and my interest in logic and efficiency, great video!
This was really fascinating, as a person who dabbles in game design myself (for me in the tabletop rpg space) it's always quite interesting to see how others approach the problems of ideation, mechanisation, and trying to create a unique product that still appeals to a decently wide audience. Design sits in this really cool space between engineering and creativity that I personally find appealing, which probably makes as to why it appeals to some Factorio players. This was also just extremely well put together and informative in its own right, so well done, I am definitely picking up yEd, was just the tool I was looking for in combination with google docs :)
i dont know if you have ever played gregtech, but your idea is basically in the same school of thought that led from industrial craft 2's ingot and plate recipes into the screw plate bolt foil rod ect recipes that gregtech is either known or infamous for.
"In my new mod, we have Atomsemblers, where we connect the molecules of Carbon and Iron in various latices to create an Alloy Crystal, which must be done five heptillion times in order to create One Steel Plate."
The idea and already present progress look amazing! I also totally agree with the flavour, I love to play with Angel and Bob mods because I love chemistry, metallurgy and all that stuff and since there is essentially no other game where this is present as a mechanic, it always made me super excited. And not to mention the availability of choice and player's always shifting relation towards the materials. Like for example, in the beginning it is essentially just a side product which you can grind up for rocks but later on you can use it as a catalyst for better refining of the original resource and all that stuff.. All of that combined made for an engaging mod combination. Though I still play vanilla, sometimes the simplicity is what I need the most.
Wonderful approach to the overhaul design. I'm 6 minutes in, and hopefully will learn something useful for making my own mod ideas into life! Yeah, I have a couple that have been sitting in the back of my head for years.
I’m currently 319hours into my second Pyanodon play through (yes second lol) … to say I am excited to play your mod is a gross understatement! I really can’t wait looking forward to it!
This looks awesome! I imagine it'd make some of the harder/more involved mods truly hell on earth (in a good way), but this sounds like a really good complexity increase from normal vanilla assembling. I'd definitely play it!
^^Hell on Nauvis heehee. Yeah, that is the thing I'm aiming for -- enjoyable complexity add, not homework complexity add. That's gonna be the hard bit, I think.
You made my day. I really love Angel, because it allow me to take different way to reach the same product. If what you are working on come to completion. It will be amazing. Keep the great work going!!
Love the idea and thematic behind it. As you mentioned in your conclusion, I do tend to agree that your target audience will be on the slim side, 100's on intermediary components and all that, but please don't let that demotivate you ! I'm sure said target audience will be able to hype it up and bring more people that would originally be ''scared'' of the sheer size of a mod like yours. Really fantastic Devlog model too, keep at it !
You are correct. :) My hope is to make sliders to let that slim audience (of which I'm a quantum superposition of both a memeber and not quite a member) really sink their teeth into something intricate, while also letting others have a less chewing-soda-cans experience. I don't know what I just did with my metaphors in that reply. I'm giong to drink more coffee. But either way, I'm on board with what you're saying lol :)
a note on texturing objects: you really want to use some sort of a geometry-aware information to shape your textures. for examples, oxide layers tend to get scraped off around sharp edges of your geometry, gunk typically builds up in crevices, etc etc. usually they do this kind of stuff with substance painter/substance designer, but maybe you can do something similar in blender.
Something I've always wanted to see in a factorio mod is the idea that you can mine any tiles It will simply output something different The idea being the ore patch are underground. You'd be able to extract a small amount of ore from practically every form of soil or stone and the richness depends on the biome and tech you have unlocked You'd have to deal with a crap ton of Soil and stone that you won't really need normally But I figured maybe there would be ways to deal with it
if you are talking about realism, then in reality most places don't have ores i don't think, as far as i know they are mostly grouped up together in what people call ore depositories and where we construct mines.
@@anotherone8473 Technically speaking you can find various ore in almost every rock and soil however the amount is often too low to justify the effort.
id kill for a mod like this for space exploration, ironically i think that the idea for tags for intermediate ingredients would be really fun with a mod with as many different recipes as it has
I quite like the concept here. I've often felt that Factorio lacks visual and layout variety, and a mod like this turning it's assembler banks into many different kinds of machines would certainly be one way to address that.
right now I'm playing SE with K2 and all the tin, lead, graphite and diamonds or mods. In my eyes I'll definetely fit in the niche group of losing my complete feeling of time for this mod. It is a great idea and with those minisemblers that look amazing it would definetely spice up the spam of assemblers everywhere. and of course with more buildings it will be an even bigger factory, and as we all know. the factory must grow!
Holy Moly I had a VERY similar concept in mind, but instead of doing this as a mod to factorio (exactly stumbling upon the problem with polymorphic recipes, or as you call them fungible ingredients list), I started doing an abstract incremental where you place node graph on a canvas, similar how you do a node graph for shaders in blender. This way I can whip up a playable prototype much faster, without spending too much time on graphics, refining gameplay first. I am currently at engine & basic UI prototype phase :)
I make factorio mods myself (same name on the mod portal), and it is really nice to see a devlog about the process of creating a factorio mod! I would love to see something like fungible ingredients, so hopefully the devs are taking notes, and it would be cool if you could show how to create graphics with blender in more detail.
Peak quality content (both mod idea and video). I'd love to see where this will go in the future. Please continue!
Рік тому
Cool! I had the same idea about making specialized machines for the parts but just have them more efficient than assemblers and nothing about these different metals.
Interesting. As someone who played a few of the overhaul mods and being a sw developer I will follow your progress and try it out when there is something playable. Good luck!
One way you can approach the thing you've asked for, although a bit hacky, would be the "recipeless" way of making things. Since you mentioned B+A, examples of this may be: clarifier, flare stack, composter, etc. Basically a building with a slot that can have multiple stuffs inserted and automatically picks a recipe based on the inserted thing. It's basically the same as furnaces in vanilla with their smelting slot (and fuel slot as well I guess). It's a bit hacky and it will be a bit limited with what a machine can do, but it could work imo.
Yeah - I had considered something like this, and I came to the same conclusion as you: it's hacky. But I'm glad to see that I'm not the only one who thought of it. :)
I'm at 3min into this video. You are making as a Factorio mod one of the fundamental concepts behind a space construction game I've been working on for years. Obviously I haven't been working that seriously at it or I'd have more to show for it, but this is amazing to see come to life in any form, because it helps inform the ideas I've been stirring on. I'm excited to see how it goes.
So because I've mostly turned my ideas away from mass production and more towards economies / just buying parts instead of setting up assembly, I don't face the same problem of recipe proliferation the same way. I intend to have a similar properties of materials vs use cases thing, except that the material choices directly confer a difference in the capabilities of the output, in other words, every item is unique. This would be a disaster in Factorio (although possibly fun for some of the more insane players), but since I want to focus on the idea of designing your own version of machines instead of building a factory, I think it can still work. I really love the way you put this together, and it's inspiring for how I may do some things similarly but distinctly.
@@galdocstutorials Thanks! I've recently started a project that is an attempt to tie my prototypes of different concepts together better, it seems like a good concrete step because I am so disorganized from my ideas being spread over multiple pieces of software, computes, and even different accounts.. as you can see by the fact that I'm replying from a different account.
I think a cool idea you can steal from other overhauls (namely Space Exploration) is having "tiers" of recipes for making an item, with higher tiers being more complex but also more efficient. SE utilizes this all the time, from basic resource production to high level intermediates.
There is some prior art in Minecraft for materials and recipes called OreDictionary. Basically all materials can register as multiple tags, and recipes can either use OreDict to match ingredients or not.. Anyway, I'll let you do some exploring :-)..
Regarding fudgible ingredients, first thing that comes to mind is terrific amount of recipes for voiding stuff in Angels. If only that could be replaced by a pair "vent gas", "void fluid". Also a lot of processing is similar, although there it's harder, since it's not exactly the same
I'm a programmer and have always been interested in how overhaul mods are made. Massive, massive respect for this man!
Me as well, I am really interested in the process of starting making a mod, specifically which files I can edit/create.
@@kingwolf468 A good place to start is here : lua-api.factorio.com/latest/Data-Lifecycle.html :) That was one of the first documents I read, and it was HUGE in helping me understand what I could and couldn'tt do.
You'll have an easy time since mod files are in lua, the simplest syntax ever.
Your ask is basically what modding in Minecraft have done. You can have several mods all create a Steel Ingot for instance, but they all work for recipes that require a steel ingot, the recipe doesnt care where it came from, just as long as it satisfies the tag. So you can have steel_ingot tag or cobalt_ingot tag, and an item can inherit multiple tags. It is a huge life saver when playing modded Minecraft and I can see this working well here.
Every modding community needs an oreDict equivalent.
Rimworld is famous for its coal.
But doesn't vanilla Minecraft already have this property? Like beds being made from different kinds of wood and wool? The idea is certainly cool, the problem is whether the devs are willing to change such a base level feature for modders
@@cmentarnikPL yes, tags were implemented in vanilla 1.13+ and is now used by mods instead of the old oredict, but it has the same use: It allows you to accept multiple different items in a recipe, like different wood types for making sticks or as you said beds
@@cmentarnikPL That's more about transferring over properties of the inputs to the outputs. oreDict was about substituting inputs, e.g. having a recipe that makes glass from any kind of sand instead of having two recipes for the two vanilla sand types and not accepting any sands from other mods. A common issue when mixing mods is that every mod that adds e.g. cobalt needs to add its own cobalt ore, ingots and nuggets. When you have two mods with cobalt, you also get 2 kinds of ores etc. But unless the two mods know about each other and add compatibility recipes, those items would not be interchangeable. Instead, recipes are defined to take any item that has the correct oreDict tag, no matter what the actual item is or what mod it is from.
Glad to see somebody mentioning modded Minecraft for tags/oreDict.
Given Factorio itself is inspired by modded Minecraft, it is extremely likely that the devs already know the system and considered it, and ultimately decided not to implement it.
I can see at least a couple reasons why they (presumably) decided not to.
1 - Manual crafting: How would the search tree understand which base ingredient you want to use, over several layers?
2 - The game performance is a high key point. Recipes in assemblers have to be set manually, and that makes it so the inserters in front of it essentially become "filter". Adding tags makes it so that on top of checking the item type, it would have to also check the tags available if any matches. Probably not a big performance hurdle, but one nonetheless.
Thank you so much for CONSIDERING people with colorblindness and how you can alleviate some of the issues we encounter within your designs. Truly awesome.
gosh that first rocket launch being a limp over the finish line is so so accurate
I feel like the fungible ingredient system just needs to be in the game. It makes way too much sense.
Idea: Replace flamethrower turrets with fluidthrower turrets (with standard and incendiary variants) that use the tags of the fluids in them to determine how the projectile will work (eg glue and napalm will stick to biters and the ground, water and foam can extinguish fire, napalm and burning oil create fires, etc)
Lubricant could mess with pathing or make them slide or something
this was sick and very well produced. glad i found it, you’re a gem!!
I LOVE THIS!!! Seriously, when people make devlogs they don't focus enough on design choices and actually being deliberate in what they do. So it's refreshing to see someone actually clarify their decisions like a good game designer or just any professional in any field should do.
I'm looking forward to seeing more of your devlogs!
DoshDoshington's retrospective on space exploration was a very good criticism, and I think might be valuable for other mod developers. Having too may recipes that produce byproducts, recipes that put back out what you put in, and materials that have little use and are better spent as landfill can start to drag down a mod
It is main idea of many mods tho, making you suffer through byproducts. But yeah, I also hate to deal with byproducts
Yes! I agree that he had some very good points in his video. On the one hand, I agree that things shouldn't feel pointless, so I get why having all byproducts channel to either landfill or some sort of homogenous scrap processing feels icky. On the other hand ... the altnernatives (if we're assuming that byproducts arebeing added in the first place) is more granular byproducts, and that gets SUPER complicated fast. So ... yeah. THis is a *delicate* balancing act. Good observations.
@@katus1039 to me dealing with maybe 5 byproducts on hand can be fun as long as there's a use for the byproduct coming up very soon so you don't have it backing up the whole system. The data card byproducts make sense and I feel I would have fun with those.
I've been playing factorio .16 for a while from an old copy my brother had, and this is back when basic oil processing gave you Heavy and light oil before you could use them, and having to deal with those before you can use them was often more than I could chew lol
It's interesting how much people dislike waste management in Factorio. Most countries around the world have chosen to, for a long time, convert all of their waste into landfill. Burning waste is a fairly recent change and industrially biodegrading food waste, into usable products like fuels, is downright bleeding edge. It's all a huge headache in the real world as well, and humanity is doing horrifyingly bad at it. Pretty much the only thing we seem to handle decently well is waste water treatment, since that was crucial for making large cities viable.
Your idea for intermediary crafting actually sounds like the Modern Industrialization mod for Minecraft - which funnily enough was inspired by Factorio
This guy looked at Pyanodon and said "it's not enough."
There's a UA-camr who did a playthrough of Pyanodons + Bob's / Angels + Momo Tweaks with some crazy multiplier and shared a timelapse of him building his base
it included moments like "And here I ragequit for X months"
Babe wake up, new high-quality Factorio channel just dropped
This is what I'm looking for! A devlog about factorio modding. I'm a software developer myself and an 800hr factorio player (still noob), so watching this feels so fun!
I am going to go ahead and say if you've played Factorio for 800, you no longer have to think of yourself as a noob :)
I'm pretty excited to see how this mod pans out in future, sounds cool
Feels like Gregtech 6 for Factorio! Looking forward to it!
Thank you youtube algorithm for recommending this to me! I love this video!
Now im definitely following your journey on making this overhaul mod as it sounds and looks cool
When I'm thinking about all of the mods I've played, I'm sort of shocked that there hasn't been a large RTS overhaul mod (though maybe there is and I missed it.) I get strong broodwar vibes every time I play Factorio and that really inspires me. Your videos have encouraged me to look into making my own overhaul mod! It's difficult to find the time to code after doing it all day at work, but in the meantime, I can live vicariously through your work.
I can't wait to see what happens with your mod in the future!
I know how you feel. But, I encourage you to make your thoughts into things :)
An old post, but I think a lot of it has to do with just Factorio being focused in a different direction. It doesn't really do well as an RTS - the more of that stuff there is going on, the less actual building of the factory there is. The whole balance of the game is just to keep scaling up, and stuff like artillery obliterates any enemy regardless of how many of them there are. Just at a fundamental design level, it's a factory game much more than it is a combat game.
I would absolutely play that sort of mod, and the idea of fungible items seems like a great solution to that problem.
I'm currently working on my own suite of mods that will integrate with vanilla but also support a few of the popular overhauls currently.
I've seen you (or atleast your mods) mentioned in a few discords and I'm happy you've decided to make a small tutorial on your process.
Thank you!
You're welcome. :) Feel free to hop on my own little discord if the interest ever strikes
Now THIS is a truly unique devlog 👏👏👏 great work, I will follow this series with invested interest!
I just watched the intro of this video but I can already tell you that this video is amazingly done. Your voice is really fitting and the way you edited it is just perfect so already a big thumbs up for that
People reinventing the concept of verisimilitude always makes my day.
Great video, just couldn’t resist the dunk
Looks super cool, I can’t wait to play it for a few hours then realize that it’s really complicated and come back to it two years later and finally beat it
I have done EXACTLY THIS. And it's usually HARDER by the time I come back after 2 years too, but for whatever reason I'm more willing to push through.
What an excellent, dunno how people trash on UA-cam algorithm when it shows me bangers like this
as someone who enjoys playing mods. That efficiency goal you have as a stretch is basically what would sell me the mod.
Immediately opened my mind. I've been making a mod over time since 1.0 released. This abstraction topic really helped me.
I'm looking forward to your mod progress
This is a gem, thanks YT algorithm. I really like realism in the way you present it and hopefully your mod will be finished soon after I beat K2+SE (eventually).
I really like how you walked through you actual workload, including steps others may glossover like the renaming. Even though others may skip it, things like that can be very valuable. I.e. I'll probably end up switching advanced renamer instead of my own script for some animation frames in my game :)
It is soooooooo useful. I will hold a special place in my heart for the person who shared it with me :)
I haven't played any overhaul mods in factorio, but i always liked realism/relastic stuff, and small compact designs, that can be tweaked to satisfy diffrent needs, instead of one big machine, so this mod idea seems exactly like the kind of stuff i would enjoy. Great stuff!
As someone who finds recipe complexity to be one of the most appealing parts of a lot of mods, this mod conceptually sounds great to me. And I will definitely be following any development process you post.
Krastorio and Space Exploration with a ton of extra new intermediates. I never knew Factorio could be even more awesome. I really hope this mod will see the light of day. Even if not, thanks for the awesome work you put in already.
You are AMAZING. This is actually so awesome. As a novice programmer, I'm looking at this, and this is both grand and ambitious, and easy to understand!
Wish you all the good luck and maybe some reliable helping hands.
I DON'T EVEN PLAY FACTORIO, BUT YOUR MINDSET MAKES ME WANT TO!!!!!
This is amazing.
Your ethos is my ethos.
You have a good ethos. :) :)
Your project is amazing! As a mechanical engineering undergrad, it's really cool to see more realistic intermediates, machines and material properties in the game, considering how well it already applies to concepts of production line management and process planning
I'm not a programmer, but I have always though that if I could make a Factorio overhaul mod, it would be something similar to what you're doing. I'm excited to see where this project goes!
I appreciated the retro encabulator reference.
As a 2k+ hour Factorio player, I will be keeping an eye on this with great interest.
A friend mentioned your channel and devlogs, and this looks super interesting! Definitely putting this on for background noise when I'm building my latest base. Can't wait to try out the mod whenever you release it!
The whole "interchangeable materials" aspect would make factory design possibilities quite interesting. You could make a bootstrap base with unoptimized materials, then gradually replace them when you get access to a steady source of better suited materials.
One thing I'd like to mention, that people probably already did mention: your minissemblers idea reminds me a lot of IR3's small assemblers, compact 1x1 machines that can only craft single item recipes (i.e. one input item, one output item). They're a god send for that kind of mod that have a ton of intermediary products, which are just "crafted" variants of basic materials. They're definitely an improvement for subfactory designs compared to having to spam regular 3x3 assembly machines in a long chain of simple crafts everytime... (then there's also the barreling machines that do this for barrels/fuel canisters, but I digress)
I understand that making the art is fun and cool but I highly recommend postponing making the art and making sure you enjoy the gameplay you're setting up. As someone who's attempted game design it's defeating to spend so much time on something and then play it and realise you don't find it that fun
YES. This is exactly true. My plan is to make a few color-variations of the lathe (you can see the first iteration in my inventory for a few seconds if you look around @2:47, though I'm going to improve them) meant as stand-ins for the other minisemblers. I need to make something playtestable ASAP for that exact reason. :)
Looks amazing. I can see it working for Pyanodon actually :) I find myself constantly wondering how cool it would be to have different production lines from different ores with same result in the end. Which is exactly what you are doing!
About part 4 - now I see why there are always shit ton of recipes for bottling-unbottling fluids. I guess there's no other way right now, you have to have ton of recipes. You could make it autoselect required one based on material but that's about it.
Ooooh. I hadn't thought of that.
that is actually a great solution to these problems, and it would work great even for vanilla factorio if for example they were to make a single recipe for bottling/unbottling fluids, then the assemblers would simply choose the corresponding recipe according to the fluid available to them.
great thinking 👍
I'm only up to the start of part 3 in the video but it already has my head tilted going "huh" in a good way. I love the idea of breaking everything down to its core element like chemistry and just having a massive pool of resources to combine in different ways. This is going to be a fun watch. :-)
I’ll definitely download this if it ever comes out.
this is genuinely fucking brilliant i adore this devlog
This was so fascinating, I've had a lot of fun with Factorio over the years (though never launched a rocket lol), and recently have been working on my own game dev projects, I had never considered the overlap before, and my interest in logic and efficiency, great video!
This was really fascinating, as a person who dabbles in game design myself (for me in the tabletop rpg space) it's always quite interesting to see how others approach the problems of ideation, mechanisation, and trying to create a unique product that still appeals to a decently wide audience. Design sits in this really cool space between engineering and creativity that I personally find appealing, which probably makes as to why it appeals to some Factorio players. This was also just extremely well put together and informative in its own right, so well done, I am definitely picking up yEd, was just the tool I was looking for in combination with google docs :)
Yes! That's it right there. :)
Advanced renamer looks really good...
It is gold.
i dont know if you have ever played gregtech, but your idea is basically in the same school of thought that led from industrial craft 2's ingot and plate recipes into the screw plate bolt foil rod ect recipes that gregtech is either known or infamous for.
The Factorio overhaul mod complexity arms race is fascinating to watch.
"In my new mod, we have Atomsemblers, where we connect the molecules of Carbon and Iron in various latices to create an Alloy Crystal, which must be done five heptillion times in order to create One Steel Plate."
This was immensely enjoyable to watch. Awesome job man, I do believe your mod could really take off. I wish you luck in creating it
The idea and already present progress look amazing! I also totally agree with the flavour, I love to play with Angel and Bob mods because I love chemistry, metallurgy and all that stuff and since there is essentially no other game where this is present as a mechanic, it always made me super excited. And not to mention the availability of choice and player's always shifting relation towards the materials. Like for example, in the beginning it is essentially just a side product which you can grind up for rocks but later on you can use it as a catalyst for better refining of the original resource and all that stuff.. All of that combined made for an engaging mod combination. Though I still play vanilla, sometimes the simplicity is what I need the most.
Love this! It reminds me of Gregtech, an overhaul mod in Minecraft
Wonderful approach to the overhaul design. I'm 6 minutes in, and hopefully will learn something useful for making my own mod ideas into life! Yeah, I have a couple that have been sitting in the back of my head for years.
This mod looks truly fascinating and a peak behind the curtain, sign me up for this!
I’m currently 319hours into my second Pyanodon play through (yes second lol) … to say I am excited to play your mod is a gross understatement! I really can’t wait looking forward to it!
This looks awesome! I imagine it'd make some of the harder/more involved mods truly hell on earth (in a good way), but this sounds like a really good complexity increase from normal vanilla assembling. I'd definitely play it!
^^Hell on Nauvis
heehee. Yeah, that is the thing I'm aiming for -- enjoyable complexity add, not homework complexity add. That's gonna be the hard bit, I think.
Thanks for sharing. I love to see the process and the way you're automating things. Great production value too!
You made my day. I really love Angel, because it allow me to take different way to reach the same product. If what you are working on come to completion. It will be amazing. Keep the great work going!!
Love the idea and thematic behind it. As you mentioned in your conclusion, I do tend to agree that your target audience will be on the slim side, 100's on intermediary components and all that, but please don't let that demotivate you ! I'm sure said target audience will be able to hype it up and bring more people that would originally be ''scared'' of the sheer size of a mod like yours. Really fantastic Devlog model too, keep at it !
You are correct. :) My hope is to make sliders to let that slim audience (of which I'm a quantum superposition of both a memeber and not quite a member) really sink their teeth into something intricate, while also letting others have a less chewing-soda-cans experience. I don't know what I just did with my metaphors in that reply. I'm giong to drink more coffee.
But either way, I'm on board with what you're saying lol :)
this is the most structured devlog vid I've ever seen
Rockwell Automation appreciates your efforts to further innovate the Panametric Fam.
I'm still toiling with *post* famulated amulite; haven't quite gotten *pre* famulated amulite. :(
14:46
You can use masks for tinting, I believe. That's how barrel icons and their recipes are made.
I will definitely look into that -- it would be useful in saving on image filesize!
I haven't really tried out any of the overhauls yet. But I will say that this does look like one I would try.
this looks sick! i cant wait to see it finished, or atleast somewhat done
Loved this video. The editing, the clarity, and not 'talking down' to the viewer. Really, really looking forward to more of this.
I hope you don't give up on this, I am found your devblog interesting and I am liking the look of your mod
Looking forward greatly to your next Devlog. Incredibly good video flow and explanations. Wish you the best
Amazing video, super looking forward to seeing how this develops and would 100% be interested in playing. Nice work man!
a note on texturing objects: you really want to use some sort of a geometry-aware information to shape your textures. for examples, oxide layers tend to get scraped off around sharp edges of your geometry, gunk typically builds up in crevices, etc etc. usually they do this kind of stuff with substance painter/substance designer, but maybe you can do something similar in blender.
Oh good point! And yeah, this is totally possible in blender :)
I found this surprisingly interesting. I'm actually looking forward to the next log.
Something I've always wanted to see in a factorio mod is the idea that you can mine any tiles
It will simply output something different
The idea being the ore patch are underground.
You'd be able to extract a small amount of ore from practically every form of soil or stone and the richness depends on the biome and tech you have unlocked
You'd have to deal with a crap ton of Soil and stone that you won't really need normally
But I figured maybe there would be ways to deal with it
You should be able to do that :)
if you are talking about realism, then in reality most places don't have ores i don't think, as far as i know they are mostly grouped up together in what people call ore depositories and where we construct mines.
@@anotherone8473
Technically speaking you can find various ore in almost every rock and soil
however the amount is often too low to justify the effort.
@@Danger_N00dle fair enough.
@@anotherone8473 Realism flavor, not reality :) heehee.
Looking at that array of intermediates just makes me want to go back to vanilla.
This was very interesting and fun to watch! This sounds like the exact kind of mod I'd love to play! I hope to see more devlogs of this in the future!
as someone who works in a machine shop. i look forward to playing this overhaul standalone.
Everything about this video is just perfect! The script is just so well written too!
2:50 you got a sub for unleashing this disastrous horror on existence how dare you and thank you
id kill for a mod like this for space exploration, ironically i think that the idea for tags for intermediate ingredients would be really fun with a mod with as many different recipes as it has
I quite like the concept here. I've often felt that Factorio lacks visual and layout variety, and a mod like this turning it's assembler banks into many different kinds of machines would certainly be one way to address that.
right now I'm playing SE with K2 and all the tin, lead, graphite and diamonds or mods. In my eyes I'll definetely fit in the niche group of losing my complete feeling of time for this mod. It is a great idea and with those minisemblers that look amazing it would definetely spice up the spam of assemblers everywhere. and of course with more buildings it will be an even bigger factory, and as we all know. the factory must grow!
Holy Moly I had a VERY similar concept in mind, but instead of doing this as a mod to factorio (exactly stumbling upon the problem with polymorphic recipes, or as you call them fungible ingredients list), I started doing an abstract incremental where you place node graph on a canvas, similar how you do a node graph for shaders in blender. This way I can whip up a playable prototype much faster, without spending too much time on graphics, refining gameplay first. I am currently at engine & basic UI prototype phase :)
this sounds like a really cool mod idea, i am stoked to se how it goes
The youtube algorithm has blessed you, keep up the god work, hope you post more devlogs in the future
THANK YOU for introducing me to yEd, I've been searching for the perfect graph/flowchart tool for months now and this looks like it's the one for me!
It's awesome. :)
I make factorio mods myself (same name on the mod portal), and it is really nice to see a devlog about the process of creating a factorio mod!
I would love to see something like fungible ingredients, so hopefully the devs are taking notes, and it would be cool if you could show how to create graphics with blender in more detail.
I’ve thought about something like this for a long time, and I’m excited to see where it goes!
This blows my mind. Great editing skills, greate Blender skills and greate programming skills. Cant wait to play your mod. 🫡
"Compatible with Space Exploration" I don't think anybody would be ready for that. SE is already a giant as is. I can't imagine it with even more.
And Krastorio 2. Moo hoo ha ha. :)
Peak quality content (both mod idea and video). I'd love to see where this will go in the future. Please continue!
Cool! I had the same idea about making specialized machines for the parts but just have them more efficient than assemblers and nothing about these different metals.
Interesting. As someone who played a few of the overhaul mods and being a sw developer I will follow your progress and try it out when there is something playable. Good luck!
I can't decide what's more impressive - the video or the content! Nice work.
One way you can approach the thing you've asked for, although a bit hacky, would be the "recipeless" way of making things.
Since you mentioned B+A, examples of this may be: clarifier, flare stack, composter, etc.
Basically a building with a slot that can have multiple stuffs inserted and automatically picks a recipe based on the inserted thing. It's basically the same as furnaces in vanilla with their smelting slot (and fuel slot as well I guess).
It's a bit hacky and it will be a bit limited with what a machine can do, but it could work imo.
Yeah - I had considered something like this, and I came to the same conclusion as you: it's hacky. But I'm glad to see that I'm not the only one who thought of it. :)
I'm at 3min into this video.
You are making as a Factorio mod one of the fundamental concepts behind a space construction game I've been working on for years.
Obviously I haven't been working that seriously at it or I'd have more to show for it, but this is amazing to see come to life in any form, because it helps inform the ideas I've been stirring on. I'm excited to see how it goes.
So because I've mostly turned my ideas away from mass production and more towards economies / just buying parts instead of setting up assembly, I don't face the same problem of recipe proliferation the same way. I intend to have a similar properties of materials vs use cases thing, except that the material choices directly confer a difference in the capabilities of the output, in other words, every item is unique. This would be a disaster in Factorio (although possibly fun for some of the more insane players), but since I want to focus on the idea of designing your own version of machines instead of building a factory, I think it can still work.
I really love the way you put this together, and it's inspiring for how I may do some things similarly but distinctly.
@@tangentfox4677 I sincerely hope you are able to make progress with your project, because those kinds of design choices are great. :)
@@galdocstutorials Thanks! I've recently started a project that is an attempt to tie my prototypes of different concepts together better, it seems like a good concrete step because I am so disorganized from my ideas being spread over multiple pieces of software, computes, and even different accounts.. as you can see by the fact that I'm replying from a different account.
I think a cool idea you can steal from other overhauls (namely Space Exploration) is having "tiers" of recipes for making an item, with higher tiers being more complex but also more efficient. SE utilizes this all the time, from basic resource production to high level intermediates.
Planned (in a hopefully clever way). We are on the same page. :)
Interesting.... Looking forward to what outcome you will get.
Haha I used to use Advanced Renamer 10-15 years ago to oragnize my totally legally downloaded movies and series. What a blast from the past.
Cool stuff. I'll look out for the release
There is some prior art in Minecraft for materials and recipes called OreDictionary. Basically all materials can register as multiple tags, and recipes can either use OreDict to match ingredients or not.. Anyway, I'll let you do some exploring :-)..
Regarding fudgible ingredients, first thing that comes to mind is terrific amount of recipes for voiding stuff in Angels. If only that could be replaced by a pair "vent gas", "void fluid". Also a lot of processing is similar, although there it's harder, since it's not exactly the same
Oh yeah, that would fit perfectly. :)
goddammit, man, i gotta work and ya'll keep coming up with the best experience possible. please, i gotta work