So what I am hearing is you would like a 3rd complexity setting: Simple, Advanced, and Doshington. Done. :) I can even throw in "belts will occasionally transform into biters" if you would like. :)
But in all seriousness, though the alpha is playable and probably fun, there's still some features I wanna bolt on before I'll call phase 1 done, so there's time.
@@galdocstutorials It looks really neat so far. I'm especially impressed with how clean your workflow is. If it were me I would've made up the ratios on the spot and made it the player's problem if they were imbalanced instead of tracking them in a spreadsheet, lmao. I'm definitely interested in giving it a whirl one day, but to edit down a run I'll want to wait until it's a bit more final, and especially if all the 2.0 features would let you fully implement all your ideas, since it's unlikely I'll ever have the time to make a video on the same overhaul mod twice, (except maybe Space Exploration, if that ever reaches 1.0). So I'd just like it to do most everything you want it to do before making a video that will stand as a landmark until the end of time. I'll be keeping track of development for sure, though.
@@DoshDoshington Totally understandable. Just, one piece of uinsolicited advice: make sure to give yourself permission to play games for *fun* from time to time, whether that's Factorio or anything else. :) This is a lesson I myself need to learn again I think ...
the fact that factorio mods like this, py, angels, ect are free boggles my mind with the amount of effort put into them AND THERE ARE COUNTLESS MODS! cant wait to play this when its completely finished C:
After trying the mod, I realised how good the idea is. It ramps the difficulty of the game and really does offer a new and unique way of playing the game. Amazing mod so far and cannot wait for the full release
I think since the mod is designed around increasing the complexity of assembly and production, leaving it on advanced by default just makes the most logical sense. Also, devlog!! been waiting for this.
Fun fact about Lua not counting up from 0 in tables: 0 exists in the table (unless specifically disabled), it's just never natively called. So you can hide things in the 0 index and avoid using them when doing loops.
One thing I always find helpful when looking at difficulty options is the description saying which option is the intended experiece and which one isn't. While also saying what kind of consequences the option has and why you'd consider enabling it. So instead of an option just saying: "Increases the cost of X item", it says: "Increases the complexity and difficulty of the endgame. Enable this for an extra challenge".
I remembered that you were making this and saw the video, I didn't realise that it was posted the literal moment I checked. This mod looks amazing and the way you make the devlogs teaches so much. Amazing video ^^
Thank you so much for taking the time to explain how this mod is made in detail. I love how it’s based on real elements, metallurgy and machines. How your using blender to create sparkle effects is really cool. I am counting down the days when I can play this amazing artwork! 🎉❤
Am so going to use this for my next overhaul playthrough. Love mods like this where it's not necessarily about being "hard", arbitrarily, it's just about things being more complex.
Genuinely cool to see how you go about iteration in your dev cycle. I think most could learn a thing or two by doing as much work as you do beforehand, as to make it easier down the line. A small note about the sprites of some of the machines in your vid. I think it's likely that the way this mod gets promoted in the end will be through YT vids. Imagine Hendriks, Dosh, Trupen, those sort of people, making videos about it. We know that UA-cam's bitrate is rather terrible, and having so many moving parts on the screen gets illegible sometimes. Prime example is 14:10 and onwards. Maybe it'd be good to think about how much this will affect the player's reception of various gameplay videos. On their own computer it is likely to look great, but if your first interaction with the mod is a video on 1080p UA-cam where most of the screen is a hazy mess, might be a turnoff for some. I don't know if increasing the "promotional legibility" is worth sacrificing visual flair for, but it may be interesting to test or even think about in the future. Thanks for the video, excited for the future!
Oh wow. O.O I didn't even notice. It's definitely good to be aware of; I wonder what I can do on my end about that. But I see what you mean. Thank you for pointing it out, either way. :)
@@galdocstutorials I wouldn't worry at all because of a few reasons. Anyone watching those videos are probably starting from the beginning of whatever series, meaning that they see the game when there aren't so many machines that the compression ruins them. Also, everyone (should) be playing with alt on, so the center of the machines that hold the most detail would just be covered up, meaning that there isn't as much detail to have ruined. I don't think that increasing the quality of the in-game image would have any impact whatsoever on viewers who are watching this mod being played on UA-cam. And if someone is turned off by the mod due to the graphics not looking perfect and not caring about the mechanics at all, then they most likely wouldn't like the mod. The core idea behind this mod is so unique that it would attract everyone who would find it fun or interesting, regardless of the level of graphics (like how there are already some series being made despite the placeholder graphics and general un-completeness as a result of being in Alpha). Just make the graphics look as good as you want to make it in game, since everywhere else doesn't have a real impact even with the current unfinished state of the graphics. Good luck and have fun making the rest of the mod!
@@GameBoy-ep7de If someone gets turned away by a mod because their videos bitrate makes the mod a bit harder to read then I don't what to say except that maybe it would make them want to play it for themselves to get the full quality of it? But late game vanilla factorio can already have a lot of moving parts so I wouldnt imagine the bitrate would suffer that much more with the mod.
This is definitely a thing! I experienced this with Deep Rock Galactic, the gameplay I saw just looked off somehow but when I actually played it it looked great. I realized later it's probably because the game is very dark and youtube crunches dark videos.
@@achillesa5894 I suppose it can probably be different for a mod than a game you haven't played. Eith a mod it is very likely the player is familar with the base game and how it looks, so if the youtube video alters the game to look worse in general due to the mod somehow, the viewer would probably be able to recognize that its not the mod that looks bad but everything looking bad.
Thank you very much for these dev logs, they have been really fun to watch! One thing I noticed while watching, is that due to you using mini-machines, it means that they are mostly not visible due to being covered by the icon if alt mode is used. (And alt-mode is permanently on for 99%+ of players using mods most likely). When looking at your graphics in this video, when shown in blender they look amazing! But almost all of that detail is lost ingame, and that gets MUCH worse due to recipe icons... Pyanadon's mods do the opposite instead, make very large buildings, where you can really appreciate the graphics.
hey, interesting update, glad to see more of it :) one note on the ending. while yes you can't have insertion to belt directly from entities today, however with compound entities it is already possible. it won't help you though since your minisembler is too thin for it. (i once made a 3x3 assembler with built in loader and unloader, by just creating invisible loaders which are hidden behind the entity. just spawn them on entity placement and destruction). but yes will be aweseome when this feature is properly built in! actually typing it out - since your minisembler is 1x2, you could spawn 2 invisible inserters on one of the two tiles and retarget them (like bobs adjustable inserters) so that they pickup from the other one and drop on the entity. one inserter for picking the incoming lane dropping into the entity, and the other for picking from the minisembler and dropping into the output position.
One possible application for direct output machines would be for production-line stuff like sheet metal pressing - which could produce high volumes of simple parts in a small factory without huge numbers of inserters and modules and stuff
I absolutely wish it was mentioned that in the very first version of recipes, the green circuits still required 3 cables, but each cable cost a whole copper plate, so the amount of copper needed to play shot up around 3x to product circuits at the proper rate. Those were dark times. Love the video though! And the mod is coming along great, I look forward to the future!
You were the first guard. Your stories will be known to a few, but among them, the stoic nods you share will say more than whole conversations of those that weren't there.
So much love and effort put in this devlog, and wow did it turn out awesome! I love how you use Factorio modding devlogs as a platform to spread wisdom on how to approach tremendous creative efforts like this that span months if not years. I can't wait to play it this weekend! :D
That ore sparkle you pulled off is cool! I didn't think of that, and maybe no one's done that so far. Good job, man! I'll be following this series. New sub here!
I hope you will develop more and more ! Concept is amazing , I am burnt out of other overhaul mods and I think yours will be one to bring me back to factorio!
Recently started spiraling down Factorio after burning myself out of GregTech. Launched my first rocket, and hunted most of the achievements! I think I'm ready to try this mod out for a full to rocket launch!
Fungible ingredients would be amazing. They do have that mechanic for fuels, and it feels really good to just be able to throw a different fuel into the machine and get more mileage out of it with no changes whatsoever.
potentially make simple and advanced modes both settings on world creation(in the dropdown, just make sure to tell the user that the default world setting has galdoc disabled) for example: "Default" changes to "Default - Galdoc's Disabled", Simple mode is "Galdoc's - Simple", and advanced mode is "Galdoc's - Advanced" similar to how SE does it(except I'm pretty sure SE has it because of a technical limitation)
If it's alright with you, I might incorporate parts of this video into my lessons on Games Development. The level of detail you provide is pretty much spot on for my needs.
I just started with the idea of modding in Factorio. I would love a video series where you show the creation of the minisembers from start to finish. maybe not so much the modeling, but how you connect it all - Yours is the closest ive found to a howto on factorio modding.
Really intrigued by the blender flows you’re showing and all the pieces you’re creating. I would enjoy learning more about how you design and build the objects and sprites. I don’t have any blender experience yet, but it seems like I’ll need it to fully implement my own mods.
Amazing! Special thanks for details on modmaking itself, maybe one day I'll make my own factrorio mod :) I wonder if you can make entity a "miner" to get that "drop on the ground" effect for regular assemblers.
I think one of the coolest things would be minisemblers that load/unload via belt input/output. I feel like that would allow for cool factory setups and I believe the code is already there for it for other in game objects. Edit: I should have watched to the end first 😅 These dev logs are great though!
Fantastic content yet again, I don't even know what to say except that I love these. Guess I'll have to check you out on Twitch, although I don't really like their interface heh.
Thank you! And yeah, I'll be there; their interface took me a bit to get used to and I'm still not entirely sure I've grokked it fully. Looking forward to it. :)
Regarding difficulty settings: I think setting the default as what is most fun for you is probably good. This mod is your vision for the gameplay after all.
This is reacting to an 11 month video, I know :D , but I'm reacting to your question about complex or simple mode. I think the monst convincing reason to start out in complex mode is because that offers the fullest gameplay. A *lot* of people will never touch the options and will (by default) not play the whole mod otherwise.
Most players won’t change the difficulty or any of the settings from the default. So, I think if you intend for the mod to be played on advanced then leave that as the default. I personally enjoyed advanced more than simple because I like the fine details. The minisemblers were a little difficult to get a hold of at first simple because of the overwhelming amount of options. Maybe having the tech tree only enable the three most basic first machines to make stock for belts and inserters.
I really like your approach to material properties! I'm curious how you will approach LASERs and Optics or even green chips as they all use semiconducters, and machines (to grow crystals and sort of but not quite make an alloy with other materials), I think it would be quite thematically appropriate.
I have ideas for optics and circuitry, but the problem I keep running into is that it becomes suuuuper complex. I'm waiting for the big mental breakthrough to tie it together in a fun way, or come up with a unique mechanic for it. Have some ideas tho :)
@@galdocstutorials btw i played the mod and an issue I ran into was that i had the materials to say craft a Burner Mining Drill and I could make all the intermediates myself but it would not allow me to directly click the drill itself and make the intermediates that way.
If you ever end up adding chromium, It might make sense to revisit the galvanized steel mechanic you have now and instead use the alloy system you've implemented to replace the galvanized steel with stainless.
Chromium will be interesting. I'll likely do something that's similar -- it'll be an alloyer (with another additive) for Stainless Steel, but also just plate regular steel to get Chrome Plated steel. And, I'll likely also put in Nichrome -- NIckel Chrome alloy used in stove heating elements. :)
I havent played your mod, and I probably will not (Factorio is a hole that I get stuck in if I boot it up, self preservation and all that). However, the dev info is very nice and well explained! Also, you have a very relaxing voice, so the video is very relaxing as well.
Awesome! I'm glad -- it's ... it keeps me out of trouble lol. Also, poem? I'm sorry, my brain is dumb. I feel like I have forgotten something. I do remember wishing upon a star; it has not yet resulted in a Dosh vid heehee. :)
@@OllyWood688 Oh it's you! I didn't connect the name to the ID. :) A promise is a promise, though I cannot promise it won't be silly. Roses are red Grahm's number is huge But I'd need bigger To say thank you :)
Direct assembler output feeding? Sign me up. I design my factories for compactness, so that would be awesome. (also it eliminates the problem of having to babysit your not-actually-a-furnace furnaces ... just put a chest down and you're good for a while)
You said that you have one ore for each type of metal "at this point in the design cycle". Does that mean you plan to add multiple ores that become the same metal with separate processes?
I wonder if it makes sense to have the crashed ship contain machined parts? This would do two things: * Match up better with the flavor of salvaging parts from the ship * Provide the player with a quicker crafting chain to bootstrap their mining, which is also part of the purpose of the plates in the base game Some mix of stocks and machined parts might also be the right balance, so that the player has to think about the early intermediates a little bit
That's not a terrible idea. Hm. I'll have to think about that. I do have some plans for the future dealing with a pre-burner phase, but I haven't solidified anything. Will keep it in mind. :)
I think the mod should default to advanced mode since that's what you made it for. When I play a game or mod, I assume that the default settings are what it was balanced for and what most closely resembles the dev's vision. I think GMTK did a really nice video on game accessibility and difficulty option, where he said that the ideal case is where players have the option to make a game easier but the game should make it very clear that by doing so you no longer play the game as it was envisioned.
dos things: this is a (relatively) mild challenge mod in my eyes, defaulting to advanced makes more sense to me, but i see why you might default to basic. also, is it alright to use this for youtube videos?
aluminum should be added for the light protaty (e.g., for robots) and conductivity (power polls) long-range powerpoll should use wire with the duel property of light weight and conductive (that's why they use aluminum for power polls irl)
At 12:40 you said other solutions about zinc coating get messy. What about hot-dip galvanizing? With it you could throw your already machined parts in combination with your zinc in a machine and get the finished product this way. If you're afraid that mixing the plating billet with the other products on a belt complicate things a lot, what if you smelt down the billets in a separate furnace and give the hot-dipper two way liquid intakes on either 2 or 4 sides, eliminating the added complexity from galvanizing. Also, liquid zinc could be transported via trains from another area to the hot-dippers. Have you thought about sandblasting yet? It's an important step not just for galvanizing, coating parts with paint, etc, but other steps of manfacturing as well. It could be a useful mechanic for stone after you grind it down to sand, and after using, could become contaminated sand which you could recycle to get a bit of, for example, iron and sand back to use once more.
Dangit, I knew someone was going to know what hot dip galvanizing is! Heehee. The short answer is yes, I have considered it, but ... I plan on using electroplating for other metals, so ... I just smooshed it together. You are right tho. Sandblasting is interesting; I had not considered that :)
@@galdocstutorials Given the overall increase in complexity over vanilla, streamlining alloys definitely makes sense from a gameplay perspective. I played around in the alpha yesterday and felt weird after realising you can make red science out of copper only. It feels wrong doing that 😂
Default to simple mode and let people know there is an advanced mode on the crash intro screen for those who want a deeper challenge. My 2c on that question.
I myself prefer the Retro Encabulator for my processes. It's less efficient than its Turbo counterpart, but the audial output of the secondary Vacuumed Rotoraries [sic] reduces grumbling and improves the output significantly, at least in my case. Your results may vary.
Ooooh nice just came back from work, was looking for something to watch and dreaded the Netflix recommendations being lame. Galdoc upload tho, best case scenario.
6 місяців тому
I've finally got to try this mod. It's very interesting. Few things I'd consider changing: - instead of hacking the furnace have a second one for alloys. It's annoying to set the recipes all the time and I always forget out of habit. Two furnaces would be even more interesting. IR3 has two furnaces and Minecraft mods do too and it works well. - similarly, consider somehow making (some) minisemblers work like furnaces, so the recipe doesn't need to be set. It feels strange to have to set the recipe even though it's almost obvious. There seem to be like two real alternatives for most minisemblers. - rather than reducing production complexity I'd like to have slightly fewer different items. E.g. make plating and large plating into one item, rivets and bolts as well, fine gearing and gearing/piping... It'd make it easier to remember recipes, there's already enough complexity with different properties. - make the minisemblers more distinct. Just color makes it hard to differentiate them and makes them also a bit boring.
The good news: Having "Plating" and "Large Plating" be the same item is how Simple mode works, along with it having fewer steps. :) I just released the Beta of the mod 2 days ago, and the placeholder minisembler art has been updated to individualized art. :) The bad news ... The minisembler-as-furnace idea doesn't work for technical reasons. I tried it from day 1. The issue is that processes aren't 1-to-1, and the ones that aren't break the system. I don't want to add a new furnace for alloying, alas, and it isn't something easily made into a setting. :(
6 місяців тому
@@galdocstutorials cool, thanks for quick response!
Man i hope you do understand that you are expanding factorio as machining and assembling handbook learn by doing. Keep up the gr8t work! if it's possible add scrap as result for materials processors. also you can add Random base chance to break machine based on machine components durability strength. From my point of view you already have quality raise by crafting machines of different levels. Quality of ingredients should only affect durability. If you have extra durable machine you can overclock it by expense of malfunction possibility. For machine with extra speed work all part should wear faster due to bigger loads on components.
All good ideas! The 'byproducts' will be the scrap. As for the durability requirements, I have some ideas, but I haven't fleshed them out. Mostly dealing with different planets and environments and such. All good ideas tho!
I live in constant fear that new really cool mods will appear faster than I can beat them
So what I am hearing is you would like a 3rd complexity setting: Simple, Advanced, and Doshington.
Done. :)
I can even throw in "belts will occasionally transform into biters" if you would like. :)
But in all seriousness, though the alpha is playable and probably fun, there's still some features I wanna bolt on before I'll call phase 1 done, so there's time.
@@galdocstutorials It looks really neat so far. I'm especially impressed with how clean your workflow is. If it were me I would've made up the ratios on the spot and made it the player's problem if they were imbalanced instead of tracking them in a spreadsheet, lmao. I'm definitely interested in giving it a whirl one day, but to edit down a run I'll want to wait until it's a bit more final, and especially if all the 2.0 features would let you fully implement all your ideas, since it's unlikely I'll ever have the time to make a video on the same overhaul mod twice, (except maybe Space Exploration, if that ever reaches 1.0). So I'd just like it to do most everything you want it to do before making a video that will stand as a landmark until the end of time. I'll be keeping track of development for sure, though.
@@DoshDoshington Totally understandable. Just, one piece of uinsolicited advice: make sure to give yourself permission to play games for *fun* from time to time, whether that's Factorio or anything else. :) This is a lesson I myself need to learn again I think ...
I'd just invert the setting into "Use simplified production chains". I think everyone can grasp what this means.
the fact that factorio mods like this, py, angels, ect are free boggles my mind with the amount of effort put into them
AND THERE ARE COUNTLESS MODS!
cant wait to play this when its completely finished C:
Keep in mind how your machines look when alt mode is on versus off, having machine with different silhouettes will help alot!
Yeah, that is a thing that I need to work on a bit; right now, they get pretty obfuscated.
After trying the mod, I realised how good the idea is. It ramps the difficulty of the game and really does offer a new and unique way of playing the game. Amazing mod so far and cannot wait for the full release
I think since the mod is designed around increasing the complexity of assembly and production, leaving it on advanced by default just makes the most logical sense. Also, devlog!! been waiting for this.
Personally, I tend to agree. :)
@@galdocstutorialsinstead of calling them "simple" or "advanced" mode, you could have the option be something like "reduce manufacturing substeps"
Fun fact about Lua not counting up from 0 in tables: 0 exists in the table (unless specifically disabled), it's just never natively called. So you can hide things in the 0 index and avoid using them when doing loops.
Woah. I had no idea. That's kind of awesome and scary at the same time.
One thing I always find helpful when looking at difficulty options is the description saying which option is the intended experiece and which one isn't. While also saying what kind of consequences the option has and why you'd consider enabling it. So instead of an option just saying: "Increases the cost of X item", it says: "Increases the complexity and difficulty of the endgame. Enable this for an extra challenge".
That is actually very helpful insight. Thank you. :)
This is honestly such a cool mod! Keep up the good work!
Please don't stop making these, they are soo interesting, and It's the first time I've seen somebody record themselves making a mod in factorio
i usually don't like watching technical videos like this, but just the way you present it, makes it super interesting :D
Thank you, that means a lot :)
I remembered that you were making this and saw the video, I didn't realise that it was posted the literal moment I checked. This mod looks amazing and the way you make the devlogs teaches so much. Amazing video ^^
Only the best timing.
27:29 You can still do this in vanilla with compound entities containing invisible loaders/assemblers.
Yep! I have just been, ah, a bit intimidated by the prospect of that, though it is not outside the realm of possibility.
"But they are also brighter and shinier and I think that makes them look a lot better"
Found a crow
Hey, no name caw-ling
As a mechanical engineering student it’s wild to see a mod dovetailing with what i do in school. Very cool.
Thank you so much for taking the time to explain how this mod is made in detail. I love how it’s based on real elements, metallurgy and machines. How your using blender to create sparkle effects is really cool. I am counting down the days when I can play this amazing artwork! 🎉❤
Am so going to use this for my next overhaul playthrough. Love mods like this where it's not necessarily about being "hard", arbitrarily, it's just about things being more complex.
Genuinely cool to see how you go about iteration in your dev cycle. I think most could learn a thing or two by doing as much work as you do beforehand, as to make it easier down the line.
A small note about the sprites of some of the machines in your vid. I think it's likely that the way this mod gets promoted in the end will be through YT vids. Imagine Hendriks, Dosh, Trupen, those sort of people, making videos about it.
We know that UA-cam's bitrate is rather terrible, and having so many moving parts on the screen gets illegible sometimes. Prime example is 14:10 and onwards. Maybe it'd be good to think about how much this will affect the player's reception of various gameplay videos. On their own computer it is likely to look great, but if your first interaction with the mod is a video on 1080p UA-cam where most of the screen is a hazy mess, might be a turnoff for some.
I don't know if increasing the "promotional legibility" is worth sacrificing visual flair for, but it may be interesting to test or even think about in the future.
Thanks for the video, excited for the future!
Oh wow. O.O I didn't even notice. It's definitely good to be aware of; I wonder what I can do on my end about that. But I see what you mean. Thank you for pointing it out, either way. :)
@@galdocstutorials I wouldn't worry at all because of a few reasons. Anyone watching those videos are probably starting from the beginning of whatever series, meaning that they see the game when there aren't so many machines that the compression ruins them. Also, everyone (should) be playing with alt on, so the center of the machines that hold the most detail would just be covered up, meaning that there isn't as much detail to have ruined.
I don't think that increasing the quality of the in-game image would have any impact whatsoever on viewers who are watching this mod being played on UA-cam. And if someone is turned off by the mod due to the graphics not looking perfect and not caring about the mechanics at all, then they most likely wouldn't like the mod. The core idea behind this mod is so unique that it would attract everyone who would find it fun or interesting, regardless of the level of graphics (like how there are already some series being made despite the placeholder graphics and general un-completeness as a result of being in Alpha).
Just make the graphics look as good as you want to make it in game, since everywhere else doesn't have a real impact even with the current unfinished state of the graphics. Good luck and have fun making the rest of the mod!
@@GameBoy-ep7de If someone gets turned away by a mod because their videos bitrate makes the mod a bit harder to read then I don't what to say except that maybe it would make them want to play it for themselves to get the full quality of it? But late game vanilla factorio can already have a lot of moving parts so I wouldnt imagine the bitrate would suffer that much more with the mod.
This is definitely a thing! I experienced this with Deep Rock Galactic, the gameplay I saw just looked off somehow but when I actually played it it looked great. I realized later it's probably because the game is very dark and youtube crunches dark videos.
@@achillesa5894 I suppose it can probably be different for a mod than a game you haven't played. Eith a mod it is very likely the player is familar with the base game and how it looks, so if the youtube video alters the game to look worse in general due to the mod somehow, the viewer would probably be able to recognize that its not the mod that looks bad but everything looking bad.
Thank you very much for these dev logs, they have been really fun to watch!
One thing I noticed while watching, is that due to you using mini-machines, it means that they are mostly not visible due to being covered by the icon if alt mode is used. (And alt-mode is permanently on for 99%+ of players using mods most likely).
When looking at your graphics in this video, when shown in blender they look amazing! But almost all of that detail is lost ingame, and that gets MUCH worse due to recipe icons...
Pyanadon's mods do the opposite instead, make very large buildings, where you can really appreciate the graphics.
Yah, I am going to tinker with the alt icon size I think
I'm glad you put in accessibility options. Many mods overlook that.
hey, interesting update, glad to see more of it :) one note on the ending. while yes you can't have insertion to belt directly from entities today, however with compound entities it is already possible. it won't help you though since your minisembler is too thin for it. (i once made a 3x3 assembler with built in loader and unloader, by just creating invisible loaders which are hidden behind the entity. just spawn them on entity placement and destruction). but yes will be aweseome when this feature is properly built in!
actually typing it out - since your minisembler is 1x2, you could spawn 2 invisible inserters on one of the two tiles and retarget them (like bobs adjustable inserters) so that they pickup from the other one and drop on the entity. one inserter for picking the incoming lane dropping into the entity, and the other for picking from the minisembler and dropping into the output position.
It is true! I may end up with compound entities, but ... man those seem complicated lol
One possible application for direct output machines would be for production-line stuff like sheet metal pressing - which could produce high volumes of simple parts in a small factory without huge numbers of inserters and modules and stuff
I absolutely wish it was mentioned that in the very first version of recipes, the green circuits still required 3 cables, but each cable cost a whole copper plate, so the amount of copper needed to play shot up around 3x to product circuits at the proper rate. Those were dark times.
Love the video though! And the mod is coming along great, I look forward to the future!
You were the first guard. Your stories will be known to a few, but among them, the stoic nods you share will say more than whole conversations of those that weren't there.
I actually had to re-watch this because it has some really great development tips
One recommendation i would make for the minissemblers is to have a slightly smaller and/or offset recipe icon for alt mode.
On it! :)
So much love and effort put in this devlog, and wow did it turn out awesome! I love how you use Factorio modding devlogs as a platform to spread wisdom on how to approach tremendous creative efforts like this that span months if not years. I can't wait to play it this weekend! :D
That ore sparkle you pulled off is cool! I didn't think of that, and maybe no one's done that so far. Good job, man! I'll be following this series. New sub here!
I hope you will develop more and more ! Concept is amazing , I am burnt out of other overhaul mods and I think yours will be one to bring me back to factorio!
Recently started spiraling down Factorio after burning myself out of GregTech. Launched my first rocket, and hunted most of the achievements! I think I'm ready to try this mod out for a full to rocket launch!
Woo! Do it. :)
Yo! I just rewatched the first 1.5 logs and tested out the alpha a couple days ago! Happy to see devlog 2!
Awesome!
I love watching this series. Super fascinating.
Fungible ingredients would be amazing. They do have that mechanic for fuels, and it feels really good to just be able to throw a different fuel into the machine and get more mileage out of it with no changes whatsoever.
Love the dev logs! I'm playing the mod right now, and it's freaking insane...
potentially make simple and advanced modes both settings on world creation(in the dropdown, just make sure to tell the user that the default world setting has galdoc disabled)
for example: "Default" changes to "Default - Galdoc's Disabled", Simple mode is "Galdoc's - Simple", and advanced mode is "Galdoc's - Advanced"
similar to how SE does it(except I'm pretty sure SE has it because of a technical limitation)
That's an interesting idea; I'll chew on that. Thank you. :)
I am soooo excited for another devlog and trying the mod. You are inspiring.
A suggestion about the adv vs simple mod, add in the description if you had play krastorio, se or seablock you can handle the more complicated recipe
If it's alright with you, I might incorporate parts of this video into my lessons on Games Development. The level of detail you provide is pretty much spot on for my needs.
@@QBAlchemist By all means :)
Finally a Devlog!!! I was so waiting to it!! Doing good job, Galdoc, keep it up! Thanks for the mod, I like that we can try it rn like beta testing.
World domination with chips was hilarious, amazing job!
I am already busy writing the sequel
When you talked about difficulty, I thought about breadth and depth as cromulent words to describe it, rather than simple and advanced.
I just started with the idea of modding in Factorio. I would love a video series where you show the creation of the minisembers from start to finish. maybe not so much the modeling, but how you connect it all - Yours is the closest ive found to a howto on factorio modding.
Well... I know what conversion mod I'm playing next...
Subbed for awesome video and cool concepts!
the denouement is the part at the end of a detective story where the mystery is revealed
I feel like leaving advanced mode on in the settings is best, it feels like the intended way to play the mod and so it should be ticked by default.
I’m really looking forward to this mod! The progress updates are great 😊
Really intrigued by the blender flows you’re showing and all the pieces you’re creating. I would enjoy learning more about how you design and build the objects and sprites. I don’t have any blender experience yet, but it seems like I’ll need it to fully implement my own mods.
I am considering a Blender for Factorio Modders tutorial series, actually :)
Duke nukem level Lunatic Fringe, has a 720 degree circle.
this man single-handedly motivates me to get coding
(however: blender scary)
I’ve been waiting avidly! So happy to see another video!
Oh god, I didn't even notice that the recyclers put the items on belts directly. Anyway, amazing vid as always :+1:
Yah -- I can't remember who noticed it and told me but it was a glorious revelation.
Amazing! Special thanks for details on modmaking itself, maybe one day I'll make my own factrorio mod :)
I wonder if you can make entity a "miner" to get that "drop on the ground" effect for regular assemblers.
Right now, the only way that I know to do it involves compound entities, which ... someday. :) And yes, you totally should make your own mod! :)
When i saw Keen my mind was already in the dukenukem builder! good old days!
I think one of the coolest things would be minisemblers that load/unload via belt input/output. I feel like that would allow for cool factory setups and I believe the code is already there for it for other in game objects.
Edit: I should have watched to the end first 😅 These dev logs are great though!
That. Would. Be. Dope.
Huge props for keeping it so accessible with color/shape considerations! I really wish the base game would do a better job at it.
Great work! So good
Wish I had this kind of ambition. Good job buddy!
i cant wait for the planet to make a full circle around the sun so we can see space age and all the cool things you will do with it
I am psyched too! :)
I could watch these videos for hours.
Fantastic content yet again, I don't even know what to say except that I love these. Guess I'll have to check you out on Twitch, although I don't really like their interface heh.
Thank you! And yeah, I'll be there; their interface took me a bit to get used to and I'm still not entirely sure I've grokked it fully. Looking forward to it. :)
"Ore"ganic 😂 Emphasis on that punchline was beautiful.
Regarding difficulty settings: I think setting the default as what is most fun for you is probably good. This mod is your vision for the gameplay after all.
@@mrwalter1049 Fair! :)
22:30 you could go the Space Exploration/Krastorio 2 route and have the power plant fall out of the spaceship during the crash
I did like that touch :)
This is reacting to an 11 month video, I know :D , but I'm reacting to your question about complex or simple mode. I think the monst convincing reason to start out in complex mode is because that offers the fullest gameplay. A *lot* of people will never touch the options and will (by default) not play the whole mod otherwise.
Most players won’t change the difficulty or any of the settings from the default. So, I think if you intend for the mod to be played on advanced then leave that as the default. I personally enjoyed advanced more than simple because I like the fine details. The minisemblers were a little difficult to get a hold of at first simple because of the overwhelming amount of options. Maybe having the tech tree only enable the three most basic first machines to make stock for belts and inserters.
I really like your approach to material properties! I'm curious how you will approach LASERs and Optics or even green chips as they all use semiconducters, and machines (to grow crystals and sort of but not quite make an alloy with other materials), I think it would be quite thematically appropriate.
I have ideas for optics and circuitry, but the problem I keep running into is that it becomes suuuuper complex. I'm waiting for the big mental breakthrough to tie it together in a fun way, or come up with a unique mechanic for it. Have some ideas tho :)
@@galdocstutorials btw i played the mod and an issue I ran into was that i had the materials to say craft a Burner Mining Drill and I could make all the intermediates myself but it would not allow me to directly click the drill itself and make the intermediates that way.
@@rubenkoch6455 Yes! This is a known problem with the Factorio engine. I'm ... hoping that I can get them to fix this. I'm sorry. :(
If you ever end up adding chromium, It might make sense to revisit the galvanized steel mechanic you have now and instead use the alloy system you've implemented to replace the galvanized steel with stainless.
Chromium will be interesting. I'll likely do something that's similar -- it'll be an alloyer (with another additive) for Stainless Steel, but also just plate regular steel to get Chrome Plated steel. And, I'll likely also put in Nichrome -- NIckel Chrome alloy used in stove heating elements. :)
Not gonna lie, i laughed hard in tears at The Factorio's Plot part...
Doomguy can only fantasize about being that skilled. :)
I havent played your mod, and I probably will not (Factorio is a hole that I get stuck in if I boot it up, self preservation and all that).
However, the dev info is very nice and well explained!
Also, you have a very relaxing voice, so the video is very relaxing as well.
i didnt realise you where the same person behind The Taylor series till you pointed it out.
both are great channels
Thank you! :) I need to post more math videos. So much to do, just one life.
Denouement is a cool word, unfortunately I had to google it 🙃
Thank you for another cool devlog, it's really cool to see the process.
Loved the video! Can't wait to see more.
Oh sweet, another Galdoc video!
Ah, you're a fellow rainbow indent enjoyer
Awesome! I'm glad -- it's ... it keeps me out of trouble lol. Also, poem? I'm sorry, my brain is dumb. I feel like I have forgotten something. I do remember wishing upon a star; it has not yet resulted in a Dosh vid heehee. :)
The highest patreon Tier came with a poem I think 😁
dw your Videos are poetry enough. Genuinely inspiring to watch.
@@OllyWood688 Oh it's you! I didn't connect the name to the ID. :) A promise is a promise, though I cannot promise it won't be silly.
Roses are red
Grahm's number is huge
But I'd need bigger
To say thank you :)
keen to play this! Mods coming out faster than I can play them though 😬
9:25 i have no problems discerning the better captain question of kirk/picard
ore-ganic
That got a good chuckle out of me.
(also ore-der)
With the ubused ores, are the simply disabled or not included at all? IMO the former is preferable, as other mods can still access them if need be.
Right now, they're not included, but by the time I get done with all of my compatibility stuff, they'll be in there. :)
Direct assembler output feeding? Sign me up. I design my factories for compactness, so that would be awesome.
(also it eliminates the problem of having to babysit your not-actually-a-furnace furnaces ... just put a chest down and you're good for a while)
I've sandboxed out (in my head) a few neat setups that would use this. Soooo excited for it.
You said that you have one ore for each type of metal "at this point in the design cycle". Does that mean you plan to add multiple ores that become the same metal with separate processes?
Attentive. :) Yes, though only for compatibility with mods that do that already. :)
i think it would make sense to add the mod title to the video title :D But amazing video and mod idea. i hope it finds its followers
I wonder if it makes sense to have the crashed ship contain machined parts? This would do two things:
* Match up better with the flavor of salvaging parts from the ship
* Provide the player with a quicker crafting chain to bootstrap their mining, which is also part of the purpose of the plates in the base game
Some mix of stocks and machined parts might also be the right balance, so that the player has to think about the early intermediates a little bit
That's not a terrible idea. Hm. I'll have to think about that. I do have some plans for the future dealing with a pre-burner phase, but I haven't solidified anything. Will keep it in mind. :)
9:50
I think the mod should default to advanced mode since that's what you made it for. When I play a game or mod, I assume that the default settings are what it was balanced for and what most closely resembles the dev's vision.
I think GMTK did a really nice video on game accessibility and difficulty option, where he said that the ideal case is where players have the option to make a game easier but the game should make it very clear that by doing so you no longer play the game as it was envisioned.
That's fair. :)
dos things:
this is a (relatively) mild challenge mod in my eyes, defaulting to advanced makes more sense to me, but i see why you might default to basic.
also, is it alright to use this for youtube videos?
Fine by me! :)
incredible duke nukem impression
aluminum should be added for the light protaty (e.g., for robots) and conductivity (power polls) long-range powerpoll should use wire with the duel property of light weight and conductive (that's why they use aluminum for power polls irl)
Babe wake up! Galdoc posted devlog 2 🎉
Man I wonder what Galdoc's thoughts on the newer Duke Nukem games?
a COMPLETE MYSTERY (it's sadness)
At 12:40 you said other solutions about zinc coating get messy. What about hot-dip galvanizing?
With it you could throw your already machined parts in combination with your zinc in a machine and get the finished product this way.
If you're afraid that mixing the plating billet with the other products on a belt complicate things a lot, what if you smelt down the billets in a separate furnace and give the hot-dipper two way liquid intakes on either 2 or 4 sides, eliminating the added complexity from galvanizing. Also, liquid zinc could be transported via trains from another area to the hot-dippers.
Have you thought about sandblasting yet? It's an important step not just for galvanizing, coating parts with paint, etc, but other steps of manfacturing as well. It could be a useful mechanic for stone after you grind it down to sand, and after using, could become contaminated sand which you could recycle to get a bit of, for example, iron and sand back to use once more.
Dangit, I knew someone was going to know what hot dip galvanizing is! Heehee. The short answer is yes, I have considered it, but ... I plan on using electroplating for other metals, so ... I just smooshed it together. You are right tho. Sandblasting is interesting; I had not considered that :)
@@galdocstutorials Given the overall increase in complexity over vanilla, streamlining alloys definitely makes sense from a gameplay perspective.
I played around in the alpha yesterday and felt weird after realising you can make red science out of copper only. It feels wrong doing that 😂
@@christophbaumgartner9068 So wrong ... and yet so *right* heehee
Default to simple mode and let people know there is an advanced mode on the crash intro screen for those who want a deeper challenge. My 2c on that question.
Should work on splitting up the nuclear power production line, basically so we don't just use the one machine for everything.
Soooooome day :)
Dont think the unilateral phase detractor at 2:13 went unnoticed. I now fully expect turbo encabulators to make an appearance in the mod.
Only if i can eliminate the side fumbling. :(
I myself prefer the Retro Encabulator for my processes. It's less efficient than its Turbo counterpart, but the audial output of the secondary Vacuumed Rotoraries [sic] reduces grumbling and improves the output significantly, at least in my case. Your results may vary.
It's time to build a factory and chew lots of fish, but I'm all out of fish
Brilliantly played. >o))> (I have no idea what a fish emoji would look like; that's the best I got lol)
Ooooh nice just came back from work, was looking for something to watch and dreaded the Netflix recommendations being lame. Galdoc upload tho, best case scenario.
I've finally got to try this mod. It's very interesting. Few things I'd consider changing:
- instead of hacking the furnace have a second one for alloys. It's annoying to set the recipes all the time and I always forget out of habit. Two furnaces would be even more interesting. IR3 has two furnaces and Minecraft mods do too and it works well.
- similarly, consider somehow making (some) minisemblers work like furnaces, so the recipe doesn't need to be set. It feels strange to have to set the recipe even though it's almost obvious. There seem to be like two real alternatives for most minisemblers.
- rather than reducing production complexity I'd like to have slightly fewer different items. E.g. make plating and large plating into one item, rivets and bolts as well, fine gearing and gearing/piping... It'd make it easier to remember recipes, there's already enough complexity with different properties.
- make the minisemblers more distinct. Just color makes it hard to differentiate them and makes them also a bit boring.
The good news:
Having "Plating" and "Large Plating" be the same item is how Simple mode works, along with it having fewer steps. :)
I just released the Beta of the mod 2 days ago, and the placeholder minisembler art has been updated to individualized art. :)
The bad news ...
The minisembler-as-furnace idea doesn't work for technical reasons. I tried it from day 1. The issue is that processes aren't 1-to-1, and the ones that aren't break the system.
I don't want to add a new furnace for alloying, alas, and it isn't something easily made into a setting. :(
@@galdocstutorials cool, thanks for quick response!
Maybe crushed ship can have some minisemblers?
Not a terrible idea!
This whole video is just a big LUA moment.
It is luadicrous, I know. :)
Love the DN4N rant, one of the best parts of the video. => 🦎
Man i hope you do understand that you are expanding factorio as machining and assembling handbook learn by doing.
Keep up the gr8t work!
if it's possible add scrap as result for materials processors.
also you can add Random base chance to break machine based on machine components durability strength.
From my point of view you already have quality raise by crafting machines of different levels. Quality of ingredients should only affect durability.
If you have extra durable machine you can overclock it by expense of malfunction possibility.
For machine with extra speed work all part should wear faster due to bigger loads on components.
All good ideas! The 'byproducts' will be the scrap. As for the durability requirements, I have some ideas, but I haven't fleshed them out. Mostly dealing with different planets and environments and such. All good ideas tho!
My man with the Godot cameo!
Yah -- been leanring it :)
3:00 ha ha get it ship