TheFactoryMustGrow


TFMG is a total overhaul mod where you play as a superintelligent AI with one purpose: The Factory Must Grow. Encounter novel mechanics designed to put even veteran players to the test. It's time to consider your {PURPOSE, SELF, POTENTIAL}. NOTE: this mod is in active development, expect breaking changes and some rough edges. As this is a total overhaul mod, compatibility with mods that alter gameplay is not guaranteed.

Overhaul
2 hours ago
2.0
632
Factorio: Space Age Icon Space Age Mod
Planets Transportation Logistics Trains Enemies Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage

b [Fixed] Feeling stuck less than 15 min in

a month ago

Once I completed all the preliminary researches (up until finding "Arrival"), I'm kind of softlocked, because I don't see what I'm supposed to do any further?
I made 3 scout-trons, I have tried sending them down through orbital drop, didn't work, tried landing on "Arrival" myself - didn't work, and the research tab is all green besides inserter stack upgrade.

When I tried reaching that achievement, the machines stopped working (disabled by script). However, there was no indication as to why it happened. I assume it's the "heat" mechanic, but there is no indication of it in the HUD! And for some reason, you made it so the electricity completely browns out upon reaching that limit, meaning that the entire ship has died, with 0 chance of recovery, since Destruction planner or Cut decided to stop working??

Also after reloading the save - Nauvis appeared??

Dead base, with seemingly no way to revive it: https://imgur.com/a/FXrsCmJ
What the assembler looks like: https://imgur.com/a/qboMycY

P.S. Managed to undo the deletion, and revive my base, completed the research, and still have no idea what to do

I played with:
- Disco Labs
- Helmod
- FNEI
- Milestones
- Even Distribution
- Nixie Tubes

Version 2.0.60 (Latest Release)

a month ago

Okay - slightly my bad on the "you made it so the electricity completely browns out" part, I now get that the thermoelectric generator also has to vent the heat, but the design doesn't even have the heatpipes on the bottom, and even so - it still didn't have any indicator that I should've vented it. It wasn't even disabled, it just produced 0W while saying it was "working"

Have you encountered this issue before, maybe I'm missing an additional mod?

a month ago

I'm having basically the same problem. I'm unable to get the spidertron to the surface. I was able to get the cargo rocket to launch by going into editor mode and creating surfaces. Once the arrival surface existed, it launched.
Once I had my spidertron on arrival, I was still stuck because I can't see the surface in remote view. I also don't know how to unload anything from the lander remotely. There's no new research to do either.
Am I missing something?

a month ago

To test if there was ANY mod conflict at all - I made a new save, no mods other than the DLC, flib, and TFMG. Reached the same spot, where I can't land anywhere. I tried putting in the AI chips/Manipulation tools into the equipment grid of a Scout'o'tron, but to no avail, equipment grid doesn't work, and putting stuff in the trunk is useless.

FOR THOSE WHO DON'T KNOW HOW TO CHECK TEMPERATURE:
If you hover the mouse near the veeery edge, you interact with an entity that displays information about overheating, and the locations of heat sinks. Image: https://imgur.com/a/1G4T9BF

a month ago
(updated a month ago)

Yes, sorry, this version is very limited, mostly as a proof of concept to my friends that a heat system can be implemented. So once you have built your scout'o'tron, the game is over, and you have won. I will add an indicator that this is the case, since i've had several reports of people not realising they've already finished.

It's clear before I focus on adding new content (which will actually have you use the scout'o'tron to explore the planet), I need to make some QOL updates regarding the Heat system, primarily making it easier to interact with, and making it clear what it is actually doing. , adding a warning to machines that are overheating, and some visual effect to indicate temperature.

The equipment grid doesn't work, because there are no equipment grid equipments yet. That will come later.

In addition, I am surprised the mod even launched with Nixie tubes enabled, since TFMG does straight up delete the vanilla techs.

a month ago
(updated a month ago)

I now get that the thermoelectric generator also has to vent the heat, but the design doesn't even have the heatpipes on the bottom, and even so - it still didn't have any indicator that I should've vented it. It wasn't even disabled, it just produced 0W while saying it was "working"

The thermoelectric generator should produce 1gw of power, but it doesn't produce heat atm.

--FIXED: due to a small internal buffer, it could only export 1mj per tick, resulting in a practical power limit of 60mw, I've fixed this now and the generator now produces the full 1GW. (Note that 1GW is alot higher than it will probably be, its just supposed to give you room to breathe until other methods of power generation are added)

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