Administratorio
The factory must grow. Subject to approval.
Administratorio is a Factorio 2.0 overhaul that replaces combat with bureaucracy. Build offices, automate paperwork, hire biters and try to keep the whole operation solvent.
The biters are still angry about your factory. They just file complaints now. Resolving those complaints earns you money, and some of the visitors can be recruited to work for you. You'll need them: production depends on staff and permits, workers need paying, and the office closes at night.
Features
- 65+ new technologies, rising to 130+ with Space Age.
- 25+ new buildings and logistics structures, or 50+ with Space Age: printers, offices, training centers, Biterports and more.
- 3 new natural resources, or 5 with Space Age. Yes, one of them is Bullshit Ore.
- Reworked production and research. Work orders, operating permits and Administrative Science become part of your factory, from the first printers to late-game automation.
- Complaints, taxes and protests. Process cases to fund your expansion. Keep citizens waiting too long and they'll shut down buildings. Larger biters bring more demanding cases and bigger payouts.
- A biter workforce. Recruit and train workers to operate machines, carry goods and handle construction. Supply salaries and night-shift coffee. You can also ride a biter.
- New logistics systems. Move paperwork through pneumatic tubes, build Biterport delivery networks and transport complaint visitors by passenger train.
- Working hours. Buffer supplies for the night or invest in overtime exemptions. Can be disabled in settings.
How different is it?
Quite a lot, and it's hard. You'll be managing complaint queues, income and staffing alongside belts and production ratios. A shortage of paper can interrupt complaint resolution, which cuts the money available for wages, which leaves machines waiting for workers. Keeping that cycle running is a big part of the game.
If you enjoy working out unfamiliar production chains and figuring out why half your factory has stopped, there's plenty here to get stuck into. Expect to rethink how you build from the early game onward.
Space Age
Space Age is optional, but gets its own progression: planetary paperwork and resources, specialist workers, archive processing, AI and synthetic personnel. Build interplanetary tube connections, launch employees into orbit and redirect asteroids with Trajectory Compliance Arrays.
It also adds personnel routing: send trained biters between offices along walking lanes, with directional signs and live circuit filters controlling where they go.
Status and help
Beta, actively developed. Both base-game and Space Age progression are playable. Balance is still being worked on; bug reports and feedback from actual playthroughs are very welcome.
Supports optional Quality, with integrations for Factorissimo and AAI Loaders.
The in-game Tips & Tricks explain how to get started.
Credits
The Resolution Office, AI Server, Interplanetary Terminus, Slop Refinery, Synthetic Personnel Bureau and Propaganda Distillery art are by Hurricane (Hurricane046). What a hero
The Office Desk and Greenhouse assets are taken from the Krastorio 2 mod.
The Inference Token icon, optic fibre artwork and optic fibre mechanic come from Moshine and Moshine-assets by snouz.
The Involuntary Relocation Receiver sprite and icon are repurposed from Long Range Delivery Drones (GNU LGPLv3), by Sacredanarchy and Klonan.
Other assets are images I generated using various AIs and local generation (ComfyUI), lots of Photoshop and were animated using my Animatorio tool, check it out !