this mod inspired by 'Oxygen not Included'
concept:
- complexity product chain
- multiplayer suitable highest difficulty
- compatibility to other mods. not for stand alone.
this is very alpha and alpha mod.
please give feed back and bug report.
and We highly need graphics.
if you can help us, join github.
If you like it, please share and stream.
Development Progress
initial build :done:
- implement red science pack ~ yellow science pack :done:
- implement rocket recipe
balance adjustment
- red science pack :done:
- green science pack :done:
- blue science pack :under_going:
- purple science pack
- yellow science pack
- rocket recipe
- after rocket
other
- If graphics or localize are provided, release top priority
future
- production speed balance
- sustainablity
- balance of iron and oil reproduction
- power generator balance update
- other mod compativility
With other mods
Game Design Note
What's inspired by OxygenNotIncluded
ONI is a colony simulator.
Players land on planets with limited resources.
There, to make effective use of limited resources, it is necessary to stop unnecessary intermediate stock.
This mod features that point. "more effective control intermediate stock."
To achieve this.
We designed intermediate stocks to hurt a factory.
First, the mod product's recipe produces other waste (eg polluted water).
Second, this waste is an important input in other manufacturing processes. and make a cycle.
Finally, non-liquid items setting the stack size to 1 to easily clog the conveyor belt.
From the above.
Box jams lead to a chain of factory outages. Because intermediate stock is generated for the other type of manufactures.
This allowed us to achieve a situation that had a negative impact but was not a fatal problem.
Players have to build a difficult factory for full automation, Or
It is also possible to postpone the problem by having the player move or add boxes.
This mod will not cause any obstacles that will prevent the factory from rebuilding again.
In addition,
Loop structures that process the output from the factory and use it as the input again appear in various places.
This causes a behavior called'complex system'
This is known to be very difficult to predict
Players will not be able to predict what will cause the factory to shut down.
However, since the types of factories are limited, it is possible to resolve the suspension by following each one after the factory has stopped.
It is also possible to gradually reduce this complexity by using a circuit cable.
This is the point where you can feel a big catharsis
The central experience of this mod is to counteract and solve this complexity.
This has an interesting difference compared to regular factorio base games
In normal factorio, for example, if you don't have enough gears, no matter how many gear factories you increase, no problem will occur.
This is because if the gears are out of stock, the belts will be clogged in sequence, and finally only the gear factory will stop.
On the other hand, with this mod, if you increase a certain amount of production too much, its by-products (for example, contaminated water) will be clogged, and all the buildings that discharge contaminated water in other places will stop, and eventually the entire factory will be stopped.
Solving this by-product is the main challenge that this mod offers to players.
About circuit cables
In factorio's base game, circuit cables only appear as much as uranium processing
This mod requires a circuit cable everywhere
The circuit cable can be used to build various circuits with the ingenuity of the player, but the base part did not provide enough issues.
This mod will provide you with the missing challenges
Solution provided to player
About system and circuit cable
A powerful system can be created by combining several machines with simple functions.
For example, you can use compost and air-cleaner to create a system that keeps increasing contaminated water.
On the other hand, by using farm and compost, it is possible to create a system that keeps reducing contaminated water.
Here comes the circuit cable
By using a circuit cable, if the main factory runs out of contaminated water, increase the amount of contaminated water.
If it increases too much, operate a system to reduce contaminated water.
This gives the player complete control over the intermediate inventory.
Overall game flow and player experience goals
Start game ~ Manufacture red pack
――Try to make a factory from colony production to red pack by calculating back
--Contaminated water is clogged
――I feel stressed when the factory stops
--Players make red packs while manually removing contaminated water
--I hate contaminated water and soil
--Is there a way to reduce the amount of contaminated water?
--It seems that contaminated soil can be reduced by conducting research on compost.
――It seems that other contaminated water and carbon dioxide can be reduced in a chain reaction by reducing the contaminated soil.
Compost-1 study
--Use compost to reduce contaminated soil
--I realize that I can use compost to build both a system to increase and a system to reduce contaminated soil.
――Contaminated soil is reduced more than expected
--Manually stop the system to reduce contaminated soil
--Run a system to reduce contaminated soil as needed
――I feel stressed because there are many manual adjustments
—— Realize that you need a circuit cable to automate
Manufacturing of green packs
--Start manufacturing green packs
――I notice that I run out of contaminated water
――I realize that I have to increase the amount of contaminated water that I had thrown away.
--Add a system to increase contaminated water
--Manual adjustment is still required until the circuit cable is developed.
Development of circuit cable
--Finally, research on circuit cables is completed
--Gradually replace the manually adjusted parts with circuit cables
――The part that the player manually adjusts is decreasing.
—— Players feel strong catharsis as the problem is resolved
Manufacturing of blue pack
--Become a factory that uses a lot of carbon dioxide
――Sand, which had been decreasing until now, will be output as a by-product of the factory.
Manufacturing purple packs
――There are 3 types of farms and ranches, which greatly complicates
--Power generation by hydrogen
--By-products can be converted into steam and electricity
――Too much electricity is produced and steam is clogged and the factory is clogged.
――I realize that automation of power switching is necessary
Manufacturing of yellow packs
--Power generation from natural gas
--Crude oil is produced as a by-product
――The problem of garbage is getting bigger
Until rocket launch
--Move to mass production issues
--Large-scale factory
After launching the rocket
--Aiming for further mass production
--to megabase