Factorio Transport Tycoon - beta


Turn alien bugs into a galactic trading network. Explore, discover remote colonies and automate smart trade routes that feed your factory with whatever you are too lazy to craft yourself.

Content
3 days ago
2.0
401
Transportation Logistics Trains Enemies Environment Mining Manufacturing

g How is this supposed to work?

a month ago

I crafted some choclate and placed it in one tradepost using inserters, it got converted to alcohol but I can't seem to get it out using any means. Player can't interact with trading post (can't interact with enemy structures), and the inserter could insert the choclate but can not get alcohol out.

Plain vanilla factorio - i.e. no space age and there is no other mod installed.

a month ago
(updated a month ago)

Im eager to play this but having same troubles as mentioned above. Moreover tooltips looked scuffed\broken\underdeveloped like opening Chocolate to Alc windows i see text like :
You get | Cost
100x Alcohol | Unknown key "10"
and so on.

And for God sake - please remove tradepost sign dialog window appearing on cursor hover and just make it clickable

a month ago

You're absolutely right guys ... I was a little too excited to finally get it working, that I forgot the basics...

At the same time, I moved away from the idea of ​​players being paid in cash for transporting goods...
But I also liked the idea of ​​trading with locals...
I need to rethink this from the beginning and will post an update soon.
I'm also open to your suggestions.

a month ago

Ok, then first of all, call this experimental or pre-alpha, so players know, what to (not) expect.

The general idea is compelling, like MindMystery said, the opening of the window on hover is just annoying to the tenth, just having it clickable would be the right solution.

Doing trading with alcohol/chocolate is not any better than using some kind of currency, if you really don't want currency, then create a bunch of other recipes like some iron vs iron gear wheels.

Another question: Is this mod supposed to extend the game or more like replace basic functionality? Like remove tons of recipes and add trading options instead to force players to trade? In the other case: Add discount trades? Like 1 gear for 1 iron (instead of having to use two iron plates to craft one). Or skip steps (still need two but instead of 2 iron plates, a gear costs 2 iron ores).

Or trading reduces pollution/evolution but is more expensive (3 iron plates for 1 gear but -10 pollution or so).

a month ago

The general idea is compelling, like MindMystery said, the opening of the window on hover is just annoying to the tenth, just having it clickable would be the right solution.

now it is clickable and You can check whole tradepost offer on the contract board... so it's much easier to find resource You need...

a month ago

Thanks for being in touch

Loved the 0.1.5 changes so i started extensive testing of it and yet again we have some complications :

After about 15-20 minutes of real time i start to see a struggle with gradual UPS loss so up to 30-40 minutes of total game time im having a drop down to 30 or lower UPS from standart 60. at that point game is nearly unplayable.
Reproducing :
Firstly, game was modded with around 50 mods so i lanched vanilla with this mod only and it reproduced again.
What i've done in game:
No any buidings at all.
Hand crafted cargo rover from this mod
Dropped some chocolate and alcohol into 2-3 tradeposts. Exchanging working as intended.
While stuff accumulates i was roaming around tradeposts and making a world map markers with item icons to make myself comfortable with logistic future tasks.
Thats it. Vanilla wise there's nothing to lag.

Hope you'll solve this.
Ask me if you need additional info about that

a month ago
(updated a month ago)

Oh, those lag issues you're describing sound exactly like some lag issues I did have months ago, when I tried the mod "Fun Mode". The problem was, I just upgraded factorio and installed that mod, so I was not sure, whether that problem came from the mod or from vanilla, so I didn't report it. Removing Fun Mode didn't get rid of those lags, so I suspected a vanilla problem but was never sure, at some point (maybe a vanilla upgrade) the bug went away. Maybe the problem is some bug in vanilla indeed triggered by some optimization based on undefined behavior in the source code - sometimes introducing that bug and sometimes not. I am currently not trying this mod (neither tycoon nor fun mode), but my current heavily modded game doesn't experience those lags, I haven't upgraded to latest yet, I am running 2.0.69 right now.

29 days ago

Okay, I most likely found the problem. It was related to refreshing the icon rendering on the contract board. So the more maps you revealed (and the more new trade posts), the slower the game became. Additionally, in 0.1.6, I added the check all option to trade offers.
...I see a few more minor issues that I'll try to resolve as soon as possible.

17 days ago

A new update is coming. We're connecting tradeposts to the circuit network, and orders will be read from the wire. A negative state of an item generates an order in the tradepost.

I'd also like to fork this mod. The current mod will be renamed, for example, Factorio Trade Tycoon.

And Factorio Transport Tycoon will be based on a slightly different idea. What's the best way to do this without confusing the mod names?

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