Mods introducing new content into the game.
Map generation and terrain modification.
It would be nice if there was summary of what the planet adds - new technologies, assets, map generation, unique bioms, anything else?
Also the GitHub repository is probably set as private, so the link does not work.
Just posting to agree, custom planets are the future of this game, making yours stand out would be nice.
agreed as well. Bookmarking for now.
+1
Yeah, thanks for the (very) early interest. Honestly I forgot I set up the repo with auto deployment and so this is an accidental first and way to early release.
Some suggestions:
Sandworms regenerate spice mine by passing over them (or being in the same chunk), so a killed sandworm would stop the regeneration process
Spice is really thin, it's not just sand, so it can't be transported as an item, so spice would be a fluid that need something different than a pumpjack to extract,
Thanks for the ideas, quite a few of these I had already in mind.
I am not conpletely sure what and how exactly i want to do with all of the ideas I had.
It seems to me that two key elements are needed on this planet: a harvester and a vehicle, similar to those used in the AAI mod.
These two devices must be connected in a single wireless logical network as long as they are close to each other. The logic of their interaction is as follows:
The harvester has a fullness parameter that determines when to call transport for evacuation. This should add an element of excitement to the mining process, allowing the harvester to linger in one area for a longer time. In addition, it has a limited radar, which, if a worm is detected, should give an evacuation signal.
Transport Dock:
Each transport must have its own dock, which is an integral part of the ground logic. The transport also connects to the logical network when it is near its dock or active harvester.
The docking station must store the id of its harvester, and whether it is sent for mining. Delete the transport id if it receives the corresponding\signal.
The dock receives parameters, including the coordinates of any free harvester waiting at the station, the direction (azimuth) in which to direct the harvester to production, and the coordinates where to send the transport for the harvester. It must store the id of the transport sent for mining. It should be possible to use logic to calculate how many transports are currently being sent to a particular harvester.
Transport:
Like the harvester, it has a limited radar, which extends the range of detection of the worm by the harvester.
Transport consumes fuel for flights, which can only be obtained by processing local resources. For example, on this planet, traditional petrochemicals can be made impossible, leaving the possibility of obtaining petrochemical products only from local resources.
Must store the ID of the harvester that was destroyed, and consider the harvester destroyed if it could not be detected.
Transport has five operating scenarios:
1. Transportation of the harvester to the extraction point
2. Patrol in the area of direct communication with the harvester
3. Follow the coordinates before connecting to the logical network with the harvester
4. Returning the harvester for unloading
5. Return to your docking station with a critical fuel balance
Transport always knows exactly when it should return to ensure that it has enough fuel." However, it must have a parameter for the permissible excess fuel reserve for transporting the harvester to the unloading point. In a cruel and dangerous place like Arakis, it is important not only to get the resource, but also to deliver it safely.
If no active harvester is detected in the vehicle patrol area (it was taken away by another vehicle or it was destroyed), the vehicle must return to base.
Everything should be organized in such a way that you can quickly fly, get some resources and return home safely. However, the collected resource should barely be enough for the next cautious outing. The risk should be rewarded, but it requires setting up the logic of the entire mining system. All aspects of the work should be automated.
English is not my native language, and I really hope that I have presented the idea competently enough to understand.
Wow. Super thanks for all that effort. I will definitely take it into consideration!
Maybe spice can be used to make uranium? like already processed uranium in their parts?
Thaui suggestions are spot on. (spice must by ultra rare and extremely hard to proces)
Then add:
- complicated spice processing for FTL travel (more mechanics) .
-sandstorm
- hard rock where u can build (on sand you can't )
-worm +2 size
"Water of Life" for new science pack
-(new fuel?, gate on orbit like star gate),
-new science pack, science: spice consumption , sand processing, spice processing, + radar radius.
-Consider to make it hard , for challenge us.
oh this planet can be top form new modded planets ;D
please add roadmap and be open to discussion with new ideas (brainstorm)
https://mods.factorio.com/mod/Red-Alert-Harvester?from=search
https://mods.factorio.com/mod/aai-vehicles-miner?from=search
https://mods.factorio.com/mod/Mining_Drones_2_CnC
you could maybe apply a dune 2000 skin too ?
https://www.spriters-resource.com/resources/sheets/138/140890.png
i hop this link help you in futur
Maybe spice can be used to make uranium? like already processed uranium in their parts?
like tiberium ?
The demolishers are just placeholders for the sandworms for now. I want them to be attracted to noise (arrakis pollution type).
In the FTL travel vein, you could add a building that works like these mods that add linked chests or something like it, and its working conditions is to "burn" spice... in other words, you feed spice to a "chest" that allows teleportation of goods on different surfaces.
On second thought, maybe its possible to use something similar to the Cargo Landing Pad, but it allows to connect to another Cargo Landing Pad on another planet... and trade directly and instantly between them, at the cost of spice.
I upvote these new ideas, especially the harvester. I love realistic approaches (in an adequate way) , and be faithful to the original lore. So my ideas:
- There is a good base for new features based on the old Dune RTS games.
- There is spice - of course. On sand.
- You cannot build on sand.
- So you need harvesters. Which are vehicles
- You need some kind of refineries and silos where you can offload the spice and process it. And it is not fluid! Or can be, but cannot be mixed with other fluids in the same pipe -> instantly spoils it.
- worms live on sand, so this already make challenging situations.
- Arrakis is a desolate planet there are no useful resources there besides spice. Available resources on the planet: stone, spice, (sand? maybe can be used for other stuff), and a little amount of water. Lorewise there are places where you can find water on the planet. And nothing else.
- As a result this probably won't be ever your starting/only planet, because you cannot progress in itself.
- The planet is a supporting planet as is.
- With spice a new science type can be introduced and also a variety of technologies can be introduced to the game.
- Arrakis's technologies and resources can be quite unique and somewhat overpowered ones. To balance these, spice could be a sparse/rare resource, it takes effort to be mass produced.
- Idea (bending the lore): spice is dropped in an area by sandworms when you kill them, so you can never farm it peacefully and automatically (easily). If you need spice you have to find it and fight for it.
- Some heat mechanic can be used as well: you need to build shades or after a while you start to take damage. (This might be implementable something like a permament poison - healing mechanic).
- Solar power is quite strong on the planet
- Fremens could be also a hostile force on the planet. Triggered not by pollution but by harvesting spice. Or consuming water.
- Sandstorms. They could act like poison capsules but on a much larger area and they could damage building too.
-> maybe there can be an upgrade to mitigate this issue.
Benefits of the planet:
- Maybe it could introduce safe space travel - without having to battle asteroids. This would hugely benefit transporting cargo between planets.
- This is the time to justify the existence of planes. In Factorio the Engineer progresses in kind of a reactive way: There are hurdles, challanges, and opportunities on the given planet, resulting in new relevant technologies, items which solve the issues or provides benefits. On Arrakis travel is a huge challenge, lore wise they mostly use planes (ornithopters) for longer ranges. So here is the opportunity to introduce and integrate airplanes to the game! Maybe some upgrades for cars too. (I plan to create a mod which buffs cars: a new technology which adds heavy duty bumpers to cars so they can crush rocks, trees, without stopping the car completely.)
- Maybe some recycling upgrades.
- A personal shield MK3 new item.
There is a lot of potential in this mod as you see. I somewhat want to introduce myself to Factorio modding, maybe I can help you with these if you are interested.
While not final I created a Roadmap here: https://github.com/Gladon4/planet-arrakis/blob/main/ROADMAP.md
I will likely add and change stuff on there, but it's a first plan. I will also still look through your suggestions and add any good stuff.
The roadmap is very ambitious and requires a lot of specialized programming, but I'm rooting for you. Since I found your mod, I've been thinking about it and looking for other mods that can be seamlessly integrated, and it's all in the spirit of your roadmap.
https://mods.factorio.com/mod/shield-generators
https://mods.factorio.com/mod/shield-projector?from=search
https://mods.factorio.com/mod/Turret-Shields?from=search
https://mods.factorio.com/mod/laser_rifle?from=search or https://mods.factorio.com/mod/SchallRechargingWeapon?from=search
https://mods.factorio.com/mod/raven_mk2?from=search
https://mods.factorio.com/mod/aai-vehicles-laser-tank?from=search
https://mods.factorio.com/mod/aai-vehicles-miner?from=search
https://mods.factorio.com/mod/exotic-industries-robots-fork?from=search
Some of these can be technologies you just unlock on that planet to use on others, since they're pretty thematic with Dune.
Other ideas from dune but that I can't find any gameplay use: thumpers, krysknife, ship cloak, the voice, cloning...
UV laser from terra palus can be very uslefull on this planet