Tetra


Makes factorio a tetris-like game. This mode places 4 belts instead of 1 whenever you place a belt as a tetranomo. The player may not create lines of transport entities that exceed 9 tiles in length. How will you get where you need to go?

Scenarios
5 months ago
2.0
46
Logistics
Owner:
gumOnShoe
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
5 months ago
Latest Version:
1.0.1 (5 months ago)
Factorio version:
2.0
Downloaded by:
46 users

:: Dedication ::

To all lovers of pasta and those lovers of pasta who feel tempted to draw straight lines. May your belts forever be loosely tangled.

:: Challenge Mod ::

Straight segments of belts of significant length are forbidden.
All placed pieces are the next randomly selected tetranomo.
Belts may only be placed manually.
Tetra-Belts may never be removed.

Expected to work fine with the base game. May not work well with space age since the current version does not allow placement of belts with ghosts.

:: License ::

Factorio Mods requires a license. MIT seems fine. If you want something more permissive, consider it granted without altering any of the liability stuff - no need to reach out.

:: ToDo ::

  • (X) 1.0.0 is fully functional (belt placement "upgraded", belts can't be removed, segments longer than 9 tiles are not allowed)
  • (_) Timer requiring belt placement, consequences for not doing so + timer acceleration.
  • (_) Ghost support to allow bot building & space ships
  • (_) Science for probabilistic tetra belt generation, to be used with recycle loop
  • (_) Ascension-like challenge system to make the game more difficult as you complete science
  • (_) Timer shield to allow periods of build focused on other things.
  • (_) Final recipes for specific tetra-belt out put.
  • (_) Tetra pipes
  • (_) Tetra chests
  • (_) Tetra walls
  • (_) Some kind of belt removal mechanic for late game building.

If you have other ideas, submit them in the discussion.