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Hive Mind is probably the mod you are thinking of. MitchPlay's (?) version is more updated than the original, but still severely lacking in areas. There's basically no instructions on how to use it and currently it's something of a barebones PvP thing to antagonize the engineers.
One thing that would make it much more enticing for me is if you could play coop as a team with some engineers, though I suppose it'd totally break vanilla balance--since the "science labs" absorb pollution to do research, you'd get plenty of biter tech ups while being able to absorb enough pollution to keep it from spreading to the enemy AI nests. Possible fixes would be to either play with extreme deathworld pollution settings or get a mod that changes the AI attack prerequisites.
https://mods.factorio.com/mod/nullius
There's several different options for generating and storing power, each with it's own pros and cons. You can't just build coal-powered boiler plants because it's a pre-life planet with zero coal and even if there was some, there's not enough oxygen in the atmosphere. And you're frequently given options to upgrade to more efficient but more complex recipes, but you can delay that if you aren't ready to do so. Plus, recipes can give byproducts that you can decide to process and get rid of ("void " them) or take and integrate into your production lines.
But yeah, you don't play as biters/zerg/whatever in it.
I like the whole idea. Biter combat gets old after a while. In my K2/SE game it just comes down to flying around the base area every once in a while with the jet pack and a bunch of destroyer bots sweeping up new nests. It's pretty monotonous, just another chore.
No offence to the Nullius developer but I don't give a damn about Von Neumann androids - I care about the recipes and the production chains the mod comes with.
As far as this goes, you don't know much about Nullius, do you? It's got about as much story-driven content as vanilla Factorio--which is to say, a brief MacGuffin excuse for why you are building towards a factory goal and not much else. The goals are definitely different, but it's not like there's a bunch of cutscenes or anything. And as I mentioned previously, there's plenty of recipes and production chains to be had. Whether or not you personally like getting upgraded recipes--something that vanilla only really does with oil--is something that only you can decide. From what I've been able to gather, that's a fairly polarizing topic, where people really like or dislike it, not a lot in-between.
Theres a few ways to do it some good some bad. but id be keen to see how they would do it as I think the devs would do a good job of it. If they did it.
Don't really understand where this is coming from. Are you suggesting that Nullius doesn't have new recipes and production chains? It's extremely non-vanilla, with an intricate web of all new recipes and densely interconnected production chains. The mod story is just the logic that ties the new content together coherently. The recipes aren't a bunch of random sci-fi nonsense, but make sense given the difference in setting. The end game goals are a lot different from vanilla due to the story, but ultimately these goals mainly just result in new Factorio production challenges.
After reaching a satisfying infrastructure you start sending attack squads to these annoying little human factories which gets bigger and harder to destroy the further you go outwards. Eventually clearing the planet and using their rockets to send spores of your highly developed swarm to new worlds in order evolve further and further and finally got rid of pest called ♥♥♥♥ sapiens ^^
Alex loaded the mod, saw the game restart, rage quit, then proceeded to ♥♥♥♥♥ about it.