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factorio-tycoon's Issues

feat: new supply chain technologies

Requires #57

  • Meat processing
    • Enables recipe: Cow -> Meat
    • Enables recipe: Fish -> Fish filet
  • Bottling
    • Enables recipe: Iron Plate -> Bottle
    • Enables recipe: Bottle+Milk -> Milk Bottle
      • Needs milk to be changed to a fluid
    • Enables recipe: Used Bottle+Water -> Bottle
  • Baking
    • Enables recipe: Grain -> Flour
    • Enables recipe: Flour+Milk -> Dough
    • Enables recipe: Dough -> Bread

feat: tech tree for tycoon stuff

University should probably not be locked, because it's required to get early science.

Legend:

  • R: Red Science (as an ingredient to research that tech)
  • G: Green Science (as an ingredient to research that tech)
  • B: Blue Science (as an ingredient to research that tech)
  • P: Purple Science (as an ingredient to research that tech)
  • C: A concept that's not really part of the tech tree (the mod just starts doing these things)
graph TD;
    simple[Simple Housing C]-->multiLevelConstruction;
    optics[Optics R]-->multiLevelConstruction[Multi Level Construction RG];
    multiLevelConstruction-->residential[Residential Housing C];
    residential-->financialIncentives[Financial Incentives RG];
    financialIncentives-->cityFunding[City Funding C];
    cityFunding-->publicTransportation[Public Transportation RGB];
    multiLevelConstruction-->highriseConstruction[Highrise Construction RGB];
    highriseConstruction-->highrise[Highrise Housing C];
    fluidHandling[Fluid Handling RG]-->highriseConstruction;
    steel[Steel R]-->multiLevelConstruction;
    concrete[Concrete RG]-->highriseConstruction;
    highriseConstruction-->futuristicConstruction[Futuristic Construction RGBP];
    lowDensity[Low Density Structures RGB]-->futuristicConstruction;
    electricEngine[Electric Engine RGB]-->futuristicConstruction;
    energy2[Electric energy distribution 2 RGB]-->futuristicConstruction;
    futuristicConstruction-->futuristicHousing[Futuristic Housing C];

fix: improve story

Some things in the story are not very clear yet. Add some improvements to make it crystal clear what the players has to do:

  • Zoom to town hall to show the player where it is (it might spawn outside of the visible range)
  • Add a hover overlay saying that you can get the items from the town hall (some don't read the dialog to understand what they should do)
  • Add a task to retrieve the items from the town hall
  • Zoom to farm to show the player where it is (it might spawn outside of the visible range)
  • Explain how primary industries are spawned, and that players need to explore the map to find more, and that they can see them via icons on the map
  • At the current end of story, tell them to keep the city growing until 250 citizens to unlock the next supply chain
  • At 250 citizens, explain on a high level how the new supply chain works, and that citizens want milk bottles. I hope that players will be able to look at the milk bottle, and then reverse engineer the process.
  • After that set a new goal for 500 citizens
  • At 500 citizens, explain that there's a new supply chain unlocked, and that citizens now also need meat.

feat: prettier streets

As a first step to improving the look and feel of streets, we could use a more asphalt like road and concrete for the sideways.

The City starts with very simple roads, and as its downtown area grows, it gets more fancy.

Currently we're limited with the 6x6 tiles per city cell. That can be increased later, but needs major changes to the procedural generation and the sprites. Probably something for 1.0.

image-3.png

feat: supply chain rework v2

This is an epic for the supply chain rework. Once it's closed, we can release a new major version (breaking change).

Overhaul of the supply chain, tech tree, and consumption.

Consumption

  • Different tiers should consume increasingly complex food, and each can grow if the needs are met: #61
    • Simple housing consumes simple food (apples and water)
    • Residential housing consumes all from above and also meat and and milk bottles. It can grow when all needs are met.
    • Highrise housing consumes all from the above and also bread and fish filet. It can grow when all needs are met.
  • We need to update the GUI to show the added needs per category, and update the growth checks: #62

Supply Chains

  • Rework the milk bottling supply chain. It should change milk to be a fluid, allow crafting bottles from iron plates, and then craft milk bottles from milk and bottles. It also introduces bottle return and reuse (with an 80% success chance): #58
  • Introduce fish supply chain. New primary industry fish that's spawned next to water, and fish filet processing in assembling machines: #55
  • Introduce bread supply chain. Grain into flour, and combined with milk creates dough. Can be turned into bread in furnace: #60

Tech Tree

  • We add additional techs for the supply chains and housing
    • Bottling, meat processing, and bread: #56
    • Residential housing requires simple housing (already available), bottling, and meat processing: #59
    • Highrise housing requires residential housing, bread, and meat processing: #59
  • Update the sales for currency to reflect resource consumption: #63
  • Update the university science production to be slightly more expensive per research pack than the vanilla game: #64

Unlocks

  • When a housing research completes, update the GUI to include the new needs. Before that suggest in the GUI that they research the next housing tier.

feat: add a warning message if a city runs out of items

Applies to all: water, basic needs, and construction materials

Warning message should appear in chat, and include the materials as well as the city.

Players should be able to configure the log level (similar to LTN) so they can disable basic needs/water/construction material messages if they are too annoying.

Loading 0.0.8 save in current release causes non-recoverable error

Last played on 0.0.8 yesterday, when trying to load it today immediately was given this error

Error while running event tycoon::on_tick (ID 0)
__tycoon__/tycoon-story.lua:114: attempt to index field 'tycoon_town_hall' (a nil value)
stack traceback:
	__tycoon__/tycoon-story.lua:114: in function 'condition'
	__core__/lualib/story.lua:93: in function 'story_update'
	__tycoon__/tycoon-story.lua:247: in function <__tycoon__/tycoon-story.lua:245>

and potentially never mind, this was mentioned in the changelog just missed it as the game doesn't present it well

chore: rework construction site / unresearched tech stats

Currently the town hall's gui shows a list of unresearched tech at the end, and the number of available construction site slots.

We can start merging this into one frame with

  • construction site slots
  • unresearched tech
  • construction materials provided per tech stage

feat: update resource consumption to reflect housing tiers

Requires

Different tiers should consume increasingly complex food, and each can grow if the needs are met.

  • Simple housing consumes simple food (apples and water)
  • Residential housing consumes all from above and also meat and and milk bottles. It can grow when all needs are met.
  • Highrise housing consumes all from the above and also bread and fish filet. It can grow when all needs are met.

Also update consumption code.

apple prototype not found

trying to start the game with the latest release (0.0.9) and that alone, no other mods, fails

Failed to load mods: __tycoon__/data.lua:1:module __tycoon__/prototypes/items/apple not found; no such file __tycoon__/prototypes/items/apple.lua
stack traceback:
[C]: in function 'require'
__tycoon__/data.lua:1:in main chunk

Dependency Dashboard

This issue lists Renovate updates and detected dependencies. Read the Dependency Dashboard docs to learn more.

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Detected dependencies

github-actions
.github/workflows/check-crowdin-contribution.yaml
  • actions/checkout v4
.github/workflows/luacheck.yml
  • actions/checkout v4
  • lunarmodules/luacheck v1.1.2
.github/workflows/patch-crowdin-format.yaml
  • actions/checkout v4
  • tj-actions/verify-changed-files v20
.github/workflows/publish.yaml
  • actions/checkout v4
  • tj-actions/changed-files v44
  • montudor/action-zip v1
  • actions/setup-python v5

  • Check this box to trigger a request for Renovate to run again on this repository

feat: fish supply chain

Requires #56

  • New primary industry that spawns next to water: fishing (or change it to a fish farm that can spawn anywhere, but needs ingredients)
  • New recipe that turns fish into fish filet
    • Recipe requires technology meat processing

code: rewrite to typescript

Personal preference because I have more experience with typescript. Probably for the 0.1.0 release.

See https://github.com/GlassBricks/StagedBlueprintPlanning/blob/main/README.md

Counter arguments:

  • existing examples and tutorials won't work and most people here won't be able to help you with anything related to syntax
  • Asking for help will be a lot harder
  • Last time I looked their source maps emitted were so broken as to be useless, so you won't be able to debug in TS, only in Lua

feat: light from buildings/lanterns

It would be nice to see the city "alive" at night. Maybe we can work something from the lamps into the buildings, or add street lanterns.

feat: new recipes and items

  • Change milk to be a fluid
  • Fish -> Fish filet
  • Iron Plate -> Bottle
  • Bottle+Milk -> Milk Bottle
  • Used Bottle+Water -> Bottle
  • Grain -> Flour
  • Flour+Milk -> Dough
  • Dough -> Bread

bugs: playtest issues

  • The gui should display if construction materials for simple houses are available, probably good to add simple houses to the upgrading section (and rename it)
  • Soo much pipe crafting! Place the first primary industries a bit closer to water
  • Town hall gui needs to call out that it needs water tower/market/hardware store (if none is placed)
  • warning message if city runs out of basic needs materials

consumption: scale consumption with city size

Todos:

  • Count and display citizens (add city stats as relative gui to town hall)
  • Update citizen count when house is created/destroyed
  • Add a scaling modifier to the basic needs based on the city size

feat: new housing technologies

Requires

  • #56

  • Residential housing

    • Requires meat processing
    • Requires bottling: #58
  • Highrise housing

    • Requires residential housing
    • Requires fish: #55
    • Requires bread: todo

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