bahrmichael / factorio-tycoon Goto Github PK
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License: GNU General Public License v3.0
Requires #57
University should probably not be locked, because it's required to get early science.
Legend:
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];
Some things in the story are not very clear yet. Add some improvements to make it crystal clear what the players has to do:
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.
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.
The town hall should ideally be indestructible. Currently crashing a car into or biters are able to destroy it.
roads: stone
simple houses: bricks
residential: bricks, steel
highrise: concrete, steel, pipes
See #82 (comment)
Doesn't seem to apply to highrise
To make bugs from the procedural generation reproducible we should use something deterministic based on the map seed.
https://lua-api.factorio.com/latest/classes/LuaRandomGenerator.html should have all we need, and we just need to replace math.random calls.
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.
Otherwise it's not really clear what you need to build to get stated.
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
See #82 (comment)
Need to add (probably english) names on the map to make them more visible.
Tycoon resources grow infinitely, and therefore have less headache to be replenished. They do spawn a bit more rarely and that requires the player to explore more and remove more biters. Find a good balance.
Check if this happens in another run first.
In general, make the calculation more simple and just show consumption per minute.
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
Requires
Different tiers should consume increasingly complex food, and each can grow if the needs are met.
Also update consumption code.
Currently there's only one apple farm. As players grow their city, the city's consumption will increase (#19) and the currently only apple farm may not be sufficient anymore. That means we need more primary industries.
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
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.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
Requires #56
E.g. on a 9x9 grid of houses there will be an empty one in the middle.
Leaving that unused currently also prevents the houses from upgrading.
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:
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.
Otherwise we have to run very far and craft a lot of pipes which feels more like a burden at the start.
Todos:
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