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After this task of resource transportation is done, the robot will determine the location of the closest roboport and head to it to despawn. Each roboport has a chance to randomly spawn a cluster of logistic robots, where each robot has its own simple brain to search for logistic chests in the vicinity and fly between them to visually replicate resource transportation. What we focused on instead was getting logistic robots to work properly, since they’re the lifeline of any semi-advanced Factorio base and they add a lot of visual interest to the whole picture. Right off the bat we skipped construction robots, since we’re currently spawning buildings via the native UE5 Construction Script system, and that’s the way it’s gonna stay for a while. At this point we can read the train’s pre-calculated path and use it to construct a spline which then dictates the train’s movement in FUE5. For a train to spawn and drive in FUE5, one has to set its destination and give it the green light prior to exporting the base. Instead, we opted to use the native Factorio system for finding routes the trains should take. The train system is quite different to the transport belt system, since replicating train scheduling, signals and locomotive pathing would be very hard to do. These splines then guide the items through the same path they follow in the actual game. Once FUE5 reads this data, it constructs a spline for each of these individual systems. When exporting a Factorio base via the FUE5 exporter, each continuous transport belt segment (a segment of transport belts which are connected and end in a tunnel, end on their own, or are looped) is treated as its own individual system. This was achieved by representing transport belts as splines. Transport Belt SystemĪpart from spawning the actual 3D models of individual transport belts, we had to figure out the item movement mechanic.
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This file is then read by the FUE5 project, which is enough to visually replicate all structural and vehicular behavior of the actual base.
Factorio on switch mod#
This information is exported as a JSON file via a FUE5 exporter mod directly from inside the game. By reading in-game data, we can get building types, their orientation and cable connections. The first major component of FUE5 is the ability to spawn structures in an identical manner to how you’d find them in Factorio. Suspiciously similar to this factory game I’ve been playing recently.
Factorio on switch how to#
When you don’t know how to code, you just put these nodes together, and if it doesn’t work you just keep adding more and more and become increasingly confused. It contains no gameplay, however you can fly around and visit your base in 3D. To put it simply, this project is a 3D visualization environment which can import bases from the Factorio game and visually replicate their behavior.
Factorio on switch mods#
While many creative people in the Factorio modding community create awesome large-scale mods like Space Exploration, Bob’s mods or Angel’s, we decided to take a slightly different approach.
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It was created by 3D artist Hurricane and Factorio modder Nuke during a five month period, starting on January 10th 2023. What is FUE5?įUE5 (short for Factorio in Unreal Engine 5) is an experimental project with a simple goal: to visualize the 2D world of Factorio in 3D space. There’s lots of technical details on how this was achieved, so let’s jump in. It’s not quite a game, but more of a stunning re-imagining of its visuals. It’s Factorio, but 3D! Dreams do come true sometimes. Today we’ve got a very fun project to talk about: The FUE5 project, explained in this article by Hurricane.
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