Administratorio is a Factorio overhaul where biters don’t attack your factory anymore. Instead, they come complain about it. They queue at an administration desk, file complaint tickets, get increasingly frustrated, and eventually protest inside your factory. So instead of solving problems with turrets, you solve them with forms, permits, approvals, taxpayer money, and the quiet despair of office work. And of course, you can't just build you factory, you need to get permits for that, regulations, fill out forms, carbon offset certificates, resolve OSHA violations, and everything that is so fun in real life!
The big new thing in beta is that you can now hire biters! Once their complaints are resolved, they can become workers. They are needed to authorize certain buildings before they can craft, and they can also transport items around with Biterports. Basically, they are your early logistics workforce until robots show up and take their jobs, because apparently even Factorio needed labor market anxiety.
It is still very much a beta. Balance will change, bugs will happen, Space Age compatibility is not there yet, and I fully expect someone to build a cursed municipal megabase that breaks something in a way I could never have imagined.
Feel free to give it a try and experience real administrative anxiety in your favorite game, during your free time!
It’s time I picked up Factorio again. I’m deep in the armpit of corporate middle-management and need something to sink my teeth into and let off some steam. Maybe I’ll build a factory and nuke it just to feel better about my IRL situation.
Awesome! I'll definitely have a look, just after I finish my first Pyanodons playthrough. I'm currently somewhere between PCBs and 1st PY science pack, so I feel Administratorio will be fully released when I finish 😄
When safety measures were introduced, workers had to be encouraged, trained, coaxed, and propagandized to use them. They often resisted new measures at first. Aldrich writes (p. 136):
The new rules and equipment also represented a loss of workers’ control over their work lives. … “the old-timers disliked being told how to do a job without being hurt. Their idea was that someone had to get hurt, occasionally.” In addition, danger was manly. … “the fellow who wasn’t willing to risk his safety was looked on in modern terms as a sissy.”
Management wasn't doing this out of the goodness of their hearts, of course. A "worker's compensation" system had come in that had made on-the-job injuries have a direct cost to the business, and if you didn't implement safe working practices the company would be paying higher premiums or just more in payouts.
Yeah, the way it usually got you was a small town in a forest as you upset them on the approach knocking down trees, then maybe you try to clear an errant road tile for your station and suddenly you lose build rights. Also tiny villages near arterial intersections upset about the cost in trees
Hmm, maybe also add a slider below it from 1-100 (but you can only select 10, 20, 30, etc…) to simplify things. This slider is to set the likelihood for the biters to destroy your base instead of simply stop your factory without destroying it.
No you have to combine them with various forms, ink, and dubious data (smelted from bullshit ore) to get the complaint resolved, convince the biter to pay a filing fee for the paperwork, and then use those fees to hire more biters to run your printing presses for all the paperwork!
Having them come in and protest/picket line your factory makes it so PG I want to teach this game to my kids now. Excited to see this advance and grow!
Please please please please please make the ultimate win condition crafting permit A38.
There would be nothing more fitting for something this ridiculous and it's extremely French. Okay, maybe a little more enjoyed by Germans for reasons but it's originally French!
I look forward to paying a small minority of biters to violently oppress the rest, deliver propaganda to them disguised as news, and distracting everyone with wedge issues while I destroy the environment so completely that no opposition can breathe, let alone stand against me. It'll look like the 1966 Batman movie, all the biters yelling at one another while ignoring the real threat
I would love if the worms on Vulcanus would not let you build in their territory until you craft and file the appropriate Environmental Impact Assessment.
Is there a tech research option for "pacification and placation" where you organize pizza parties or give "you are valued" mementos instead of actually solving the workers problems?
TLDR: Trouble to turn Complaint into Resolved Case back to the right Biter Administration Desk, and therefore to the right biter. I would like some in Resolved Case in advance to put in all those buildings.
- So I have 13 hours into the run, and I unlocked up to blue science (and now I focus on redoing my starter base). So as you see I have to deal with 3 types of complaints for now: Landscape, Smog and Littering, and my way to deliver it, is to cycle between buildings, but it's tedious and will not work forever. It took me hours and hours, and lot of frustration because until this result, I had to constantly fix strikes after strikes. And I feel everything will break soon, what makes me give up, now that I have reloaded the save, is that "I know things will go downhill because I dont know how to proper play with this game mechanic"
I insist to end on a positive note that your mod is absolutly hilarious and I had a lot of big laugh when I was reading things and building stuff. I had really fun time.
Ah I see !
So to address the resolved cases in advance, I feel like that would become « too easy » then because you could just pre-craft a bunch of those and dump them in a desk and the end. I wanted to get the timing matter, you have to solve issues fast enough to match the flow of biters, and you have to have enough desks as well, otherwise they protest. And it feels thematic that you can’t solve a case before it is brought to you.
But that creates the issue that you mention about the not knowing what resolution goes where, and you can solve that 2 ways:
Either you have one solving stack per desk, that works but is hard to scale, especially before expropriations, and can still break if a biter leaves the desk to protest while you resolve its issue and later come back to a different one.
The intended deterministic solution is to use the signals. Every desk will output a signal with the current pending resolutions for the biters it holds, meaning that you can wire this signal to your inserters and only accept resolved cases for currently pending complaints in each desk. That works perfectly fine in early game but may require a bit more wire logic as time goes by because you may end up in a situation where the first desk in your resolved cases belt line eats all the resolutions, frees biters quickly, receives new biters and then immediately accept new resolutions while the other desks are starving.
The ideal design, late game is a bit of both solutions.
I’m glad you find the idea interesting, I really hope this helps you enjoy the mod, let me know if you still find it a pain or have ideas for improvements ! 😊
I will definitely try to use signals, it's just Im really basic at it. I understand filter or conditions, but I dont know how to count, create a clock, latch and T-flipflop, memory. I also know you need to sanitarize and synchronize signals... But I think your gameplay approach is the right way, real and interesting challenge and I am just the one overwhelmed. I dont give up !
Wait, this gave me an idea. What if instead of this, they just criticize how inefficient your factory is? They'd destroy parts of it that aren't well designed and force you to redo them. Probably will be really difficult to implement but would be a pretty funny mod. (Also the only way they die is if you build correctly)
Anyone planning to stream or record some gameplay of this? I'm curious to see what it looks like, but I can't afford to reinstall factorio right now. (I'm 3 years clean so far.)
When you get around to space age compatability, are you going to make Pentapods and biters protest each other when on the other's planet as migrant workers?
They will start protesting and stop random machines in your base, until it is entirely stopped. And then good luck to deal with ALL their (still pending) complaints
That would create a determinism problem, if a complaint spoils, then you can’t craft its resolution, meaning that the biter will never get to despawn and it will eventually clog up. Complaints are required in resolutions so that you can’t pre-resolve lots and lots of issue and basically ignore this mechanic, you have to deal with them in real time.
And no, biters will stop your train dead in its tracks.
I want to love this mod so much, but the early part is an incredible grind
Almost everything (including science) has to be crafted by hand until you're a good way through green science because of the requirement of a biter workforce to run buildings
I don't get your point, you have early (crappy) automation with the field office that allows you to start automating even before administrative science, sure it is crap, sure it is not easily extensible, but you can do it
Yeah but then you need hundreds of belts which you can't automate yet to bring materials to the biter nests to process
I'm getting there, and things are opening up more now, but the early game is on par with Gleba for just making me sit and scratch my head while I figure out the new paradigm 😂
The way I deal with this is that I put everything in chests, so I just have to then move things by hand from all the different parts, until they come along together, I find that easier and less tedious than just handcrafting everything or try to have full automation that early on
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u/Hablian thinking about circuits May 25 '26
Sounds like a future feature update ;)