Alchemistry


Convert ores into an unstable isotope, convert that isotope back into an ore of your choice.

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17 hours ago
2.0
1.07K
Mining Fluids Manufacturing

g Update to 2.0

Hi! I have really enjoyed your mod so far. I used it to get rid of otherwise useless coal and uranium ore patches. Can you please update to base 2.0? Thank you very much in advance

a month ago

I'll update it when I can, but this mod in particular might take a while. I'm auto-generating recipes for conversion based on a few obscure parameters which identify what's an ore, and I'm not sure how the new ores are handled. It's been a while since I've done Factorio modding.

Have you tried updating the JSON file to change the mod's version number? It might still function for old-school ores, at least.

a month ago
(updated a month ago)

Good news, kinda'. Seems like Ores are handled the same in Space Age as they are in Vanilla. I might be able to update this fairly easily. Still, though, I'd need at least an option to filter out "ores" that make no sense, like Scrap. Alchemical conversion of Unstable Isotope into... scrap metal? Doesn't make sense to me. I'll need to make sure the mod actually works, and probably add in a toggle for this.

Still no idea what to do about Holmium ore. I can't find it anywhere in the files, so I've no idea how it's defined, but it should be the same as anything else. Looked under Base and Space Age - nothing. The only place it shows up is the Space Age localisation file, which doesn't really help me.

edit
Of course the Quality mod is going to give me problems. Now I need to figure out how to circumvent that, because I really don't want recycling recipes for the Alchemical stuff.

a month ago

OK, I've run into a bit of an issue here. With Space Age, different ores are found on different planets. With Alchemical Ore Conversion, this would allow the player to produce any ore on any planet from whatever is available locally. That circumvents a major aspect of the game's overall design, and will force me to mark the mod as a "cheat". I don't really see a way around this, unless I hard-limit the mod to just the basics of Coal/Stone/Iron/Copper/Uranium.

Any thoughts on the matter?

a month ago

You can restrict recipes by planet (using surface_conditions) which could let you only create holmium on Fulgora or whatever. Maybe on Vulcanus you can directly transmute unstable isotope into molten metal?

a month ago

You can restrict recipes by planet (using surface_conditions) which could let you only create holmium on Fulgora or whatever. Maybe on Vulcanus you can directly transmute unstable isotope into molten metal?

So place Surface Conditions on the recipe? I'd have to look into how that works. The Factorio Lua Api has precisely 0 information on this type beyond the name. And it still leaves the issue of procedurally determining which planet/surface the resource can be obtained from. I can hard-code that, but it would make my mod incompatible with mods which add new planets or resources.

a month ago

Yeah, a lot of the Space Age features aren't too well documented yet. I have had a better time just looking around in the code for examples: space-age/prototypes/recipe.lua has some good examples. They usually restrict recipes by atmospheric pressure: Aquilo has pressure of 300, Fulgora has 800, Nauvis has 1000, Gleba has 2000, and Vulcanus has 4000. However, you can also play with gravity and magnetic field. This is all defined in space-age/prototypes/planet/planet.lua if you want to dig deeper into it.

For what it's worth, automating stuff and procedural generation is fun, and it's always satisfying when stuff "just works," but, if you ask me, I feel like a certain amount of hand-coding in order to create a good mod experience is probably always going to be necessary. For example, you couldn't find holmium ore as a resource because it just isn't one; it solely exists as an item, created as a random result from scrap. So procedural generation focused on resources would miss it entirely.

Anyway, I hope this helps a little!

a month ago
(updated a month ago)

For what it's worth, automating stuff and procedural generation is fun, and it's always satisfying when stuff "just works," but, if you ask me, I feel like a certain amount of hand-coding in order to create a good mod experience is probably always going to be necessary. For example, you couldn't find holmium ore as a resource because it just isn't one; it solely exists as an item, created as a random result from scrap. So procedural generation focused on resources would miss it entirely.

Holmium also comes from Fulgurite, which is just a "simple-entity", which you can find in decoratives-fulgora.lua. Based on its definition and icon, I think it's some kind of alien tree, or else tree-equivalent. And you're right - I will certainly need to do some manual editing. I already have, in order to exclude Scrap since that's very obviously not an ore. I have an exclude table in my lua code. Should probably make an include version for items that aren't necessarily resources but I'd like to use anyway - like Holmium. Need to eventually put some time into learning regular espressions in Lua to see if I can move that to a player-facing setting, rather than hard-coding it into data-final-fixes.

I'll have a look at restricting items by planet, but that's growing less and less likely. That's both because it's a bit over my head coding-wise (I honestly really don't like Lua) and because I think the mod is well-enough balanced as is. It's still a bit on the cheaty side, not gonna' lie, but I think efficiency and complexity is onerous enough to offer a different kind of logistical challenge. It's not a free lunch any more :)

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