Adds a custom Electric Mining Drill for which mining speed, area size and module slots can be configured. Energy use, pollution rate - and optionally recipe ingredient cost - scale with mining speed to somewhat preserve game balance. Has support for custom ore categories.
Mods introducing new content into the game.
Version: 1.0.1 Date: 2024-11-02 Changes: - Removed tech reset script, tested and confirmed to no longer be needed in Factorio 2.0.7. (Modding: "Reset technology effects is automatically run when technology unlocks change.") - Set "base >= 2.0.7" as dependency in info.json.
Version: 1.0.0 Date: 2024-10-27 Changes: - Increased version number to 1.0.0 because of the major update to Factorio. (May remove 0.8.0 at some point to clean up.) - Made the tech script actually run on mod configuration changed. - Refined function for scaling energy usage, just in case format of value is ever changed. - Tidied up a bit, fixed some descriptions.
Version: 0.8.0 Date: 2024-10-24 Changes: - Increased version number to 0.8.0. - Updated for Factorio 2.0. Will not work with earlier versions! - Fixed code to match recent changes to the prototype tree structure. - Made sure that the drill unlocks with the relevant tech. - Fixed item/recipe sorting so the custom drill shows up after the base variant. - Added a standard script for updating technology unlock effects on mod change.
Version: 0.7.0 Date: 2024-06-19 Changes: - Increased version number to 0.7.0. - NB: Renamed variable names in settings, better check them and reset to desired values! - Heavily restructured, compacted and tidied up code in general. - REMOVED simple uranium mining option. Not to my liking, try recommended mods instead. May bring it back if requested. - Now detects floating numbers as well when scaling energy use, just in case. - Made mining area size increase incrementally (rounded down to 5x5 -> 7x7 etc.). OCD-friendly. - Removed scaling for energy/time required in recipe. Felt a bit too tedious. - Removed electric mining drill as ingredient, felt it might cause trouble with some mods. - Made recipe scaling option binary, to simplify. - Added logarithmic scaling of entity health when recipe scaling is enabled (rounded down). - Removed upgrade option, too prone to error, seems quite unnecessary anyway. - Removed reference to darkfrei from MIT license, since almost none of the original code from his mod remains (and there are no borrowed assets). I just want to call the mod my own now. - Fixed MIT license text layout. - Removed some declarations of mod conflict, since there was no true conflict. Should work with my other mod, 'Configurable Mining Drills' as a result. - Removed 'Cursed Filter Mining Drills' as optional dependency, no need for it to load first.
Version: 0.6.4 Date: 2024-05-13 Changes: - Simple uranium mining option: Compacted code related to graphics assets for Centrifuge pipe connections.
Version: 0.6.3 Date: 2024-05-12 Changes: - Simple uranium mining option: Fixed visual glitches related to pipe connections for the Centrifuge. A small issue with the west connection remains (don't know what to do about it). - Improved some code, especially in relation to simple uranium mining. - Changed file structure, improved formatting.
Version: 0.6.2 Date: 2023-07-22 Changes: - Fixed changelog to be readable in-game again.
Version: 0.6.1 Date: 2023-07-22 Changes: - Resolved conflict with Industrial Revolution 3 by restructuring mod and changing some load orders: Moved custom resource category code back to entity.lua, no longer using data-final-fixes.lua. Tested and works with IR3 and SE separately.
Version: 0.6.0 Date: 2023-07-20 Changes: - Increased version number to 0.6.0. - Upon request, added option to configure amount of module slots, since they don't break game balance in any way that I am concerned about. Set range to 0-20 (can actually go higher, but UI changes, adding a scrolling window). - Removed options to turn off custom colour and sound, in order to tidy up game settings. Mod conflicts seem unlikely anyway and the changes seem inoffensive. May add options back in if anyone complains about it. - Clarified description in settings.
Version: 0.5.1 Date: 2023-07-19 Changes: - Improved checks on resource categories so the table remains unchanged, while non-applicable entries in the text-field are ignored without causing trouble. - Improved explanations in code. - Updated description in settings. - Tidied up.
Version: 0.5.0 Date: 2023-07-19 Changes: - Increased version number to 0.5.0. - Upon request, created an option to manually type in the ID of custom resource categories that the mining drill should be able to mine (alongside "basic-solid"), in a comma-separated list. If the category doesn't exist, it will be created! (A temporary hack to avoid some weird mod conflicts.) - Allowed greater values for some settings, for the sake of some mods. To-do: - Improve checks on input.
Version: 0.4.2 Date: 2023-07-18 Changes: - Cleaned up some code, added code description and beautified layout. - Added lower bound of 0.01 to mining speed factor, just in case.
Version: 0.4.1 Date: 2023-07-12 Changes: - Added my own username to MIT-license.
Version: 0.4.0 Date: 2023-07-12 Changes: - Increased version number to 0.4.0. - Added option for faster (higher pitched) sound effect for custom mining drill. - Changed options for recipe cost scaling to better cover the spectrum of 1 to 0. - Improved some code for recipe cost scaling, function remains the same. - Changed locale description to be a bit more helpful. Fixed typos. - Updated item icon (improved color change method, very small change).
Version: 0.3.0 Date: 2023-07-10 Changes: - Increased version number to 0.3.0. - Updated graphics. The Custom Electric Mining drill can now receive a nice orange colour to better differentiate it from its vanilla variant (well, a bit...). Carefully edited to only affect the right parts. - Added an option for enabling/disabling the custom colour. - Updated the thumbnail with said colour. Notes: - It took a lot of effort to change the hue of just the yellow parts, even with rough layer masking and adjustment of the yellow color spectrum. Writing the replacing code for it was tedious as well. Was it worth the effort? Not really! :-) But at least I learned from it.
Version: 0.2.1 Date: 2023-07-09 Changes: - Updated thumbnail
Version: 0.2.0 Date: 2023-07-07 Changes: - Increased version number to 0.2.0. - Took code from "Instant Mining Drill" v.1.1.1 by darkfrei pertaining to simple uranium mining and put it straight into this mod! Applied it to my own custom mining drill instead. Also added missing descriptions. This allows mining of uranium without sulfuric acid, moving the need to a later stage instead. Useful for avoiding uranium blocking the mining of other nearby resources. - Double-checked MIT-license. Everything seems to be in order. - Updated list of incompatible mods. - Updated description.
Version: 0.1.1 Date: 2023-07-06 Changes: - Initial release. - Added a custom electric mining drill. - Added options to configure its base mining speed by a value and mining area size by a factor. - Added automatic scaling of its power consumption as well as pollution rate, to preserve game balance. - Added recipe which includes 1 Electric Mining Drill plus extra materials as ingredients. - Added several scaling options for recipe cost + crafting time according to mining speed. - Added an option to make the custom drill a direct upgrade to the electric drill. - Made a thumbnail. - Painstakingly modified colors of an icon and added it to the game. Green! Seems good enough. Notes: - Mod should generally not conflict with similar mods, since a separate entity was added rather than modifying an existing one. Aside from the upgrade option, settings and changes only apply to this entity. To-do: - Do some more testing and expand on the list of (in)compatible mods. - Maybe improve icon for the custom mining drill, making it more visually distinctive. - Maybe change graphics of custom mining drill (I don't wanna...). - Maybe add more functionality like ore filters (I must be out of my mind...)