Industrial Revolution 3 Patchset for 2.0 (Unofficial IR3)

by Shemp

Deadlock989's classic overhaul IR3 with a unique art-style and age-based progression. This is a command-line script which installs additional code and patches into the original files to make them compatible with Factorio 2.0. Requires manual assembly.

Overhaul
13 days ago
2.0
884
Transportation Logistics Environment Mining Fluids Manufacturing Power

b [Under review] Rubber trees

a month ago

the rubber tree are always in the initial area of ​​the base, making it too easy to acquire the rubber

a month ago

IR3 takes the spawning pattern of one of the vanilla trees and replaces it with its rubber tree. That used to be "tree-08", I'll switch it with "tree-09".

Rubber is a fairly early resource, I don't want it to be TOO difficult to get.

a month ago

ok thx for the answer actually in the original mod it was really a nightmare to find them :D

P.S. thanks again for your work without this mod I can no longer play factorio

a month ago

I just want to add that world-gen has been a difficult part for me to work on, mostly because I don't know what the "correct" behaviour is and it's hard to verify that rare spawns work. If you have any comments about fissures and gem rocks in particular, I'd like to hear them.

I also noticed in the original 1.1 build that rubber trees aka "tree-08" tend to spawn near the water in clusters, which I assume was Deadlock's intent. Is there a tree which does this in 2.0?

a month ago

fissures are supposed to be rare as they were never meant to be the main source, only a tiny side source. I think they are in perfect place now. Gems though, they seem to be bit too rare now, i haven't found a single diamond yet and only few rubies extremely far away.

a month ago

For me it's the same, zero diamonds and only one ruby, which is really too few, especially since they're essential in the advanced game. As for the rubber trees, they're really too many; for me, they're half of all the trees available. Deadlock's philosophy was that the game can be completed even without rubber, and if you want it, you have to look for it. Unfortunately, even for me, world generation is a real mystery.

a month ago
(updated a month ago)

if I remember only one fissures ever spawn, but you can still have a factorio 1.1 version and see for yourself, thus I would not mind if you do your own balancing and own change of the original mod after all future is now

a month ago

i think there was 1 steam vent at the start (which is present now too) and then there was 2 fissures, polluted gas and sour gas which are both present now too and as rare as they were before. i don't think those needs changing since both can be obtained from oil processing already

a month ago

ah I confused steam vent and fissure I guess

a month ago

Hi Shemp ,if I may say so for the spawn of the gems this could be a good formula (0.35/probability) in random_penalty in terrain-misc-resources.lua or at most a 0.3, slightly more abundant,for rubber trees, try to cannibalize "tree-08-red" it's rare to get the right one. now i need to find a rare one like it for alien biomes. thanks for your work

a month ago

My goal is to keep the mod as faithful to Deadlock's implementation as possible. But from my time playing modpacks in Minecraft, one of the things that grates me the most is the grand quest through world-gen. There's nothing like being told you can't progress through the tech tree unless you find a rare item in a Jungle Temple, which itself rarely spawns in Jungle biomes, which themselves aren't entirely common.

In Factorio, you power up a radar to chart the world, then you can search for resources on the map. Gem rocks already break this rule by being un-searchable. So I've erred on the side of making them a lot more common.

For some reason I cannot get rubies to spawn in top of copper ore, but they're quite frequent on gold ore now. Diamonds are now common-ish on iron ore and coal.

Rubber trees, I'm going to keep them on "tree-09" because again, you can't search for them and you might still have to walk a bit to get them.

Your feedback is welcome as always. :)

a month ago

ok you are the one driving and you are the one doing all the work so it's your decision :D

5 days ago

If you want my two cents on rubber trees:

  • They spawn "far" from the starting location, so you have to explore with at least a monowheel to find.

  • They are meant to be rare so you actually go out and explore a lot.

  • They spawn bunched up in chunks, so your first forestries have a headstart.

You can make them more frequent, I wouldn't mind. I do believe the original intent behind using rubber for red belts was making it harder to transition from yellow belts to red belts.

5 days ago
(updated 4 days ago)

I've made an experimental build with the rubber tree spawning completely rewritten, you can get it here, with the important changes in this file.

EDIT: Commit 59bdbf7147 is the most current version, made the trees a tiny bit less common.

The documentation for how to write noise expressions and influence worldgen is very lacking in my opinion, so I've been going on trial and error. Feedback is much appreciated before I think about publishing these changes.

In this build:

  • The noise expression is now based off tree-01, a much more common type of tree.
  • They still spawn at 200+ tiles away.
  • Deserts still suck and you still have to travel a bit to find them.
  • The permitted moisture and temperature range is much broader, there should no longer be large swathes of the map with no rubber in sight.
  • A specific line has been added to encourage the trees to spawn near water.

My aims for rubber trees are:

  • They should be substantially easier to find than they were in 1.1, given how many you need and how early you need them.
  • You should be able to spot them with a copper telescope, if you spawn in a temperate location.
  • They should still be uncommon enough that making a forestry farm is the obvious correct choice.
  • If you set up a farm at the remote site, you want to be a little picky to find the best cluster.
  • Going on a rampage with Heavy roller and collecting logs to bring back to base should be an acceptable method to start a farm.

EDIT: And if anyone wants to accuse me of going rubber mad, here are some of the things you need Rubber for in the early game:

  • Fast transport belts (1 rubber per belt!!)
  • Large wooden electric poles
  • Electric labs
  • Radars
  • Modular armor
  • Module loader
  • Car
4 days ago

you going rubber mad!

What do you need to test? If they appear, have you described them here?

4 days ago
(updated 4 days ago)

What do you need to test? If they appear, have you described them here?

Sorry I don't quite understand. I've tested that the trees respond to the worldgen sliders, and they still work in Alien Biomes (where they're a bit less common).

On the other thread you said

in yours they are easier but there are no groups

Specifically, I want to test that it's possible to find rubber tree clusters that are as large as the ones you could find in the 1.1 version (and they should be easy to find).

3 days ago

ok, I understand the intent, I thought you needed help in verifying that everything works as described but I think it was actually a communication about the development :P

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