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.
Large total conversion mods.
Transportation of the player, be it vehicles or teleporters.
Augmented or new ways of transporting materials - belts, inserters, pipes!
Map generation and terrain modification.
New Ores and resources as well as machines.
Things related to oil and other fluids.
Furnaces, assembling machines, production chains.
Changes to power production and distribution.
Thanks for updating this mod to 2.0. Do you accept tips ?
Not unless you want the Patchset to sink to the bottom of the sea. The original license is quite clear about this: I can't benefit commercially from Deadlock989's work, so I will never accept donations (or for any of my other mods by proxy).
If you'd like to help the project, play through the Patchset and report any bugs that you can find. And if you're really clever, tell me how to fix them. ;)
https://i.ibb.co/jvxbYFMV/obraz.png
https://ibb.co/wH82BNC
Also i cannot find naturally gems or diamonds rocks
I will look for more, do you have plan to apart IR3 to Space Age ?
Thanks for both of those reports, they'll be fixed in the upcoming version.
The answer to Space Age is No. I'll put an entry in the FAQ because you're not the first one to ask.
Thanks for fast fix, now i find only pedantic stuff like
https://i.ibb.co/gL38RqfC/obraz.png
Gap between assemble and pipe facing north (im unsure about this before)
https://i.ibb.co/wrJ7rwFM/obraz.png
Tarmac have same layer index as other surfaces, so no borders around
First picture: I'm pretty sure that's just the dark rim of the machine you're looking at.
Second picture: Tarmac actually has a higher layer than the other surfaces because Alien Biomes re-assigned them. I'll make a simple workaround for it.
I knew tarmac was going to come back and haunt me eventually. I don't understand the tile prototype code very well and it took me a long time to make it look acceptable (and it's still incorrect!).
idea for cargopod recipe as now i way to simple for space tech
computer-mk3 ×1
junction-box ×3
chromium-plate-heavy ×160
silicon-block ×32
concrete-block ×120
advanced-motor ×4
I wanted to keep the recipe fairly simple because Cargo landing pad wasn't in the game before and now it's mandatory. But I've already changed other new recipes and it would seem strange to leave this one.
Your recipe will be in the next build, except I made it a little cheaper and removed Silicon blocks. They weren't required to get the Rocket silo before and I don't want to change that.
https://i.ibb.co/6c7h1x9N/obraz.png
To reproduce make as below, tin pallet, make filterslot in last slot with middlebutton set with something
https://i.ibb.co/3m92C1Mh/obraz.png
I wanted to keep the recipe fairly simple because Cargo landing pad wasn't in the game before and now it's mandatory. But I've already changed other new recipes and it would seem strange to leave this one.
Your recipe will be in the next build, except I made it a little cheaper and removed Silicon blocks. They weren't required to get the Rocket silo before and I don't want to change that.
Yea i saw, thanks for credit
https://i.ibb.co/Jwz26x1p/obraz.png
Dragging pipes with shift dont make underground pipe
Those are good finds! The filter widget needed to be updated to use quality, so that'll be fixed in the next version.
The pipe issue has me stumped however. TransportBeltPrototype has "related_underground_belt", but I can't find anything similar for underground pipes. There must be a way though; other mods have done it...
Not even vanilla factorio creates underground pipes as far as I know and with schift it creates ghosts
Welp, that's what I get for not playing the game enough. They should totally add that as a real feature!
Kamsta99, is there some other mod you're using which implements this feature, that I need to add compatibility for?
Sorry, yes i checked that on vanilla it's only belts related things, IR3 made me comeback from half-year break so i dont remember well :\
Also 2500h in Factorio on counter and still learning huh.
How many people have you made happy Shemp Shemp :D
Only what i found today is not all Alien Biomes trees is accepted by greenhouse if you mind fixing this. Thx
I can't reproduce this, could you tell me specifically which tree this is? You'll want to press F4, go to the Debug tab and check "show-debug-info-in-tooltips". That way, whenever you turn on the Debug overlay with F5, it will show you the name of entities in their tooltips and you can see precisely which tree you're looking at.
Another possibility is that you've exceeded the forestry limit of 50 trees. This is quite easy to do when you place the forestry in a wild area. If you're using the "Forestry Combinators" add-on, you can verify this by placing a constant combinator in the forestry's chunk and reading the T signal.
CTRL+SHIFT+F also works for internal name :)
tree-dryland-k
tree-dryland-i
tree-dryland-f
etc
generally dryland trees
https://i.ibb.co/tpr47Kqz/obraz.png
Oh wow, the Debug control section has some real goodies, huh? CTRL+SHIFT+E shows you all of the prototypes in the game. That would've been useful all this time. o.O
The bug is an oversight in the old IR3 code, it excludes anything with "dry" or "dead" in the name. The fix is simple, but IR3 keeps a cache of encountered trees and doesn't update it until a version bump, so you're stuck with it on that world.
I happen to like IR3 being at "4.0.0" and it also makes it easier for users to update by overwriting the file. Or I could swallow my pride and just do it, but it's only for a mod compatibility issue...
EDIT: Or I could cheat with a remote interface! In 0.5.1 you'll be able to run this to clean out the tree cache:
/c remote.call("ir3patchset", "clearTreeCache")
/c remote.call("ir3patchset", "clearTreeCache")
sounds good
Pedantic stuff, wrong direction for fluid flow
https://i.imgur.com/PVCTyF6.mp4
In IR3 there is pollution mechanic if you pickup stuff with something nasty inside, works well for player but not if item is pickup by bots.
Imgur is completely useless for me, can you tell me the name of the entity and which fluid connection it is?
Petroleum in pipe
https://streamable.com/9dcryw
I must admit changing topic name got me confused at first, because i got trouble finding THANK YOU topic, then laughing :D
Yeah I don't know if you've noticed, but some of the threads around here tend to go a little off-topic, I've got to keep track somehow. If I were sensible I'd lock them all.
I see what you mean with fluid in pipes, it flows laterally when it shouldn't.
Deconstructing polluting entities is a problem that I don't think I can fix. Whenever you order a deconstruction in 2.0, it immediately deletes all the fluid in the building, and by the time you get the "marked_for_deconstruction" event, it's all gone. I don't really want to track every single pipe in the game in storage to get around it.
After many frustrating hours trying to diagnose the pipes issues, I can only conclude it's vanilla behaviour. This must be due to the new fluid system, the fluid doesn't know which way it's going, only that it's increasing/decreasing.
Don't believe me? Load a base 2.0 game and try it.
EDIT: As for the robot/pollution problem, I put in a bug report on the Factorio Forums.
play more and stress less :D
As always, humans have no middle ground, we go from an unusable mod to the obsessive correction of irrelevant details.