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
14 days ago
2.0
896
Transportation Logistics Environment Mining Fluids Manufacturing Power

b [LSA, Fixed] Satellite issue in space age + Explosives pack balance

23 days ago
(updated 23 days ago)

Hi Shemp, in space age the satellite recipe is always enabled

23 days ago
(updated 23 days ago)

Got it fixed, just try to ignore it for now. ;)

I'll clarify what I do and don't consider a bug. The configuration you're using right now, where Space Age is loaded without a proper add-on, I call it "lonely Space Age" in the code (or LSA for short). (If you've ever played Baba Is You, think of the rule: LONELY SPACE-AGE IS BROKEN.)

My goal for LSA is that you can close one eye and ignore the Space Age techs, and everything should be the same as ordinary IR3 except for infinite techs (and Deadlock transponder). The tree is in a "prepared" state for the add-on to operate on. I don't officially support it of course.

I just added surface conditions to all of IR3's chests for LSA, and I consider it a bug that they didn't match. I may allow steam machines in space (they're not using combustion after all), but vehicles won't be allowed.

EDIT: __space-age__/base-data-updates.lua is a good example of the sort of things LSA will be changing.

23 days ago

Perfect Shemp, I marked it because I thought it might interest you, while waiting for your version I'm trying a space-age run with IR3 again since you've already fixed it very well in my opinion :D I kept all the vanilla technologies on Nauvis and on the other planets I limit their specific technologies. If you need me, give me a shout ;P

EDIT: I'm making some changes to the sulfur balance which for me is the most critical of the mod, with the standard version you really struggle to keep up with military technologies and produce missiles and explosives. If you play it we'll talk about it

23 days ago

It's going to take me months to play this mod. I assume you're talking about Explosives analysis packs and the fact you need a lot more of them than before.

This isn't really a deliberate balancing change, more that vanilla added the pack to a bunch of techs and I was too lazy to remove them. But if it's causing issues, then I will.

I wouldn't mind a list of all the techs that newly received the Explosives pack.

23 days ago

The satellite doesn't even generate scientific packages, now I'm trying to build a platform to see if it's not a problem with the landing pad which has no cargo pods available

23 days ago

I'm talking about the military science pack, it only requires explosives and the explosive is made from a lot of sulfur which is also used for the sulfuric acid which is used for everything that is electroplating. I don't think it's your fault, the original mod was already structured to require huge quantities of military packs. I think the war part had been put quite in the background in the philosophy of the mod, in fact even canno shell missiles, everything requires explosives but either you spend the whole game plundering every single source of sour gas and dedicate half a base to the production of explosives or you will always be in shortage.

23 days ago

Satellite does not generate anything even after creating a platform :/

23 days ago
(updated 23 days ago)

I generated a list of all the 1.1 techs that do have Military science in them and worked backwards from there, and now I have code ready to go that removes military science from all the extra techs.

The satellite is interesting. I forgot to add "rocket_launch_products" back on it, but even when I do it still doesn't work, so this must be a Space Age thing and getting Space science this way simply won't work anymore.

I had originally tested using the Deep space mining probe: You can either send it to your Space platform or to "Orbit" which just eats the probe, and the Cargo transmats will credit you either way.

EDIT: The satellite does work, but you have to check "Send to orbit automatically" and let it launch on its own. I think you've found your very own pet bug!

23 days ago

you know that if I remember correctly with my casually working version of IR3 and space age it worked. But I don't remember well and now I destroyed it to integrate it with yours :D

23 days ago
(updated 23 days ago)

https://drive.google.com/file/d/1djj36gyd-01e8r1tHXlZfol9GAOMCuMu/view?usp=sharing

Changing the processing of the asteroids a little with the addition of the cupric ones with less main mineral and sono bi products tin gold and gravel you can go anywhere

I changed the crusher to a furnace instead of assembling machine, much more functional

23 days ago
(updated 23 days ago)

What do you think about removing a lot of Explosives packs from research? Here's the list of techs from 1.1:

    military-2
    military-3
    military-4
    land-mine
    rocketry
    explosive-rocketry
    ir-rocket-turret
    stronger-explosives-{1..7}
    ir-photon-turret
    ir-photon-turret-damage-{1..4}
    artillery
    atomic-bomb

Pretty small isn't it? I left it on the level 5/6+ upgrades too. I feel like you made a post saying you were happy to have more Explosives techs to spend sulfur on, but I can't seem to find it. Did I imagine this?

EDIT: Ah yes it was the Water ratio thread, and people seemed quite unhappy about it.

23 days ago

If I'm not mistaken, in the deadlock technology generator, when a science package is activated, everything that depends on it is listed in the ingredients list. I honestly like this approach. I'm looking for a way to make sulfur production easier or to reduce the cost of explosives. You'd get the same result but maintain consistency. My "complaint" about the water ratio was about a possible decrease in polluted water, from which I recover sulfur.

Maybe I'm just playing the wrong way. We'll update you on this topic in a few months. :D

23 days ago

Maybe in the add-on I'll come up with a way to make lots of sulfur, but for now I'm going ahead with the removal. I'm committed to maintaining Deadlock's original design, mistakes and all. Don't make me add the filter inserters back. >:)

There's a list in DIR.components.unlocking_techs which automatically add science packs to children (note the lack of military):

 unlocking_techs = { -- must exist for this component type
                        -- copper = "ir-basic-research",
                        iron = "ir-iron-milestone",
                        steel = "ir-steel-milestone",
                        chromium = "ir-electroplating",
                        electrum = "ir-electronics-3",
                        hydrogen = "space-science-pack",
                },

The code that implements this is in code/technology/technology-recost.lua.

23 days ago

I tried to reinsert the filtered inserters but they are really horrible and I removed them :D instead I made a hybrid between the bulk and the stack inserter which seems to work well, for my gampley the bulk inserters are not very useful so I made the bulks become stacks that only stack 2 objects instead of 4, that's how I like them

23 days ago

Military Tech appeared out of nowhere? ;D

22 days ago

I had a thought about filter inserters. When you load a 1.1 world into 2.0, the game migrates "filter-inserter" to "fast-inserter". So if I wanted to add them back into the game, how would I undo this? I can't alter "base" code, and I don't think there's a way to cancel a migration done by another mod.

I'm not planning to do this of course, it just amuses me that it might be technically impossible without breaking old worlds.

Anyway I came to tell you about your pet bug. Hopefully it'll find a new owner.

22 days ago

Well done Shemp, the bugs bother me! :D as for the inserters, if they are replaced by fast inserters which are now filtering, nothing bad should happen, in fact it would be better because they are faster

20 days ago

Hi Shemp, I checked IR3 version 1.1 and you're absolutely right, it used very few military packages! That's why I worked so hard :/ I had to produce 15,000 more packages ;D Maybe that way I'll have some sulfur left over!

19 days ago

Yeah, the in the original IR3 military science is renamed to explosive science and generally only used in technologies related to explosives. With only 2 infinite researches, both related to explosive weapons.

19 days ago

I've played it for a few thousand hours and never noticed! ;D Maybe I'm confusing it with IR2

19 days ago

Yeah, the in the original IR3 military science is renamed to explosive science and generally only used in technologies related to explosives. With only 2 infinite researches, both related to explosive weapons.

Oh my god, that makes so much sense! So that's why "Laser beam damage" isn't an Explosives tech, because lasers don't go boom. I'll have this corrected in the next release.

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