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.
;D
I figured this is about the right time. There are a few issues that are still bothering me (looking at you, rubber trees!), but I can't expect things to be perfect.
Something I was going to ask about in a new thread, but I'll do it here: The overlay icons for inserters are in exactly the same place as the Quality indicators. It's not a big deal because Quality always shows on top and there's a setting to turn the overlays off, but I wondered if you had a comment about that.
I don't think the overlays would look good if they were moved to another part of the icon.
EDIT: Also apparently "fuel leeching" is a feature on burner inserters? I haven't tested that.
Hi Shemp, since when I mod a bit of SA then you do it better in a moment, I decided to wait for you ;D I read in the change log of the inserters but I haven't looked yet, I went back to ONI a bit :D they are my 2 drugs.
I'll look tomorrow and tell you what I think! For the burner inserters yes they use fuel leeching, which means they steal fuel from the entity at their collection point, but I use a different mod that allows them to steal it at the delivery point as well.
I think my mod is in excellent condition and very enjoyable! Have you started playing it yet?
Hi Shemp, since when I mod a bit of SA then you do it better in a moment, I decided to wait for you ;D
Don't wait up for me, I'm going to wait until 2.1 is out where I'll need to fix the Patchset for that version, then I'll start thinking about Space Age. Most of the work I wanted to do for LSA is done now.
I think my mod is in excellent condition and very enjoyable! Have you started playing it yet?
The macca-addon? Not for my maiden world, but I decided to take a look in my test world. Did you know your oil boilers don't produce pollution? And there's no way to get the Big turbine.
I was really confused for a minute why you have Heavy boilers that just eat more fuel but output the same amount of steam. But it's hotter steam! :o
Have you considered publishing this as an add-on?
No, sorry, it wasn't referring to my mod, but yours patchset. Sometimes I use the translator and it writes whatever it wants. :D
I reassembled my mod a bit quickly to pass it to you,my version is full of junk, incomplete, maybe I did something wrong. Sorry. :D Pollution fixed, thanks!
The steam temperature, it's copied from Bob. It was his idea to vary the steam temperature to create different tiers of generators! Great idea in my opinion. The mod is for personal use, and I'll keep throwing it away and redoing it as needed. :D
The inserter overlay, it seems perfect to me. However, the quality also eliminates the original overlays, but it doesn't seem like a big problem to me. At that point, someone should have understood the function of the inserters in question. :D
For SA I will wait for you anyway because I don't have enough experience I never finished the DLC because I didn't like it
Something I was going to ask about in a new thread, but I'll do it here: The overlay icons for inserters are in exactly the same place as the Quality indicators. It's not a big deal because Quality always shows on top and there's a setting to turn the overlays off, but I wondered if you had a comment about that.
I can throw together a new burner inserter icons in my asset pack if that helps with the conflicting quality overlays
I can throw together a new burner inserter icons in my asset pack if that helps with the conflicting quality overlays
Thanks, but I don't think it'll be necessary. I might experiment with putting them in the top-right, but that would be a non-default setting.
I had an amusing thought. IR3 changes how bullets work, and you can't intentionally destroy your chests by Shift-Space targeting them. That means you can't delete items until you reach Military 2 and get grenades (or you could invite the local fauna to do it for you).
I'm using a mod which lets me delete items whenever I want. A little cheaty perhaps, but it probably won't matter until I reach Military 2 anyhow.
So you started ;D I never noticed about the bullets, but why don't you recycle them? or put them in a box waiting for the recycler?!O_o
I had an amusing thought. IR3 changes how bullets work, and you can't intentionally destroy your chests by Shift-Space targeting them. That means you can't delete items until you reach Military 2 and get grenades (or you could invite the local fauna to do it for you).
Yeahhhh, you should be using a scrapper to salvage all the materials you've sunk into obsolete machines (i.e. anything steam related), then melt them back into ingots.
You'll need all that copper for circuits after all! Would be a shame to waste it :/
There is a cheap craftble "bottomless pit" entity that destroys anything thrown into it, but it's disabled by default.
You can enable it in the settings, but I'd say managing secondary products and salvaging old machines and parts is a core part of the challenges of IR3.
(on my end, I've been doing a lot of math and chemistry to find fitting recipes to make thruster fuel/oxidizer/acid neutralization/etc that's still balanced around vanilla)
in my old 1.1 i ended up enabling the bottomless pit towards the end, to trash extra rubber wood so the greenhouses kept copnsuming polution, it was the only way to have pollution not kill the trees and i was to lazy to relocate them. It is indeed quite cheaty. and i would definitely recomend not using it to get rid of byproducts in processing lines.
I will try to be a good doggy and not delete things.
To give you a sense of my (very slow) pace, I'm just now getting into the Iron tier where I'm setting up electricity and production lines to make things like inserters automatically.
I kinda tried to skip past the steam phase as fast as I could without automating anything and I spend a lot of time hand-crafting. Hey, I never said I was any good at this game!
Some remarks so far:
You can try Autocraft as a help especially at the beginning,if you try to build everything by hand you die of old age
https://mods.factorio.com/mod/autocraft-logistics
I create lines for all intermediate products of each material, later in the game you need an exaggeration of them
for rubber trees in version 1.1 they were much more difficult to find but in groups, in yours they are easier but there are no groups, it seems like a good compromise to me
transfer plate are the best
- Lots of intermediates, lots of micro-crafting! I can see now the appeal of the 1x1 assemblers, and mods like Mini Machines.
Yeah, the point of all of that microcrafting was to push the player into automation as soon as posible. Both in my old 1.1 world and in my current patchset run I have built malls for every building, anything that can be done in a small assembler doesn't get bused. also, since some intermediates take 2 small assemblers to make and some only 1, since a long inserter into a small asembler into a macchine takes the same room as 3 insrters and 2 small assemblers in a row, that's the spacing i use between the lines and the final assembler.
The more complex intermediates i do bus (motors, pistons, engines) if they are used ennough. If they are only used in one or two machines, i craft them in the mall itself, next to the final assembler.
At the very start (and i'm playing with inspiration) it is vvery usefull to make a cople small assemblers and a big one to batch craft a few of the complex intermediates, to speed up setting up. Manually switching recipes and feeding the machines.
- Are small bronze electric poles just for cosmetics? They're identical to small wooden poles and they need bronze too...
Wooden, bronze and iron poles have different health. Other than that, it's just a visual thing. Personally I'm using iron because they look better with the iron machines.
- I don't think you guys stressed just how crucial farming rubber is. You need it for red belts! It's quite hard to get a farm going, because they don't tend to spawn in big clusters in the Patchset.
Yeah, farming is not really optional until later in the game. Youll need plenty of rubber for belts (both red and blue) and some of the intermediates (heavy copper wire) later tech let's you make rubber from petrochem, but you will still need regular wood for rails even in the end game. In my old 1.1 world this became a challenge due to the size of my pollution cloud.
Well, I'm glad you're enjoying the mod so far then!
Electricity will speed you up considerably.
Remember: automate components. If you don't, you are making it harder and harder on yourself. Especially as electricity rolls around and you suddenly can't handcraft everything. You can hand craft machines themselves though, almost all of them require a large frame and basic components.
I think the forestries system is pretty well balanced, but they require trees to be bunched up to work quickly. That's why rubber used to spawn scarcely in dense patches! The point was that you could plop down a forestry there, let it run and build up saplings, which you could relocate to new forestries.
The new way they spawn means it's harder to "build up" rubber trees :/
Some tips:
You can try Autocraft as a help especially at the beginning,if you try to build everything by hand
I purposely exclude mods like this so I have to manually hand-craft, to remind me that I shouldn't be doing it. (And I don't use Squeak Through either, to encourage me to think carefully about base layout.)
Somewhere I read a post from somebody saying they don't think overhaul mods are fun if it's not possible to get the Lazy Bastard achievement. I'm actually curious how many hand-crafts are required in IR3, and I might adjust the achievement prototype to match.
Start programming efficiency modules now
Ah yes, I forgot about these. I didn't really use Efficiency before Space Age, which taught me that they're very useful situationally.
The module system in IR3 is very interesting, in that they're effectively equivalent to "computer" items. But that means it won't really be possible to translate Space Age's Mk3 recipes.
The new way they spawn means it's harder to "build up" rubber trees :/
If this is a balance concern then I need to prioritise it. My goal has always been to preserve the IR3 playthrough experience and this is clearly not doing that.
The reason I hadn't is because the worldgen code is some of the most difficult to work with, and I'd hoped I could just leave things as they are.
What I aim to do with rubber trees is have them spawn in the old pattern, but roughly 3 or 4 times as frequently. For how early you need to get them, you should be practically guaranteed to see a good patch of rubber trees using a copper telescope.
Continue discussion of Rubber trees here
Also, it's a little strange how forestries (and I think Air purifiers too) align to world chunks. I guess it's entirely for ease of implementation, like the system to prevent multiple forestries working together. At least they show the chunk clearly on mouse hover.
I use Autocraft, yet I automate everything. Remember, you're a sentient being, and you can do both...
Squeak Through still causes problems with the mod, and it also caused them with the original mod. Now I use Jump for the same reason as above; one doesn't rule out the other.
Squeak Through still causes problems with the mod
I'm prepared to fix bugs with the original mod. Are these the sort of problems that I can fix?
Alternatively, I'm going to add a section on the Compatibility page called "Not Recommended, but works". Should I list Squeak Through in here?
In my gaming sessions I still encountered problems with the pipes disconnecting on the small 1x1 entities. After some detections I disabled the mod, I did not try to delve deeper also because we had already talked about this problem but it was difficult to recreate.
If no one else reports the problem to you, I would say do nothing, maybe it's my configuration that's causing it.
When we had that original discussion, I discovered that ST2 had code that was deliberately interfering with steel-vaporiser and steel-cleaner in the 1.1 version of IR3. It's commented out now because I asked them to remove it.
Considering that ST2 runs in final-fixes, it's probably better that they fix things from their side like they used to - I don't want to write code in final-fixes that "fights" with them.
On the Compatibility entry, I think I'll recommend users to use Jump or Jetpack instead (which I've written compatibility for in the upcoming version).
Also, it's a little strange how forestries (and I think Air purifiers too) align to world chunks. I guess it's entirely for ease of implementation, like the system to prevent multiple forestries working together. At least they show the chunk clearly on mouse hover.
Since pollutionis chunk based, it probably made the math easier. If the trees that are being monitored by a forestry are in 4 different chuncks. it's harder to keep track on the deadly pollution levels for the warnings. And there no need to calculate how much pollution to remove from a chunk, it all goes to the same one.
Also, it's a little strange how forestries (and I think Air purifiers too) align to world chunks. [...]
I believe this is for their pollution cleaning effect. Forestries and purifiers consume pollution instead of producing it. (also the whole forestry chunk diminishing returns is to prevent you from using them as pollution barriers)
Oh, also I believe Deadlock989 made squeakthrough explicitely incompatible with IR3. Because it messed up collision boxes, I think.
Oh, also I believe Deadlock989 made squeakthrough explicitely incompatible with IR3. Because it messed up collision boxes, I think.
He marked it incompatible because since IR3 changes the size of some of the vanilla machines (furnaces, for example) using it would break things.