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
12 days ago
2.0
1.79K
Transportation Logistics Environment Mining Fluids Manufacturing Power

b [Fixed] Quality lost on toggle

13 days ago

I use quality and I am enjoing this a lot. There is an issue i just encounteres with quality entities that use shift+e hotkey to toggle.
The problem is that using toggle hotkey on some entities removes their quality (anything other then common) and makes them common again (this was a surprise to be sure and unwelcome one).
These are the entities:
- Battery generators
- Metal casts
- Barreling machines
- Rocker turrets
- Photonic cannons
- Valves
- Aetheric lamps

These entities work good and keep their quality:
- Locomotives
- Constant combinators
- Power switches
- Electric boilers
- Geothermal exchanges

12 days ago

Thanks for the report, this is now fixed in Patchset version 1.0.4.

If you're wondering why this happened, each of those entities declared separate versions of themselves (e.g "photon-turret" has "photon-turret-narrow"), and Shift+E would destroy the old entity and replace it with the variant.

I had simply neglected to add quality to the old replacement code.

12 days ago

Thank you very much!
As my playthrough is going well i find more features from 2.0 that are not implemented well.
Right now i wanted to make an automatic module formatting unit that will look into my stockpile of different modules and format those that exceed certain treshold, but i could't find recipe signals for formatting…

12 days ago

I like that there is no recycler but a scrapping machine. This forces me to implement complete quality line to make end product, i can't just re-craft a module unltill it is legendary.

12 days ago

As my playthrough is going well i find more features from 2.0 that are not implemented well.
Right now i wanted to make an automatic module formatting unit that will look into my stockpile of different modules and format those that exceed certain treshold, but i could't find recipe signals for formatting…

Oh, I'm sorry about that. Recipe signals are definitely something that I forgot to look at as well (IR3 has a lot of ground to cover!). The latest build on Codeberg now has the module formatting recipes available in combinators.

Or if you don't want to update again (or you find other recipe signals that you want to set), you could try using the Compact Recipe Pins mod, which will let you pipette recipe signals from the Recipe Pins.

I like that there is no recycler but a scrapping machine. This forces me to implement complete quality line to make end product, i can't just re-craft a module unltill it is legendary.

Yes this is deliberate. One of my users asked me if I could allow the Quality mod to be loaded, so here it is, but consider it very experimental. The Scrapping machine is quite generous, but you will have to create a truly chaotic factory.

12 days ago

Canning/barreling machine in emptying mode accepts quality modules (should not?)

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