SE Ore Integration


This mod integrates ores from a modpack consisting of SE, K2, BZ mods, Planetfall's mods, Trikop's mods, and Timeken's mods into a smaller number of "raw" or composite ores. Now it is more likely that your starting system has at least one planet with the ores / core seams that you need. The actual ores needed for gameplay can be crafted from the "raw" ores (with byproducts of course, as is the SE way).

Tweaks
11 months ago
1.1
158
Mining Fluids
Owner:
bluegreen1024
Source:
N/A
Homepage:
N/A
License:
GNU GPLv3
Created:
1 year, 19 days ago
Latest Version:
1.5.3 (11 months ago)
Factorio version:
1.1
Downloaded by:
158 users

Purpose

I wrote SE Ore Integration after starting a modpack containing Space Exploration, Krastorio 2, BZ Mods, Planetfall's mods, Trikop's mods, and Timeken's mod (see dependencies). With this many mods, there are so many ores that it can be difficult to find planets with all the primary resources that you need, especially within your home solar system. Also, the map is full of ores like a Jackson Pollock painting even with sparse map settings. I didn't like this situation, so I condensed many ores into fewer ores. This also means there are now fewer types of core seams.

Raw (composite) ores

It works like this: you will find several raw ores on the ground. A raw ore can be crafted into one of several ores that are actually needed for gameplay (with byproducts, of course). Specifically:

  • Raw iron ore is crafted into iron ore, nickel ore, manganese ore, and chromium ore.
  • Raw copper ore is crafted into copper ore, gold ore, bismuth ore, and indium ore.
  • Stone can also be crafted into zircon, wolframite (tungsten ore), and limestone.
  • Raw aluminum ore is crafted into aluminum ore, tin ore, and titanium ore.
  • Raw lead ore is crafted into lead ore, silver ore, and zinc ore.
  • Raw rare metals can also be crafted into tantalum ore and rough diamond ore.
  • Raw uranium ore is crafted into uranium ore and optionally radon.
  • Crude oil can be separated into filtered oil and natural gas. Natural gas can also be made from wood.
  • Coal can also be crafted into graphite and sulfur.
  • SE ore deposits, K2 imersite, and mineral water exist unchanged.

As a result, you can access all the ores added by the above mods with just 17 raw resource deposits / core seam types. That is only 2 more than exist in a playthrough of Space Exploration + Krastorio 2 alone. The availability of some resources will be dependent on which other mods are active and what their mod settings are.

Hydrocarbons

The purpose of this part of the mod is to be able to convert any oil product into any other, hopefully without making a net-positive loop. To that end, I added a cracking recipe that converts petroleum gas into methane, and modified the other cracking recipes to be more consistent. I also added a representation of the Fischer-Tropsch process for converting hydrogen and carbon into heavier oil products. Most of these changes can be toggled in the startup settings.

Core Mining

Core mining has been reworked to output the raw ores where applicable, and the number of core seam types is reduced. There is an optional setting (enabled by default) that further changes core mining to make it more interesting (in my view). This setting will give more output, a greater variety of resources, but also more byproducts to deal with. It also allows obtaining some resources as byproducts that could not previously be core-mined.

Optional Smelting Tweaks

This optional setting (enabled by default) changes the inputs, outputs, and crafting times of smelting, ore enrichment, and melting/casting recipes to be more consistent with each other, while trying to mostly preserve the SE+K2 balance.

Future Plans

I may try to convert some more hard dependencies to optional dependencies. (This may be a challenge, because to my knowledge Factorio mods cannot create conditional dependencies.)

Credits

Thanks to many kind people on Factorio-related discord channels for answering modding questions. Thanks also to Repofme1, author of Xander Mod, for releasing that mod under the GNU GPLv3 license. The raw ore graphics of this mod are derived from Xander Mod ores.