This mod revisits the early game of Factorio and pushes the electrification a bit further back by extending the Burner-Stage and inserting a new stage: Steam-Stage (buildings will be powered by steam).
Mods introducing new content into the game.
first of all: 10/10 on the art style, feels very inline with the burner style art early.
second of all: love the complexity.
third of all: Any chance of having the intermediates and machines split into different crafting groups? (everything in the same one feels a touch jumbled)
also "reuse old tier machines in new recipes" setting causes an error with quality mod (base game mod)
Is the improved coke plant suppose to use solid fuel instead of steam?
Hi! Amator 've started work under this mod at game version earlier than 0.17 ) I am delighted that the modification brings joy to users!)
About regroup the intermediates and machines: I'll try some options later. Move all intermediates into vanila's intermediates group is bad idea. Maybe I'll create the separate group for it. Another way is adding all machines to vanila's production group. Idk better solution at the moment.
The "reuse old tier machines in new recipes" setting is broken. I've released quick fix for it with apm_lib_0.31.02 & apm_power_0.31.01 versions.
Yes, any tech level of coke plant uses solid fuel. I suppose the original idea was that using steam is not an efficient way to transfer a large amount of heat for melting.
cool cool, thanks for the responses, and the quick fix, ill let you know if i find any other problems.
Any reason the improved burner mining drill is not used in the steam mining drill recipe when the setting "reuse old tier machines in new recipes" is checked?
Hi! Nope, it's bug( Fixed with apm_power_0.31.02 release
what are the worn machine frames meant to be used on? you currently get steam ones back when crafting the assembler t1. looks like there is a basic worn machine frame as well, just not used in anything yet.
should burner inserters be used in steam inserters recipe? and then steam inserters used in the regular recipe when the setting "reuse old tier machines in new recipes" is checked?
The worn machine frames are additional feature for reusing some materials with reused previous tier. It forces you to maintain used frame and recover it with probability. After ther maintaning process you can reuse it in production chain again (craft burner -> steam -> electric with restored frame).
The assembling machine t1 (electric) is crafted from steam assembling machine. The frames: steam - advanced => worn steam.
Hmmm, it seems like a bug (inserters should be reused with a higher tier recipe).
How do you actually reuse the frame as there is no recipe that it is used in. or if there is another way to reuse it, maybe it needs to be added to the tool-tip? this is with the setting "reuse old tier machines in new recipes" enabled.
I also do not have the "Reuse machine frames" setting enabled. I assume these are suppose to be tied to that?
I've quick checked. But I didn't find recipe with worn frames as product result without "Reuse machine frames" setting.
The "Reuse machine frames" enabled 3 recipies to restore used frame into new one. How do you get worn frame without enabled the setting?
Can you provide save file or screen with bugged recipe? I can't reproduce it, maybe I've missed smth
discord or somewere to drop the stuff?
I've found bugged recipe on your vod https://imgur.com/a/8CjLa9q
I am checking how it happened
Gdrive/dropbox or discord username "ldinc"
https://github.com/ldinc/apm-mods/blob/master/apm_power/prototypes/integrations/recipes.lua#L1387
With AAI mod the bug happens ... Sorry!!! I'll fix it
With apm_power_0.31.09 fixed. Any worn frames without enabled settings will be deleted from save game automatically. I've fixed recipe for AAI compatability code part and now don't create items for worn frames if it not necessary.
cool cool, ill let you know if i find anything else :)
are simple engine units ment to replace single cylinder engines? or are they suppose to be the next tier? just curious what the general direction for them are.
also, not sure if bug or not- Should the long inserters chain go burner regular>burner long>steam long> electric long?
The chain for inserters was fixed
About AAI: I've replaced motor item (single cylinder engine) with simple engine unit. I've checked the recipes and it seems like a better decision. If I am wrong, please feel free to suggest another option. I don't play a lot with AAI mods.
Failed to load mods: Technology cerys-advanced-plutonium-technology: there is no lab that will accept all of the science packs this technology requires.
Science packs: automation-science-pack, logistic-science-pack, cerys-science-pack, apm_industrial_science_pack, apm_steam_science_pack
posted on the mod creators page and they reported back "Please report this to apm_industrial. Their code makes an assumption about labs, and I cannot fix it on my end. "
also, suggestion: if mod Wooden Logistics is installed replace Treated Wooden Planks recipe inputs from:
In:Wood, Saw, Fluid
to
in: Lumber(from the wooden Logistics mod),Saw,Fluid
reason i suggest this is that wood logistics early feels like it fits inline with your mod really well.
Hi! Thx to tag me about Cerys's issue. As soon as it is possible, I will fix it.
About Wooden Logistics mod - I'll try the mod today and the compatibility patch will be released in a few days.
About Wooden Age - It's seem to be the 1st tier for crafting and lumber will be fine as predecessor for treated wood planks. I need more time to figure it out.
yep yep, happy to help :)
Hello, I think the advanced boiler may not be working as you intended,
Boiler consumes 8.571 water/second and .19 coal coke/second and returns 85.71 steam/second.
Bringing a 1 to 1 ratio of water to steam. and consuming less fuel then the advanced version
Advanced boiler consumes 8 water/second and .304 coal coke/second and returns 80 steam/second.
This one also produces steam at a 1 to 1 ratio but uses more fuel
mods that i have installed that affect the boiler (other then your mod) are:
-Mulana
-Cerys
-Maraxsis
Have not tested with only your mod installed so it might not actually be a bug from your side, figured i would let you know what i found.
Hiya, to crosspost from here, I fixed the wood logistics technology issue, but I'll defer the lumber vs treated wood planks compatibility fix to you, since I'm not as familiar with the Amator Phasma modpack. I'd named it lumber to imply it's treated, even though I didn't add a treatment chemical. That was simply because early-game chemicals aren't a thing in vanilla factorio, but also looking at this modpack, it seems like treated wood planks aren't unlocked until a good ways down the tech tree.
My first thought was to wholesale replace "lumber" with "treated wood planks", but since that'd push wood belts way down the line that seems ill-advised.
So my second thought is to move the saw blade ingredient over to crafting lumber (changing the ratios to match), and then replace wood with lumber in the recipe for treated wood planks. It moves things a touch down the line, though you could reduce that slightly by moving the unlock for sealing rings from water supply 1 to rubber 1.
Anyway, those are my 2 cents, hope that helps!
Hi, SafTheLamb! Many thanks for quick adding technology compatibility!
I've tried adding some integration with wooden-logistics as yearly game tech.
At the moment experimental compatibility:
- your first thought: "lumber" replaced by "treated wood planks" (with same "wood" ratio on basic recipe)
- adding simplified recipe for treated wood planks from game begining (10 "woods" -> 10 "treated wood planks")
- adding advanced recipies for "treated wood planks" with oil/creosote to "lumber-mill"
- added fluid boxes for "lumber-mill" entity (crafting with fluid requires some fluidbox settings)
- "basic-wood-logistics" technology now has research trigger - 50 "treated wood planks"
- "logistics" technology has prerequisites: {"apm_power_electricity"} => so it locked until electricity era will be reached
I hope the changes will be more smooth with current burning era extension.
There is the setting to disable compatibility "Patches for SafTheLamb's mods" if some bugs or inconsistency will be a problem for game run.
Happy New Year =)
The boilers ratio changed to fit with outputs:
- 1 tier: 2x500 kW = 1MW (2 steam engines) => boilers consumption now is 1.56 MW to produce 59.5 steam units
- 2 tier: 2x1MW = 2MW (2 advanced steam engines) => boilers consumption is 2.9 MW with 47.2 steam units.
Hi ldinc, thank you so much for the compatibility work! these changes sound great to me. Lemme know if you need anything from my end
Happy New Year! =D
Hi again, heads up I've updated Wood Logistics to improve support for this mod + AAI Loaders, and also reverted some of the changes I made to respect the compatibility from your end :)
I'll check it today with aai loaders mod too! Many thx )
I've tuned "aai-wood-loaders" to fit with apm with 0.31.16 release
Hi! I did my best to update Wooden Logistics with 2.3.7 to have proper compatibility from my end. There are a lot of different use cases, APCS only, AAI, AAI + Loaders, Loaders, Loaders gfx only, AAI + Loaders gfx only, and it's been tricky so I'm sorry if I'm squashing the intentions you have with mod direction, and it's hard to discern what the intent is since both you and I are making changes to accommodate for each other lol. If you could take a look and verify, let me know!
If you're up for it, I could remove the changes from my end after you've rolled all of them into this mod. Feel free to make a PR that deletes data-final-fixes and the apm_power_ldinc dependency from my mod. I'm happy with things as they are, assuming the errors stop and progression is no longer broken.
It seems to be good idea move all compatability with apm & wl into one mod) an you update on github master?
I'm moving changes from wl to apm at the moment, but as i can see some bugs happens (hot metals mod ... a new one)
i think all bugs/incompatibilities with apm mods + wood logistics better redirect to apm mb )
thx for updating repo ^~^
And yeah I agree, since apm is a bigger overhaul that affects the rest of the tech tree.
I just uploaded the last update 2.3.7 to github main, forgot to do that last night but now it's all up-to-date!
thanks for collaborating on this! cheers and lmk if you have any more questions :D
Hi SafTheLamb! It's me again =)
I've added compatibility code for wood-logistics with or without AAI/AAI Loaders https://github.com/ldinc/apm-mods/commit/331a4342d018e298eac7ca5d58587588959cda4d.
It seems the file https://github.com/SafTheLamb/fm-wood-logistics/blob/main/data-final-fixes.lua can be deleted. I can make pr if it's needed.
I've tested with some different mods sets and locally it works well. If someone reports bugs with apm - pls redirect them to me) I'll check wood logistics threads periodically.
Hi ldinc, this looks great to me, and not removing the technologies simplifies the compatibility work considerably, so that's great! I've removed the compatibility work from my end in 2.3.8, and will defer any compatibility requests to you :) Thanks again for all the hard work, cheers!
^~^