Amator Phasma's Coal & Steam (forked)

by ldinc

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).

Content
17 days ago
1.1 - 2.0
1.63K

g [✓] [0.31.32] Compatibility request for "Colony Builder"

4 months ago

I play with AAI and all mods from Bob due to the research changes, it is possible to start this mod only through the item library mod which shows hidden technologies... without AAI it is possible to start the required research, but I did not check with the Bob logistics mod because after the update it conflicts with Adjustable freeplay starting equipments

please help...

4 months ago

Hi! I'll check today issues and brb soon with updated estimation!

4 months ago
(updated 4 months ago)

The critical bug with bob's logistics will be fixed with 0.31.28 release, please check it

Is the second part of request issues with some technology tree? Can I get more info about it?

4 months ago
(updated 4 months ago)

Thank you for quickly fixing the Error related to Bob's logistics, the second part is about clarifying the conflict for Colony builder, because when there is AAI, the necessary research for the mod disappears from the research branch

and sorry for my English

4 months ago
(updated 4 months ago)

*

4 months ago
(updated 4 months ago)

No problem - for me too)

I've found:
1) With AAI 'steam-power' tech replaced
2) The basic food production is using "Greenhouse" building with electricity dependency.

1) Can be fixed by adding missing recipies to another technology (ez)
2) Apm's mod's aim is to move forward by using game electricity. Therefore, food production based on electricity can be painful (I don't know, I haven't played the colony builder mod yet). So, I want to know what options are better (or what other alternatives would be better based on your experience).
2.1) Just moving recipies for food production to apm's greenhouses (burner/steam/electricity)
2.2) Unlock Colony builder original greenhouse with electricity production technology & leave all recipies as is

4 months ago
(updated 4 months ago)

I'm really sorry I haven't checked the messages in a while, I turned on email notifications so I wouldn't miss it*

I'm leaning towards version 2.1 because it will give me the opportunity to launch the mod earlier, but at the same time I want to keep the greenhouse from this mod, maybe as the last and best greenhouse for mass and simple food production, but then I need to change the greenhouse recipe because it's very cheap compared to yours
(in this mod you can last for a while without building food production, and get supplies, through trade, selling anything, if it uses basic resources, so option 2.2 is also relevant), so I'm wondering which option you're leaning towards, because you have a very interesting and good mod and balance in it.

Also, please look where the armored personnel carrier disappeared from, from the same mod, before it was researched together with the tank, or after.

4 months ago

Hi, all is fine )

Current changes:
- [Colony Builder][compat] available only apm's wood recipies
- [Colony Builder][compat] recipies from colony-greenhouse available with apm's gh
- [Colony Builder][compat] recipies from apm's gh available with colony-greenhouse too
- [Colony Builder][compat] recipe "Agricultural farming" changed to: [200 wet mud, 50 crushed stone, 12k water]
- [Colony Builder][compat] recipies for gh now available with apm_greenhouse_1 tech
- [Colony Builder][compat] entity colony-greenhouse will be available with utility-science-pack tech (you can still use apm's electric gh)
- [Colony Builder][compat] colony-greenhouse production speed tuned to be 4 (1->4)

4 months ago
(updated 4 months ago)

About the armored personnel carrier : with only apm's and AAI mods all is fine. I'll check with bobs mods today.

4 months ago

Thank you very much, I'm going to check it now.

4 months ago
(updated 4 months ago)

about armoured personnel carrier: on my setup it can be unlocked with tank tech and available (see factoriopedia)

https://imgur.com/a/dHYqOYo

4 months ago

I understand, I'll try to check later, maybe I didn't notice some mod in mine

4 months ago

Could you change the crafting price for the greenhouse from the Colony Builder mod? Right now it has a very simple and vanilla recipe (12 pipes, 200 stone, and 5 iron plates). I’d like it if the recipe required new materials and was more similar to the greenhouses from your mod — but even more expensive, considering its new productivity.

Other than that, everything works as it should, and now it feels much more balanced. I truly thank you for your work!

And one last question: is there a way to donate to you to thank you for creating and maintaining this mod?

4 months ago

New recipe:
- [25 "electric-engine-unit", 50 "refined-concrete", 50 "small-lamp", 50 "processing-unit"]
- with bobplates mod added: [100 "bob-glass"]
- with apm_power_overhaul_machine_frames setting enabled added: [12 "apm_machine_frame_advanced"]

4 months ago

You can provide save with bug. Maybe some other mods/settings disable it

4 months ago

I'm really glad the mod is making people enjoy the game! Words of gratitude and your suggestions for improvement are best donations!)

4 months ago
(updated 4 months ago)

Fix for the "Agriculture Farming" recipe: Wet mud needs to be reduced, maybe by 100 or 50, because to meet the needs of one basic assembly machine for the production of essential items, you need from 21-22 centrifuges, which also create an excess of water of about 100 thousand + per minute.
and increase the amount of water needed for the recipe, Hydroponic Farming, at least to 10k or more.

It is probably necessary to move the High-rise residential building and the High-rise commercial building to the "Production" science package, or further, since this building is too unbalanced at the beginning of the game, and therefore it is theoretically better to do it this way.

p.s. the problem with the APC from this mod was due to the compatibility of the six AAI and Bob mods, so I have already reported this to the author of the mod

4 months ago
(updated 4 months ago)

*

4 months ago

maybe change to 10 wet mud + 100/200 ash?

4 months ago
(updated 4 months ago)

This would be an interesting option for getting rid of ash, but if it wouldn't be useful as a separate recipe, and if we go by the amount of water and how much Wet Mud we can get, then a minimum level of 45 is exactly 3 basic centrifuges with a minimum amount of excess water, so either 50 is a good number.*

4 months ago
(updated 4 months ago)

Seems to be fine ratio:
- "water", 11500
- "apm_wet_mud", 30
- "apm_crushed_stone", 50

colony gh: 1
4 electric centrifuges, 3 electric pump, 1 electric crusher

electric gh: 1
3 (2.3) electric centrifuges, 2 (1.2) electric pump, 1 (0.2) electric crusher

steam gh: 1 (factory planner seems to be buggy with steam energy source)
2 steam centrifuges, 2 burner pump, 1 steam crusher

burner gh: 1
2 burner centrifuges, 2 (1.4) burner pump, 1 (0.3) burner crusher

4 months ago
(updated 4 months ago)

I checked and in this case we have excess Wet mud, if water is easily removed with the help of Small Sinkhole, and even more so with a larger version, then at a value of 30 dirt, we have little water,
now I conducted a test, I have 5 electric centrifuges
4 Basic greenhouses with agroculturists farm, 1 Basic greenhouse with fish, and a level 3 assembly machine, all together shows the following statistics

12.5 Consumer essentials
with 5 Electric centrifuges 58500 water
Greenhouse consumption 58000 water
But one of the centrifuges creates already excess dirt

https://cdn.discordapp.com/attachments/1021189815615623250/1368062646410149909/image.png?ex=6816db20&is=681589a0&hm=4ece9fcf1b33f9a249194b024b51b258a35d994879814e970f2b34ebdc05555d&

if you use the Factory planer mod
then you need to put 12.5 Consumer essentials
then fish
then agriculture
and finally water using a centrifuge
and thus you will actually repeat what I got in the test options

https://cdn.discordapp.com/attachments/1021189815615623250/1368064747144220762/image.png?ex=6816dd15&is=68158b95&hm=eaa9acb64eab2c3fefbd4979b8ba0b7578f6f20290915affd7f9035692fbdf79&

so if you want the perfect combination of water generation and mud consumption then it will be 37.5 for 5 electrocentrifuges, but we cannot technically set such a figure so 45 (or 40 because it is already more than 37.5, if less then the water production will stop) because in this case you will need 6 electrocentrifuges that create 70199 water per minute and cover all consumption with a margin that can be easily disposed of if necessary

I hope the screenshots from Discord work.*

4 months ago
(updated 4 months ago)

yeap, discord links work fine

hmm i've tried balancing only the single production (example: https://imgur.com/a/1zc1yYp)

water really can be utilized with sinkhole entity. The wet mud items can be convert to dry mud. With sifting machine it can be produced to iron/copper ore.

4 months ago
(updated 4 months ago)

I see, and the problem is that you need to calculate the water consumption for the greenhouse with fish, without which there is no point in creating the production of agrocultures, because then all this goes to the production of food.

but in principle, after you mentioned the production of ore, in theory it is possible to do something similar and quite easily, in the extreme case I can use Mud to produce wood for the power plant.
Thank you for balancing the recipe, and sorry for the extra time spent

4 months ago

Less elegant but more usefull way is use https://mods.factorio.com/mod/Flare%20Stack mod and destroy mud exceeds =)

New response