Dark Matter Replicators


This mod adds replicators, machines which can produce items using nothing but electricity. Lower tiers of replicators are the most energy efficient and can essentially transform depleted, empty land into a resource. Higher tier replicators can simplify production lines or otherwise act as a convenience. Tier 1 replicators can replace depleted mining drills, allowing your expansion to be for growth rather than necessity.

Content
5 years ago
0.13 - 0.17
112
Manufacturing

Changelog

0.4.0
	Version was both the first 0.12 compatible version and the first public release.
0.4.1
	DyTech ores are plates are now working again. You can still use this mod without DyTech.
0.4.2
	Now Youki resources can be replicated as well. You do not need Youki to use this mod either, it is also an optional dependency.
0.4.3
	Some recipes tweaked
	Advanced belt replication added
	There should be fewer technical problems when used with other mods
	Also, I have now realized the need for changelogs which are made as the changes are made and will start writing down my changes for later versions of this mod.
0.4.4
	Created text files for changelog and roadmap
	Made basic and advanced electric poles into unconnected technologies
	Reduced the number of times that Factorio's data table is extended when making a new recipe (though this probably doesn't matter)
	Caused tenemut to be found in smaller deposits and to only be linked to stone
	Made it possible for a replication technology to have more than one item assigned to it
	Merged the rail replication technologies
	Merged the replication technologies for both the advanced electric poles
	Modified the item existence checker so that it can recognize items of the repair-tool, mining-tool and deconstruction-item item types
	Got repair pack replication working as a result
	Merged the replication techs for Yuoki pure elements into their equivalent plates
	Cleaned up the category icon for replication recipes
0.5.0
	Made the recipes for crafting the replicators themselves appear in the right order
	Added bob ores and plates to replication
	Made different borders for the different types of replication (but it looks hideous and I will need to do it again)
	Removed the 600 that appears in the lower right corner of the lava technology icon
	Added replication of mopower uranium
	Modified Science Pack 1 replication to use stone gears if DyTech is active
	Added replication of Treefarm pharmaceuticals and replaced the late-game wood replication with a Treefarm germling
	Broke the recipes up into subcategories based on replication type and then have them ordered within those subcategories by tier first and internal name second
	Removed numbers from science pack replication tech names so that all such techs are displayed at once
	Put numbers at the end of the tech names for pure elements so that their atomic numbers appear alongside their tech pictures
	Added replication of Bob elemental fluids
	Added replication of Landfill items
	Remade the gem replication system yet again
	Set the cost of transport belts to change depending on whether or not DyTech is enabled
0.5.1
	Added an explosives_cost value to the replication recipes so that changing the energy cost of explosives will change the energy cost of every replication which uses explosives as well
	Rebalanced uranium costs
	Changed the tungsten ore photo to the right one
	Added titanium (how did I miss that?)
	Rebalanced the costs of sulfur, plastic, explosives and everything which uses them as ingredients
	Increased the density of tenemut clusters without changing their overall size
	Rebalanced the costs of the ores, plates and fluids added by various mods
0.5.2 - The Bob's Electronic Override Update
	Created a new particle effect for use when mining tenemut manually
	Minor balancing adjustments
	Moved the actual replication below its related recipes
	Added replication of chain signals as a replicable type of rail signal
	Added replication of wind turbines from mopower
	Moved the recipe for replication labs onto the row containing the recipes for making replicators
	Reordered and sectioned up the replication recipe/tech file to make it easier to follow
	Set module recipes to use DyTech module related costs if DyTech modules are enabled
	Added replication of logic diamond processors
	Made the different types of replication into actual subcategories
	Added replication of resin, rubber and solder
	Add replication of Bob circuits and their related components
0.5.3 - Various Bug Fixes
	Tweaked CPU replication so that it requires the technology to produce actual CPUs
	Removed the accidental requirement of tenemut replication for the replication of solder
	Fixed detection of bob's electric override
	Added an explanation for the solder name
	Fixed the prerequisites for electric override components
	Removed the original name of solder replication and its attempted justification
	Fix the prerequisites for replicating defender capsules
0.5.4 - The Bob Electronics Update Update
	Fixed the prerequisites for replicating sulfuric acid
	Added a new recipe for basic circuit boards
	Added a real recipe for basic electronics boards
	Made inserter and repair pack replication require basic circuit board replication instead of basic electronic board replication
0.5.5 - The Modules Update, part 1 - Vanilla Complete
	Made the replication cost of toxic dust non-arbitrary
	Moved the recipe for replication labs onto the start of their row
	Made different borders for the different tiers of device replication
	Added a special replication category exclusively for modules
	Added replication of higher tiers of vanilla modules
	Started work on adding more support for DyTech modules
	Commented out DyTech module replication until I can actually test my work on it
	Made it so that tenemut is found in small, dense clusters
0.5.6 - The Modules Update, part 2 - Bob Modules Compatibility
	Added replication of Bob module components
	Removed all instances of Thumbs.db from the mod files in order to save space
	Added replication of Bob modules
	Add support for using productivity affecting modules with replicators (so any leftover raw productivity modules or god modules can be inserted into replicators or nearby beacond)
0.5.7 - The Modules Update, part 3 - Bob Modules Rebalance
	Increased the Bob Module tiers
	Moved bob logic boards down a tier
	Moved bob basic circuit boards up a tier
	Moved the advanced electronics 1 & 2 requirements up a replication tier
	Renamed phasing to "Basic Phasing", even if probably nothing will come of it in the future
0.6.0 - Version 13 Hotfix
	Made the mod work with Factorio version 13
	Updated some recipes to match changes in version 13
	Changed landfills from a mod replication to a vanilla replication
	Updated Tenemut generation to fit the new ore generation methods
0.6.1 - Support Fix
	Went over all the mods that DMR supports via replication and made sure they were still supported properly
	Updated the icon used for stone bricks
	Made it so that steel-based replication costs are reduced if cheaper steel is enabled in bobmods
	Fixed bob module replication
	Made landfill replication require landfill research
	Created a series of phasing-based ammunition types which phase into their targets to hit them
	Made grenades and magazines replicatable again
	Reduced the hitbox size for the replicators so that the player can walk between adjacent replicators
0.6.2 - Expanded Bob Support
	Commented out all the technology flavor text, at least until a later Factorio update stops them from taking up more space than their size
	Fixed a bug which stopped the user from replicating accumulators
	Changed toxic dust to be an ore replication rather than a chemical replication
	Added replication of Bob alloys and ceramics
	Added replication of bearings
	Added replication of lithium
	Made it so that if Bob Plates is detected then the replicators require some of the new plates to craft
	Added replication for fertiliser and seedlings
	Added replication of Bob science packs
0.6.3 - Factorio 14 Hotfix
	Made mod compatible with Factorio version 0.14
	Made it impossible to use via element replication to skip ever having to make tungsten in Bob's Mods
0.7.0 - Factorio 15 Support
	Removed every non-replication part of the mod (phasing ammo, expansion port and small furnace)
	Made it possible to configure more parts of the replicators by editing replicators.lua
	Moved technology flavor text to relevant items as it does not seem like that bug is going to be fixed anytime soon
	Added mod config options so that replicators.lua does not need to be (and now should not be) edited
	Fixed the replication recipe category icon
	Modified the replication recipe creation function so that it uses layered icons to create its own replication icons rather than loading them from their own files
	Created new periodic square graphics for the four vanilla elements but wow are they ever placeholders
	Removed everything not related to vanilla Factorio
	Remade the replication recipes for vanilla items
	Remade the localization file
0.7.1 - Very Fast Hotfix
	Fixed a typo in the Space Science Pack's cost which made it way too cheap replicate
	Added localization strings to nuclear items
0.7.2 - Ease of Editing Update
	Fixed the replication cost of oil and by extension oil products
	Localization strings for replication technologies are now automatically generated
0.7.3 - The Return of Mod Stuff
	Fixed a bug where scaled replicators appeared too far to the side from their actual positions
	Greatly increased the science pack costs and required types of science pack for researching tenemut-based technologies so that the player can't gain access to higher tier replications too early
	Created a system where a table of replications is built up from this mod and potentially other mods which can use this one and then at the very end that table is used along with various recipes to generate the replications (basically you don't get to replicate science pack 3s before you have an assembly line for producing them)
	Rebalanced replication costs to take into account long production times (like most chemistry) and the use of energy intensive machinery (like oil refinineries)
	Rebalanced the default replicator energy consumption so placing down a single tier 1 replicator no longer causes a sudden cliff in energy consumption and also so that all tiers of replicator will have nice round numbers for their energy consumption amounts
	Remade all replications to use the table system and usually to reference recipes in order to calculate costs
	Added replication of things from Factorissimo2, Yuoki Industries, Bio Industries and much of Bob's Mods
	Made recipe-based calculations work correctly with the changed recipes in Bob's Mods
0.7.4 - Mod Support Bugfixes
	Fixed a bug where a crash occurs during prototyping if Bob's Plates is enabled but Bob's Ores is not
	Fixed a bug where a crash occurs during prototyping if there is a replication recipe for an item which does not exist
	Updated the mod to account for the changes made to the internal names of various things in conpatible mods
0.7.5 - Icon Bugfix
	Fixed a bug where a crash occurs during prototyping if there is a replication for an item with a layered icon
	Added direct support for the items and changes in AAI Industry
0.7.6 - Factorio 0.16 Compatibility
	Fixed a bug where air replication cannot be researched if Angel's mods are enabled
	Updated the mod to work with Factorio 0.16
	Created new ore graphics for tenemut
0.7.7 - Compatibility Stuff
	Fixed Factorissimo compatibility
	Localized name overrides can now do anything regular localized names can do
	Added replication of vanilla artillery shells and cliff explosives
	Disabled uranium magazine replication while Bob Warfare is enabled (for now)
	Created a new icon for the replication recipes category
0.7.8 - Additional Bob's Mods Compatibility and Connectivity
	Prevented the technologies generated by this mod from having redundant prerequisites
	Fixed a bug where if a disabled replication has itself as a prerequisite and is a prerequisite for another replication then the mod enters an infinite loop at startup 
	Added new replications for various Bob's mod machines, ammunition and other components
0.7.9 - Other Mod Crash Fixes
	Fixed a bug where Factorio would crash during prototyping if this mod and Bob Logistics were enabled but Bob Warfare was not
	Fixed a bug where Factorio would crash during prototyping if both this mod and the omni mods were enabled
0.7.10 - Update to 0.17
	Made the mod compatible with the 0.17 versions of Factorio
	Added replication of refined concrete
	Made the mod compatible with the updated versions of its non-Bob currently compatible mods
0.7.11 - Finish Updating to 0.17
	Made the mod compatible with the updated Bob mods (it didn't break but many items cost too little to replicate and were missing prerequisites and some replications of Bob items didn't appear unless certain Bob mods they aren't included in were enabled)
0.7.12 - New Feature and Vital Bug Fix
	Made the tiers of replicators unlocked via regular research and made their components unlocked alongside them (this one wasn't requested by anyone but it's needed for the below feature and also something I should have done long ago)
	Made it possible for the user to gate a tier of replicators behind space science packs via the mod config
	Fixed a bug where sometimes a replication will be impossible to research due to having one or more hidden technologies as prerequisites
0.7.13 - User Requests
	Made the changelog more readable when viewed on the Factorio mod page's new changelog viewer
	Removed the no-longer-used replication tier research options from the mod's config
	Rewrote large chunks of the guide on how to add replications to be more useful
	Fixed/added some recipes for when Angel's mods are active
	Created a series of new preview images to replace the ones which contain Factorio's old UI
	Created a new 144x144 thumbnail for the mod because of 0.17's new thumbnail rules