An overhaul to the Vanilla ore processing while maintaining the style and simplicity of Factorio. It adds some new machines that will allow you to boost the yield of plates obtainable from a single iron and copper ore (up to 5x after space science), while coal and steel have their own refinement chain revolved around fuel efficiency. You'll have to progress through 4 tiers of ore processing: base, advanced and elite and ultimate. Compatible with all the Bz Mods and Krastorio2.
Mods introducing new content into the game.
Version: 2.8.0 Date: 2024.08.17 Thoughts & News: - Updating recipes via technologies is an interesting mechanic, but Space Age will make this game a LOT more complex than it is currently, so I think a bit of simplification in this mod is needed, especially if more refining processes come to the game with the new expansion. (Yeah, Ore quintuplication will be a thing.) - The coal refinement chain was completely rewrited in this sense, more details can be found in the "Features" section. - To polish even more the balancement, this time I've worked around the thought "How many machines do I need to fill an entire yellow/red/blue belt?", other than the final multiplied yield. (You won't need tens and tens of machines to fill a belt as it has been in the past versions.) - Base ore processing is thought around yellow belts; (Crushers - 2.0x ore efficiency.) - Advanced ore processing is thought around red belts; (Enrichment chambers - 3.0x ore efficiency.) - Elite ore processing is thought for blue belts; (Purification chambers - 4.0x ore efficiency.) - This is why I'm adding a new tier of crushers and enrichment chambers. The Mk2 is getting slightly nerfed and put in the mid game so you don't have to stick with the base tier until you get space science. - Yeah you read it right: crushers now duplicate and purification chambers now quadruplicate. And now I'm even balancing the mod around productivity modules. Yeah, you'll now be able to put productivity modules on every ore-related recipe in each part of the refining process. - BUT all of this comes at a cost. To better explain my view on the new balancement I'll tell you some things. Currently, if we apply prod modules without restrictions, we can obtain an elite ore refinement chain where all machines accept two-four prod 3 modules and every machine has 120%-140% base productivity. These productivity boosts stack in the recipe chain one on the other. THIS leads to a: 120% (el. furnace) * 125% (crusher mk2) * 145% (enrich. chamber mk2) * 140% (purif. chamber) = 304.5% total boost. So instead of 3.75x plates per ore refined, we get 3.75 * 3.045 = 11.41875 plates produced from a single ore. And since I plan to add more refining steps when Space Age comes out, as i said, let me say this is total nonsense. - This is why I'll use a nice feature that the factorio dev team introduced late in version 0.17: the catalyst_amount prototype. It is an interesting feature that lets people put productivity modules in the Kovarex enrichment process without breaking the game. In this recipe, for example, productivity modules only affect the extra 1 uranium 235 produced,and not the other 40. So, after hours and hours spent on properly balancing the whole mod, THESE ARE THE FINAL DATA for you: - Vanilla smelting: Base yield is 100% - Boosted yield is 120%; - Base ore processing: Base yield is 200% - Boosted yeld is 290%; - Advanced ore processing: Base yield is 300% - Boosted yield is 390%; - Elite ore processing: Base yeld is 400% - Boosted yield is 490%; - In the future you'll be able to edit the base yield. It's a feature that I'm planning to add. For now, let me know what you think on my Discord server. Features: - Removed the division between base, advanced and elite processes for each tier of ore refining: The additional yield obtained through researching better recipes is now obtained through productivity modules. - This results in a nerf in the earlygame and a buff in the lategame. (Depends on how and if you plan to produce and use modules.) - Obviously, this means that the total number of technologies researchable diminished from 13 to 6. - To counterbalance this, the remaining ore researches now cost more science packs. (Not all of them.) - Base ore processing: 75 -> 250; - Advanced ore processing: 300 -> 500; - Elite ore processing: 900 -> 750; - Ultimate ore processing: will probably change name in the future. Adds the new mk3 tiers to the game. - Added a new mk3 tier of the crusher and enrichment chamber to help you in the mid and lategame. (I'm planning to add an Mk3 tier of the Purification chamber with the release of Factorio Space Age.) (Obviously, the Mk2 tier is getting slightly nerfed and put in the midgame.) - Mk2 machines: Crafting speed: 1.66 / Health: +100 from mk1 to mk2 / Base productivity: +5% / Module slots: 2 (As assemblers mk2) - Mk3 machines: Crafting speed: 2 / Health: +100 from mk2 to mk3 / Base productivity: +10% / Module slots: 4 (As assemblers mk3) - Added a mk2 tier of purification chamber. - Crafting speed: 1.5 / Health: +200 / Base productivity: +5% / Module slots: 4; - Base purification chamber module slots: 4 -> 2; - Useful in modded (and future vanilla) scenarios since 2 machines can saturate a 60 items/s belt. - Coal refinement chain changes: - Now the refinement chain only revolves around the coal intermediates, coal coke products were deleted; - Coal coke can now be converted into Enriched Coal: this intermediate is used for advanced steel production and has no fuel value. - Now each technology of ore refining gives you a new refining step for coal, going from dust to chunk as it is for the other ores, but in the opposite direction without increasing the final yeld. (Normally you would go from chunk to clump to dust to plate, here you obtain the chunk from the clump from the dust from the ore.) - Here are the fuels with their relative numbers: - Coal (for reference): 4MJ / +00% acceleration / +0% top speed; (Vanilla stats) - Coal dust: 6MJ / +10% acceleration / +0% top speed; - Coal clump: 10MJ / +20% acceleration / +5% top speed; - Coal chunk: 16MJ / +40% acceleration / +5% top speed; - Coal chunks as always can be converted into rocket fuel with the usual recipe, that has received a buff: - 20s time required -> 15s; - Coal dusts, coal clumps and coal chunks can now be converted into enriched coal for steel production: - x1 Coal dust -> x2 Enriched coal / 1.6s crafting time / 1.00 coal for 1 steel plate; (Done in crushers.) - x1 Coal clump -> x3 Enriched coal / 2.4s crafting time / 0.50 coal for 1 steel plate; (Done in enrichment chambers.) - x1 Coal chunk -> x4 Enriched coal / 3.2s crafting time / 0.25 coal for 1 steel plate; (Done in enrichment chambers.) - Ratios that consider productivity modules can be found in the descriptions in-game. (As well as all the buffs and nerfs.) Minor features: - Added a first menu simulation of the mod. Probably the chunks generated in the simulation are more than the necessary, so advise me if the menu gets a bit laggy when the mod simulation kicks in. Modding: - Now you can decide to enable or disable the "furnace recipe selection" setting in the startup section. (If set on true, furnaces will work as the assemblers and you'll be able to decide which recipe they have to use.) - Fixed an issue that made you crash when trying to load a game with a different mod configuration. - All the craftings were adjusted to require fewer machines in a setup to fill a yellow/red/blue belt of iron/copper plates. (Steel processing is another thing, despite the advantages of the whole processing are still enormous) (You can arrive to obtain 2.1x plates per iron ore in the lategame.) - To counterbalance this, more resources are now required to craft the machines and some power consumptions were edited. - ALL the recipes were edited and rearranged in the crafting menu, and the same can be said for the ore chunks and clumps. - Yeah, the machine intermediates were moved in the intermediates section, as you asked me 100 times. - Now base, advanced and elite ore recipes have a proper description with their single-recipe-multiplier. (Multipliers describe how many plates you're producing from a single ore. Since the recipe chain involves more machines, you need to multiply the right numbers according to how many productivity modules you've put in each machine.) - Here to inform you (if you were worrying about that) that stack sizes were UNCHANGED. - Other minor fixes here. - The ENG locale file was polished a bit. - Updated the optional dependencies of the mod. - Now my code is properly commented where I thought it was needed. (Ex. ratios / Comments are done (almost) equally everywhere.) Krastorio2 support: - The mod remains compatible with Krastorio2. I gave a quick look and everything seems to work as intended despite the vanilla changes. - I did change some ratios on the steel processing, but the ore refining ratios remained UNCHANGED for now. Brevven support: - Added first basic support for Bztin, Bz Mods Bridge and Bz Noble Metals: all the ores of these mods (plus Bzlead, Bztitanium, Bztungsten) can be refined in a similar way to iron and copper, despite ratios (efficiency and final yields) being different for titanium, tungsten gold and some others. - The optional secondary product in every recipe chain will be discontinued for a version, I need more time to properly balance this feature. (I'll leave something for 2.8.1 if you don't mind.)
Version: 2.7.5 Date: 2024.08.16 Modding: - Fixed an issue that made you crash when trying to load a game with a different mod configuration. - Updated the optional dependences of the mod.
Version: 2.7.4 Date: 2024.08.14 Modding: - Fixed a minor issue on event handling in the control.lua file. (Thanks to leeh & Der_Failer from the mod page.)
Version: 2.7.3 Date: 2024.08.12 Features: - Since in vanilla factorio rocket fuel is treated as an intermediate product, I decided it is fair that you can put productivity modules in the "rocket fuel from coal" refining process.
Version: 2.7.2 Date: 2024.07.09 Features: - It is now possible to insert productivity modules in the ev refining machines. (You first need to enable the dedicated setting in the mod menu.) (In the mod balancing I won't take in consideration productivity modules, except for K2 or SE runs.) (Imo, the amounts of resources needed and the balancement put in those mods justify the use of productivity modules.) Modding: - Across all my mods I'm costantly substituting "data.raw" modifications with the "table.insert" method. This should help reduce crashes or conflicts between mods that target a same (non) vanilla prototype, like items, equipments, technologies, etc. (And help modders modify my content too if they want to make a compatibility with my mods.) (If you're doing this, feel free to ask me anything and if I can help you with your work I will.) - Thanks to leeh (from the mod page), now I should have finally found out what is causing the tiered recipes to reset sometimes. I've changed the "if technologies["tech-name"] then" condition in the control file with a more detailed "if technologies["tech-name"].researched then". This sould be enouhgh to fix this occourring bug, but as always I'll need some feedback on the matter, so be sure to tell me if you still find it. Thoughts & News: - My exam session here is ending pretty soon. Now I should be able to work sometimes on the mods. The next steps for this mod will be the uranium and stone processings. I'll probably release the updates on different versions. - Now that the Space Age update has a release date, and the dev team has released the full list of the features, I'll start thinking on how i can adapt my mods to the new expanded game. For example, tier 3 machines are on the list.
Version: 2.7.1 Date: 2024.04.05 Modding: - Fixed game crash when playing both Brevven and Krastorio mods simultaneously. - Fixed game crash when playing in russian due to an error in the locale file.
Version: 2.7.0 Date: 2024.04.03 Krastorio2 support: - Added custom advanced and elite refinement processes to rare metals. (They are unlocked with the elite enriching and elite purifying technologies.) - Rebalanced rare metal crushing: 8s --> 6s. (Recipe unchanged.) Modding: - (RU) Translated the mod into russian. (Thanks to Сотрудник НКВД from discord.)
Version: 2.6.0 Date: 2024.03.28 Features: - While in terms of ore efficiency the ore processing chains (and also steel) are in a good and balanced state as I see them, the same doesn't apply to timings and ratios between machines (especially in some base and advanced processes.) - So I decided it was the time to change some time requirements in some recipes (see below). (The lategame complete elite ore chunk process was left UNCHANGED. Don't want to destroy your megabase setups just like this.) Modding: - Steel processing was rebalanced in terms of time requirements. (Now ratios between machines are more linear and less machines are needed to have a full belt of steel plates.) - Steel dust smelting: 3.2s --> 6.4s. - Advanced steel processing: 10.2 --> 3.2s / Now done in crushers. (0.25 steel plates from iron dust.) - Elite steel processing: 4.4s --> 3.2s / Ingredients unchanged / Results: 1 + 1 at 25% steel dust --> 1.5 steel dust / Now done in crushers. (0,375 steel plates from iron dust instead of 0.3125.) - And these are the new changes in the ore processing. - Advanced ore crushing: 9s --> 6s. (Recipes unchanged.) - Base ore enriching: 9s --> 10s. (Recipes unchanged.) Krastorio2 support: - Steel processing is now made in crushers, despite there are no numerical changes. - Alternative smelting, base and advanced ore crushing: 8s --> 6s. (The rest of the recipes and the ratios remains unchanged.) - Enrichment chamber and crusher mk2 now require stone instead of the energy control units. (Didn't think adding that component would put them so ahead in the lategame.) - All ore refinement processes that generate dirty water now convert only half of the original amount of water used into the dirty counterpart. (All that dirty water can lead to really annoying problems of fluid handling. I didn't want to put you through all of this.)
Version: 2.5.5 Date: 2024.03.21 Krastorio2 support: - The clean coal and advanced coal processing recipes now produce dirty water. (On the "complex recipes that are rewarding" philosophy.)
Version: 2.5.4 Date: 2024.03.20 Krastorio2 support: - Fixed all the elite ore processing recipes. Now the purification chamber gives you ore chunks as it should be. - Added a 1st step of ore processing support for rare metals.
Version: 2.5.3 Date: 2024.03.14 Krastorio2 support: - Let me specify, as I saw some questions on the matter, that all these features and / or balancements that I put in this section ONLY APPLY IF you're playing Ev refining WITH Krastorio 2. (No Krastorio = You can skip this part of the changelog it doesn't bother you.) (If you see in the mod folder I create a file for every mod my mod is compatible with for this reason.) - Advanced steel and coal coke processings got a first adaptment to the way Krastorio changes the vanilla game. - Recipes work around the 16 seconds as any other smelting recipe does in K2. (Coal coke ratio remains the same: 10 coal to 5 coal coke.) - Coal coke remains untouched in its identity and therefore is a different item from the normal coke K2 introduces in Factorio. (Coke for K2, at least for what I'm seeing by playing it, is an item used in many different recipes and processes.) (Therefore Ev Coal coke will remain focused on boosting steel processing, as it is in the normal Vanilla game.) - The newly balanced recipes in the steel processing chain are the following: - Normal K2 steel processing: 2 coke + 10 iron plate -> 5 steel plates. (50% efficiency.) - Advanced steel processing: 1 coal coke + 10 iron dust -> 5-6 steel plates. (55% efficienc.) (Done in assembling machines for now.) - Elite steel processing: 1 carbonized coke + 10 iron dust -> 6-7 steel plates. (65% efficiency.) (Done in enrichment chambers.) - Enriched iron and copper lategame processes (in the crushers mk2) now take 12s instead of 16 to complete. (So you can smelt the result into plates and the whole process takes 16s.) - These 2 new refining processes are now separated from the rest and have their custom icons. Modding: - Fixed the copper base ore processing recipes adapted for Krastorio2: now they require copper to work instead of iron. (There was a lot of copy-paste in the making, I'm sorry guys.)
Version: 2.5.2 Date: 2024.03.14 Krastorio2 support: - The whole ore refinement chains are now balanced around the K2-Ev modpack. - The Ev crusher in this pack becomes the Ore crusher, a machine specialized in ore processing. - The ore crusher and the enrichment chamber have now a different recipe. (The same thing applies to their special components jaw crusher and electrolytic unit.) - Base ore processing changes: (Ev crusher's recipes) - The recipe chain takes 12s in total to complete. (From raw ore to plate) - The total efficiency of the chain is about 56%, 63%, 66%. (Balanced around the fact that the mod introduces the enriched ore technology in blue science, that has an efficiency of almost 70%.) - Advanced ore processing changes: (Enrichment chamber's recipes) - The recipe chain takes 16s to complete. - The total efficiency of the chain is about 100%, 125%, 150%. - Ores are splitted into ore clumps and enriched ore, and water is converted into dirty water. (Have fun with the designs. After all if you play Krastorio you want a deeper level of complexity and realism don't you?) - Elite ore processing changes: (Purification chamber's recipes) - The recipe chain takes 24s to complete. (It is a reasonable amount of time for what it gives you.) - The total efficiency of the chain is about 200%, 225%, 250%. - Ores are splitted into ore chunks and enriched ore. - The chunk to clump conversion uses water, so it produces an equal amount of dirty water. - The ore crusher and enrichment chamber mk2: - Require Processing units, Energy control units and AI cores. - Have a base productivity bonus of 10% instead of 5%. - Can further process enriched ore into ore dust, allowing you to finally reach ore triplication at last. (In a modpack like this progression must be rewarded.) - In the next days I'll focus development on steel, rare earths and imersium production and efficiency. Modding: - Changed clean coal fuel value, from 5MJ to 6MJ.
Version: 2.5.1 Date: 2024.03.13 Modding: - Fixed the coal coke recipe, it requires 2 coal to make an unit of coal coke (You saw nothing.) - Added as optional dependece the "Recipes reload" mod. If someone is having problems with recipes not showing in certain parts of the game progression or anything regarding that, this mod should solve your issues. (At least until I don't fix this problem myself.) - (IT) Aggiornato il file locale IT con le dovute descrizioni e i nomi degli oggetti introdotti con la versione 2.5.0.
Version: 2.5.0 Date: 2024.03.12 Major features: - I'm adding support for the mod Krastorio 2, all across the Ev modpack. Yeah I'm making a whole K2 run just to give you this compatibility, and it seems like it'll be a long and interesting experience. - Expect updates on the matter in the future versions of the Ev modpack. Features: - Fixed the impossibility to use the alternative steel recipes due to the different way the game handles furnaces and other assemblers. (Irl this is not properly the main method to produce steel, but I prefer producting steel from mixing ore dusts than changing how the whole furnace prototype is coded in the game. I leave this thing to other major mods for now.) - Now these alternative recipes let you produce steel dust, and steel dust, like the other dusts, can be normally smelted. (I must say that I like more this concept than the original, thank you TLEGManagarmr for the bug report.) Modding: - Dust smelting recipes are now unlocked when you're able to produce the first dusts. (This apparently changes nothing, but helps in clearing out the furnace inventory in the early stages of the game if *another mod* decides to change how furnaces work.) (Jjk obv, but anyw-) - Changed the disposition of the coal coke intermediates (and recipes) in the inventory. - Dust smelting recipes have now their own custom icon to better visualize them in the inventory. - Balancement no.1 for coal intermediates, the following are the new stats for the new fuels: - Clean coal : 6MJ, +5% acceleration, +0% top speed, 50 pieces for stack; - Coal dust : 8MJ, +10% acceleration, +0% top speed, 50 pieces for stack; - Coal clump : 10MJ, +15% acceleration, +5% top speed, 50 pieces for stack; - Coal chunk : 12MJ, +20% acceleration, +5% top speed, 50 pieces for stack; - Solid fuel (for comparison) : 12MJ, +20% acceleration, +5% top speed, 50 pieces for stack; - Now a slight amount of MJ gets lost with each coal enrichment process, but we can say that the top speed and acceleration boosts gained still makes the whole process a win to win.
Version: 2.4.0 Date: 2024.03.10 Major Features: - Added 2 brand new coal processing chains through the entire vanilla progression. - The first one is a fuel centered processing chain: more efficient fuels instead of just more simple ore yield. - The second one revolves around coal coke and its intermediates, that are not as efficient as the coal products, but can be used to significantly enhance steel production, both in yelds and in speed. Raw coal refinement chain: - The new intermediates are the following, with some comparisons with already implemented fuels. - Coal (raw) : 4MJ, +0% acceleration, +0% top speed, 50 pieces for stack; - Clean coal : 6MJ, +5% acceleration, +0% top speed, 100 pieces for stack; - Coal dust : 8MJ, +10% acceleration, +0% top speed, 50 pieces for stack; - Coal clump : 12MJ, +20% acceleration, +5% top speed, 50 pieces for stack; - Coal chunk : 16MJ, +20% acceleration, +5% top speed, 50 pieces for stack; - Solid fuel : 12MJ, +20% acceleration, +5% top speed, 50 pieces for stack; - Rocket fuel : 100MJ, +80% acceleration, +15% top speed, 10 pieces for stack; - Coal chunks can be used to craft rocket fuel in a more efficient way than with oil and solid fuel. Coal coke refinement chain: - Normal coal coke makes you save 1 plate of iron and speeds up the overhaul crafting speed. (The normal steel plate recipe IS NOT disabled, so you can choose depending on the situation.) - In the mid to endgame phase, with purple science, coal coke can be processed into carbonized coke, a product that further reduces the crafting time and augments the overhaul yeld. Modding: - As I said before, the base steel production recipe remains enabled throughout the entire game. - This expansion is fully compatible with Bz foundry and other Brevven's mods. - Feel free to tell me how you feel about the numbers and the balancement of the new recipe chains.
Version: 2.3.1 Date: 2024.01.13 Features: - Productivity effects (like custom beacons that apply productivity bonuses) can now be applied to crushers and chambers... if the relative setting is enabled. (Yeah feel free to break everything I know some of you were editing the code so either way you would obtain this thing.) (Due to some lua coding limitations, I'm not currently able to let you put normal productivity modules on the machines.) (I'm working on fixing this thing in the next updates, if it is possible. For now, enjoy the balancements.) Modding: - By playing with all of Brevven's mods I noticed that running all those ore refinement chains needed to supply a mid to late-game factory can be pretty difficult compared to a normal vanilla run. That's why I nerfed the consumption of sulphuric acid in almost all purifying processes: (Obviously progression is rewarded.) - Base purifying: Remained unchanged (20 acid for every ore); - Advanced purifying: From 100 sulphuric acid to 60 (10 acid for every ore); - Elite purifying: From 100 sulphuric acid to 40 (5 acid for every ore); - I'm evaluating the option to put a multiplier on sulphuric acid consumption to let you decide how much of it is required for every crafting. Tell me if you consider this a good feature to add.
Version: 2.3.0 Date: 2024.01.04 Major Features: - From now on, each time you'll research a new technology that will upgrade the ores output (ex. from advanced to elite enriching) the previous recipes will be disabled, and the newest ones will be automatically put in the machines. - In other words, no more tons of recipes of the same item in the inventory, and istant change once technologies are completed, without the need to manually change them. - Only the highest tiers of recipes (advanced dusts, elite clump processing and elite chunk processing) will remain enabled. - This feature is experimental: it's the first time that I use control scripts (and don't make factorio explode) instead of migrations, so if something doesn't work be sure to tell me that. Features: - Bz Titanium: Added refinement chain for the metal Tungsten. - Bz Titanium: Since titanium ores often cointain iron (see Ilmenite) and aluminium (see Anorthosite), the Titanium refinement process can output one of these two metals as a byproduct. I think this is another interesting addon to introduce in bz mods. The amounts are the same as in Lead and Tungsten processing and, therefore, to have higher titanium outputs, you need to disable this setting. Modding: - Fixed the displacements of the crushers' textures. - Changed the lead and tungsten settings from boolean to string: it's more intuitive now which byproduct is associated to which ore.
Version: 2.2.0 Date: 2024.01.02 Features: - Bz Tungsten: Added refinement chain for the metal Tungsten. - Bz Tungsten: As an addon to the mod, and since wolframite is an iron-manganese tungstate, you can decide to obtain iron as a byproduct of the refinement process. The ratios are the same as in the Lead processing chain, so you can expect to obtain more tungsten if you disable this feature. Modding: - Updated the crusher mk1 and mk2 textures with two more detailed ones. (I need to experiment more with dusts and particles to make everything more realistic.) (For now, happy new year guys!)
Version: 2.1.0 Date: 2023.12.30 Features: - Ev Mining drills: introduced some dependences on technologies. If you have already researched the mk2/mk3/mk4 mining drills the respective prerequisite(s) will be researched automatically. (This feature can be disabled via startup configs don't panic.) - Bz Lead: Added refinement chain for the metal Lead: you can choose in the configs if you want a simple lead chain or copper as a byproduct. - Bz Foundry: Resprited the coal coke item since I'll be introducing coal coke myself in the game. (And a steel refinement chain, be prepared.) (I think I'll introduce also a resprite of the foundry.) (In my modpack the normal steel processing recipe will remain in the game unchanged.) Modding: - Changed the iron and copper dust textures with some fresh new ones (recipes included). (And still I'm not satisfied with copper after changing it 2 times do you realize?)
Version: 2.0.3 Date: 2023.12.30 Modding: - Finally fixed the HDPE technology bug. Now you can research it with plastics. (If already researched the recipe will be enabled automatically.) (Thanks to Danne0 for all the feedbacks.)
Version: 2.0.2 Date: 2023.12.29 Modding: - Translated the mod into Spanish (es/ES). (Thanks to Danne0 on Discord, really appreciated). - You should now be able to craft HDPE alloys (some players had problems in abilitating the recipe). (If you're still not able to do so, be sure to warn me of that.)
Version: 2.0.1 Date: 2023.12.25 Modding: - (EN) Implemented the IT locale file, for the few people in my country that are playing this awesome game. - (IT) Implementato il file locale IT, questo vi permetterà di giocare questa mod senza problemi in italiano. Divertitevi gente. :)
Version: 2.0.0 Date: 2023.12.24 Major Features: - Production, speed and hybrid recipes NO LONGER EXIST. Now everything from technologies to craftings is divided in BASE, ADVANCED and ELITE (ultimate will be expanded in the future). The recipes that enhanced the speed of the machines are completely gone, while the others (productivity and hybrid) were converted into the new ones (advanced and elite), so THOSE WILL REMAIN IN THE MACHINES WHEN YOU UPDATE the mod. In each case, all the rates were changed, so I'm really sorry but you'll have to change all your setups. This thing can't be helped: back at the time when I first released the mod (three years ago) I didn't have the brain and skill to create a production chain that made sense, so I just spammed the values and features on the hype of the moment. Now everything makes a LOT MORE sense (imo): chains are easier to comprehend and progression is more linear. But mostly of all you can create PERFECT setups since ALL RECIPE RATIOS are PERFECT and calculated from the beginning to the end. (You can find two pages of fine documentation of this mod on my discord server if you need to.) - A new refinement chain (small, but worth it) of raw vanilla coal has been implemented. Now coal can be refined into more valuable fuels, a thing that I'm sure will help you reduce the enormous consumption of coal that you can have before transitioning to nuclear energy. It obviously has its balancement and ratios and revolves more around fuel efficiency than on simple ore multiplication. This production chain is at its first stages, so expect it to be expanded and changed more in the future. - Added two new late game (megabase level we could say) tiers of crusher and enrichment chambers, to power up to an unimaginable level your insane production of raw intermediates. (And save up some space for other machines.) (No production modules allowed, be aware, but the raw stats will provide you with A LOT of value) Features: - ALL textures were CHANGED and updated to a better standard. It all started with the items, then I modified some small details, then the enrichment chamber... then I thought "Let's just update everything, yeah". I hope you'll appreciate this thing in particular, I'm really satisfied with this new design of the lineup :D - ALL machines have different crafting recipes, recipes that now involve some intermediate items: - Jaw crusher: the most important component of a crusher we could say. - Electrolytic unit: I don't want to introduce gases in this game just to use them on a single machine, but I like the concept of ore washing and oxidization, so this component does the work for you in the enrichment chamber and separates water in hydrogen and oxygen, required for the ore refinement. - HDPE alloy: a more refined plastic combined with steel. Real HDPE has really interesting properties, such as high resistance to corrosion, a necessary thing if you want to handle sulphuric acid in purification chambers. It will be used more in the future. - All technologies were rewritten, and this means that prerequisites, science packs and amounts also have changed. I won't write everything down here, just create a new game and make your considerations. Modding: - It's obvious to say that the recipes' and items' locations in the inventory changed. - Some stack sizes have changed: - Dusts, clumps and chunks (ex shards) now have a stack size of 150, instead of 100 and 50. - Purification chambers now have a stack size of 10, instead of 50. (If I remember well) - All machines' HPs were changed, and all machines (especially late game tiers) have now some damage reduction stats. (We don't want to see all these arrays be destroyed so easily with all it costs don't we.) Thoughts & News: - Hi guys, you missed me, didn't you? I've made "a few" changes to the most broken and interesting mod I've ever created (for once not revolving around armors), so I've come back to the game to fix some things, like products, rates, progression, engagement through the game ... - Hope you'll enjoy what this mod has now to offer, and expect some mod compatibilities.
Version: 1.2.0 Date: 2020.12.09 Features: - Updated to 1.1! Thoughts & News: - It's december, and this means that I'll be really busy for a period: expect some new content by the Winter Holidays. Sorry if it took some time to update the modpack.
Version: 1.1.2 Date: 2020.10.02 Minor-Features: - You can now add modules to the machines: - Crusher: Speed, Effectivity, Production; - Enrichment Chamber: Speed, Effectivity; - Purification Chamber: Speed, Effectivity. - Now beacons can influence the machine's stats.
Version: 1.1.1 Date: 2020.09.30 Features: - Added a new tech tree - hybrid processing: - You can now upgrade the transiction processings (Shard to Clump and Clump to Dust) Modding: - Changed the order of the recipes in the inventory; - Changed some names to let you distinguish the processes more easily (Currently 28 processes, 14 for each ore).
Version: 1.1.0 Date: 2020.09.30 Major Features: - Added ore triplication with the Purification Chamber: - The Purification Chamber transforms the ores in shards, which then need to be transformed in clumps, then dust, and finally becomes plates; - The total yeld you can achieve is now 3.5 plates per ore (I'm not considering the usage of production modules).
Version: 1.0.0 Date: 2020.09.21 First Release: - Implemented various processes to improve the yield of the mined ores (From 1.5x to a maximum of 2.5x plates per ore); - Implemented optional dependences with Extended Vanilla: Mining Drills.