Extended Vanilla: Refining


An overhaul to the Vanilla ore processing while maintaining the style and simplicity of Factorio. Now compatible and balanced around Space Age. (Inspired from Minecraft's Mekanism mod.)

Content
7 days ago
1.0 - 2.0
11.9K
Mining Manufacturing Power

i Molten iron\copper

a month ago

Can you add an option to use iron\copper dust instead of pure ores for the respective foundry recipes?

a month ago

I'm thinking on how to balance everything out. I'll need some time. (Days) :3
_77

a month ago

I also this idea!

a month ago
(updated a month ago)

It has been implemented in the game last week.


Version: 3.0.9

  • Date: 2024.11.10

Thoughts & News:

  • [item=echamber1] Ore enriching now supports ore melting. (Same 3x ore efficiency.)
  • [item=quantum-processor] How lovely are item sounds?

Space age features:

  • [item=echamber1] Enrichment chambers can now melt iron and copper ore with calcite, that can then be used in foundries.
  • [recipe=iron-ore-alternative-enriching] Alternative enriching has the same 3x efficiency that the normal process has, but is more versatile.
a month ago
(updated a month ago)

{
-- Advanced Material Processing
15 iron ore -> 15 dust(iron)
15 dust(iron) -> 15 iron plate

-- Basic Mineral Processing(mod refining)
5 iron ore -> 10dust (iron)
3x 15 iron ore -> 30 dust (iron)
30 dust(iron) -> 15 iron plate

-- Advanced Material Processing (mod refining)
20 iron ore + 1 calcite -> 400 cast iron
400 cast iron -> 40 iron plate
10x 20 iron ore + 600 water -> 60 clump(iron) [result -60 dust(iron) -> 60 iron plate-]
}

I think cast less efficiency than clump
I have an idea (ingredients: 30 clump + 1 calcite ,products 350 iron cast)
2x 60 clump + 2 calcite-> 700 cast iron
700 cast iron -> 70 plate iron
this is something efficiency

a month ago

It has been implemented in the game last week.


Version: 3.0.9

  • Date: 2024.11.10

Thoughts & News:

  • [item=echamber1] Ore enriching now supports ore melting. (Same 3x ore efficiency.)
  • [item=quantum-processor] How lovely are item sounds?

Space age features:

  • [item=echamber1] Enrichment chambers can now melt iron and copper ore with calcite, that can then be used in foundries.
  • [recipe=iron-ore-alternative-enriching] Alternative enriching has the same 3x efficiency that the normal process has, but is more versatile.

I feel like it shouldn't use Raw Ores, since you can still just avoid the production chain that the mod adds. Resulting in just a flat Buff to Ore Yields, without the added Complexity of the Processing.

Plus the Melting should happen in the Forge imo, How about adding a melting recipe for just Dust + Calcite but in the Forge, like the mod does with furnaces?
That seems like the best of both worlds, since it'd integrate into the resource Refining Chain in the Mod, without being too much of a hassle (At least from an outside view)

a month ago

{
-- Advanced Material Processing
15 iron ore -> 15 dust(iron)
15 dust(iron) -> 15 iron plate

-- Basic Mineral Processing(mod refining)
5 iron ore -> 10dust (iron)
3x 15 iron ore -> 30 dust (iron)
30 dust(iron) -> 15 iron plate

-- Advanced Material Processing (mod refining)
20 iron ore + 1 calcite -> 400 cast iron
400 cast iron -> 40 iron plate
10x 20 iron ore + 600 water -> 60 clump(iron) [result -60 dust(iron) -> 60 iron plate-]
}

I think cast less efficiency than clump
I have an idea (ingredients: 30 clump + 1 calcite ,products 350 iron cast)
2x 60 clump + 2 calcite-> 700 cast iron
700 cast iron -> 70 plate iron
this is something efficiency

I think the reply I've given you (if I'm not wrong) on the discord page about this issue is self explanatory.
There are a bunch of things to consider while editing ore ratios and multipliers, as base production of machines, as foundries have a 50% base productivity.
If calcite is the issue, well I need to test out if the amounts are appropriate.

a month ago

I feel like it shouldn't use Raw Ores, since you can still just avoid the production chain that the mod adds. Resulting in just a flat Buff to Ore Yields, without the added Complexity of the Processing.

Plus the Melting should happen in the Forge imo, How about adding a melting recipe for just Dust + Calcite but in the Forge, like the mod does with furnaces?
That seems like the best of both worlds, since it'd integrate into the resource Refining Chain in the Mod, without being too much of a hassle (At least from an outside view)

In a first place I considered melting dusts in the foundry. But this as I was saying before leads to complex calculations in order to achieve the 3.0x multiplier, as each foundry step is a base 1.5x multiplier on the final yeld.

Maybe I should replace the enrichment chambers in a first place with foundries, but to me it can make sense that those machines can produce cast iron or copper.

Despite this, the enriching process is complex enough, as it consists of 3 or 2 crafting steps, and the availability of water or calcite, resources that are not available everywhere in Space Age. Some considerations need to be done in each case and context.

We'll see if everything makes sense with the passing of time.

a month ago

In a first place I considered melting dusts in the foundry. But this as I was saying before leads to complex calculations in order to achieve the 3.0x multiplier, >as each foundry step is a base 1.5x multiplier on the final yeld.

Ah, also you'll need to consider that also ore crushing ratios would be affected by dust smelting into foundries, and so balance ratios around this other fact.

30 days ago

Hi PlayMaker Ive been playing with your mods for a while and i think that you could either take it integration with molten recipes in 2 ways. 1 having the foundry as the last step which would make it not usable for quality as a chain. or 2 having a unique step where the foundry casts Some intermediate Item (raw Iron/Copper) and you the it through the refining and Multiplicative steps that way. How ever this is similar to the existing recipes which suffers from an exploit is is extremely easy to get quality items this way, lets assume 1 quality level per step with 5 steps it Guarantees legendary Quality making it extremely easy to get legendary items, on the other hand if the foundry is the last step then due to it creating Liquid Iron and copper you are locked to what you can achieve with Quality modules in the last step. just some thoughts on it because currently i have been using it as a quality Guarantor in my base with Trains to each refining facility that handles a level of quality.

29 days ago
(updated 29 days ago)

After months of playing and working around space age I can for sure tell you that quality obtains it's power from crafting steps. More steps in a recipe means more probability of increasing the quality of the items. In a run I'm doing for example, Vulcanus is basically a free quality factory:
- You just print out quality plates; (+16% chance of obtaining a quality item)
- You craft quality circuits, gears and cables; (+16-20% chance on a lower sample)
- You then craft advanced circuits and processing units; (+16-20% chance times 2 on an even lower sample + technology productivity)
- You then craft machines and everything else, each time stacking another 16-20% chance of obtaining a quality item.
This if you use, as I'm considering, rare quality 3 modules, but things can even get better if you use mythic or legendary quality variants.
(And I'm not using my mod to obtain all this quality stuff, but still it is enough to forge 5 mythic quality cargo ships and all the rare and rare and mythic modules and machines of my factories on 4 different planets. And I'm talking about hundreds and hundreds of machines, all made in like 150 hours.)

So I can confidently say that the normal game is not balanced at all, even more if you consider there are ways to obtain free legendary steel and copper from LSD or similarly legendary quality iron ore.

Knowing the context we're in, I perfectly know that by inserting multiple refining steps before plates are produced - as my mod does - only exponentially multiplies the chance of obtaining quality items.
Said this, some possible solutions could be:
- Removing quality from ore crushers and chambers.
- Insert a recipe at the end of the crafting chain that converts ore products into molten ore, removing quality usefulness, similarly to Holmium.

But, frankly, mine is a Vanilla+ modpack, and I'm a chill Vanilla+ enjoyer, therefore quality exponential growth in a game that - arrived to a certain point - allows you to generate infinite amounts of legendary items, doesn't sound as a problem to me, considering that you still need to reach a certain lvl of scale in your production and grind a bit to achieve a considerable amount of legendary stuff.

So, in the end, I think this game - and my mods - are balanced in their unbalance.
If one day a modpack will be created and it will really balance quality we'll consider how to balance those crafting steps.

This thread has been locked.