Extended Vanilla: Refining


An overhaul to Factorio's ore processing while maintaining its style and simplicity. Works with quality ores. Now compatible and balanced around Space Age, AAI and Krastorio 2. (Inspired from Minecraft's Mekanism mod.)

Content
8 days ago
1.0 - 2.0
16.4K
Mining Manufacturing Power

i Optional integration with Crushing Industry

a month ago
(updated a month ago)

The Crushing Industry mod changes some vanilla recipes that use coals and metal ores to instead use the crushed ores it generates; because the efficiency of EV recipes eventually surpass those from the Crushing Industry in the late game, it's frequently required to split the ore production into EV line and CI line to get the most out of the ores, which is sort of clumsy. Would you consider adding an option, so that each crushed ore from CI is deemed the same item as the corresponding EV dust?

11 days ago
(updated 11 days ago)

Hi engineer.
I've just given a look to the mod you're referring to, I suppose.

At first glance, most of its content seems to be like a douplicate of what my mod adds, with some slight variations:

  • This mod adds a couple of recipes for stone/sand processing, while my mods adds multiple of them.
  • This mod refines coal and puts it into intermediate craftings to increase yields, which my mod does, and not only with coal.
  • This mod refines ores to augment final yields, which - obviously - my mod does and does more extensively.
  • This mod creates alternative ways to create concrete, and well this is another thing my mod does.
  • New machine is unlocked on vulcanus? Strange: also my mod does that, and also on Fulgora.
  • Space Age crusher cranked up with bonus productivity and modules is the only thing my mod doesn't do, because is a straight - and smo could argue - nonsensical buff to an already powerful machine.

The issue is that this mod got created an year ago, while I've been working on EV refining for more than half a decade.

Said this, despite I don't own a copyright on my ideas, it saddens me seeing them being stolen in this way, to be put in a mod with copy-pasted assets from the base game (understandable) and from other modders (less understandable, hope these modders are aware of the thing), without even asking/contacting me.

So, personally - and also objectively speaking - I don't see a meaning in creating a compatibility with a mod that is basically a copy of my one, but in a lite version.
_77

11 days ago

Hello, I feel sorry that my message brings you bad mood, and I understand and respect the thoughts and decisions you have on this matter. Still, as one who have extensively played both mods together, I have to make some clarifications about the other mod:

  1. It enforces all the vanilla recipes to instead use the crashed counterpart of ore / stone / coal; while some recipes like smelting and concrete become more efficient, most of other recipes (plastic, coal liquefaction, advanced oxidizer, etc.) have their demand scaled up by a factor of 1.5x or 2x. This means that, even with the best crusher that mod has, the increase in the productivity is marginal (~2.3x yield in face of 2x demand), and if the player choose not to use it, those recipes simply become less efficient than the vanilla version.

  2. It introduces some more intermediates and associated mechanics that is not relavent to productivity. For example, it introduces a liquid version of concrete, required to make the solid one and some buidings like the nuclear reactor. Dealing with the liquid version has its pros and cons, and converting the solid concrete into liquid only gives 25% back, so the player has more factors to consider when buiding the production and transportation line.

Therefore, based on my experience, I feel that the focus of the other mod is to make the vanilla production more complicated and more flexible by introducing more considerations and choices, with a rather small increase in the productivity as a reward to persuade the players to try it out. While I totally understand that you may feel uncomfortable to see another mod to bear so many similarities with your works, I have to say from the perspect of a player that this one mod does offer sufficently distinct experince, and is very far from being a soulless copy of anything.

8 days ago
(updated 8 days ago)

Naaa I've nothing against you mate, you don't have to worry about that.
But I hope for him and his mod that it's not a soulless copy indeed.

I don't have problems with sharing ideas or "modding sectors" with other ppl. I've taken inspiration from several mods and packs, ported old mods that were deprecated or discontinued in new versions and personalized them, and so on.

Nothing is really your own idea, nothing will ever be, and many will get the same idea, or get inspired by you.
Which is absolutely normal and on the countrary something I'm proud of. Because it means that my work has a sense and some value.

Said this, I remain of the idea that this mod is incredibly (strangely) closer to mine in terms of ideas.
Maybe it's just a vibe I'm having. Maybe this guy doesn't know me at all.
Honestly? In the end I don't care this much. It just saddens me a bit.

As long as ppl don't copy paste my stuff or use my assets without my consent - which is smth I've specified many times - I'm fine with everyone.
And on the countrary, I think that the factorio community is the best one I've ever found in a game.
I always said that, and I'll continue to say so.

8 days ago
(updated 8 days ago)

I'm glad that you are so understanding, my friend. Also as a final note, I'm not sure if you've got time to check out the things happening in Factorio community recently, but there has been some very generous people like Hurricane and Malcolm Riley who offered their high quality assets to all the modders, which helped many modders not that professional at making their own assets to create plenty of awesome new mods. And yes, I agree that Factorio has the best community I've ever seen :-)

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