|Created:||2 years ago|
|Latest Version:||3.0.7 (2 months ago)|
|Factorio version:||0.15 - 0.17|
Constructed megabases where UPS starts suffering from the immense entity count? Too much of everything constantly trying to craft? The belts unable to keep up? What about thousands of thousands of robots trying to transport everything?
Well no more! This mod is based on Nexelas Compression mod, which had the unfortunate hassle of having to compress and decompress items between each and every craft. But not this mod!
Here all recipes in the game (excluding fluid-based recipes) have compressed options too! Each compressed item is 1 full stack, and each compressed recipe uses compressed items and has the same ratio between output and input (relative to the amount not individual stacks). As such you only need to compress the initial resources and then put it into the chain and decompress at the very end. Since recipe times are much longer, modules and beacons will work wonders!
Compression and decompression can only be done in the autocompressor, there is however a hotkey to decompress a compressed item in your hand so you can carry around more.
This mod is standalone, requiring no other omni mod.
Commands for modders:
omni.compression.exclude(recipe): Exclude specific recipes from compression, if necessary.
-Recipes that uses compresed items and results in compressed items. Everything stays proportional, including time.
-Hotkey to decompress items in hand.
-Works retroactively on any existing save.
-Can mine compressed ores directly from ore patches with the right tech.
-Compressed buildings that work faster but cost more energy.
-Recipe and building techs are not cluttered nor release everything at once, once the appropiate compression tech is researched the appropiate recipes will be unlocked depending on your currently unlocked technologies.
Future Features: NONE!
I do not read the forums here, go to the discord https://discord.gg/WQYks7W and report there and I will notice it!
Why can't I see recipes?
The compression of individual items is hdiden and is done automaticly in the autocompressor.
Why does the techs shows no recipes beyond 2?
Because with all the mods and structures it would be increadibly cluttered and unlock recipes you really shouldn't have access to yet judging by the rest of the tech tree. So it is all hidden and unlocked as do tech where it checks things and enables it.
Is it the same for the compressed entities?
Aren't those compressed entities OP?
It is really late game and you decide by what factor, so it is only by your choice really. Besides, they cost slightly more than they taste.
Nexela, for making the initial mod and letting me use it's assets, thank you!
-- Updated to 0.17
--Updated to the new API!
--UPDATING TO THIS WILL BREAK SAVES!
--Fixed where it with omnifluid gives a wonky location for compressed fluid output!
-- Added compressed science packs and sciences, whenever wether compressed tech is research or normal, the other is also unlocked.
-- Huge structural overhaul. WARNING! RECIPE DISAPPEARENCE IS EXPECTED! UPDATE AT YOUR OWN RISK!
--Fixed issue where recipes disappeared midgame if changes were made.
--0.16 Compatibility anad other stuff
--Fixed the compressed ore bug where some ores didn't exist.
--Fixed the subgroup issue.
-- Compatibility fixes
-- Bug fixes
-- Compatibility with omnimarathon.
--Fixed the bug where normal recipes could take productivity modules but the compressed ones could not.
--Fixed the subgroup not assigned issue.
--Reduced mining time multiplier
--Fixed a bug where some recipes would not unlock due to name mismatch
--Fixed a bug where items would not register a stack size and thereby cause malfunction.
--Added belts, underground, splitters and loader compressed entity support.
--Factorissimo compatibility and general compatibility (does not add comrpessed factory buildings)
--Compacted stuff with fuel value retains fuelvalue, proportionally so.
--Finally the grand release!
--Added compressed buildings that comes in 4 stages if one so choose!
--Fixed bug where it wouldn't load due to nil value manipulation.
--Fixed bug where it assusmed sometimes the output was one when it wasn't.
--Fixed bug where it failed to load due to splitting the result up into multiple outputs.
--Various loading bugs have been adressed
--Fixed a bug that caused assemblers to not get all the recipes they should have.
--Fixed a bug that prevented loading due to infinite ores.
--Fixed possible migration issue
--Changed so getting compressed recipes must be researched beyond just getting the compressed
--Fixed bug where marathon time was wrongly calculated
--Fixed bug where too big recipes would never finish crafting.
--Fixed a migration bug that ruined loading of games.
--Fixed a bug where it affected random recipes original.
--Now can be made so you mine compressed ores directly! Just use the compression planner to turn ore into compressed ore!
--Fixed the nil bug when all recipes didn't have normal/expensive.
--Fixed incompatibility with marathonmode
--Fixed the dependency bug
--Added feature to put all compressed recipes in one category.
--Added so it now supports probabilistic recipes!
--Known issue is localisation, working on.
--Fixed the bug that made recipes appear prematurely, where all recipes were visible at once.
--Fixed a bug where nil value was called for.
--Fixed bugs causing some recipes to not be calculated (angels smelting for example lacked some)
--Fixed so recipes do not show up in tech tree but are enabled as things are unlocked anyway. They will not show up until compression tech has been research and once it is researched, every recipe you have is unlocked in it's compressed form.
--Fixed bug where temperature of fluids were ignored.
--Fixed a bug making recipes show early.
--Fixed some information issues.