|Created:||2 years ago|
|Latest Version:||3.0.2 (5 months ago)|
|Factorio version:||0.15 - 0.17|
An Addon mod for my mod Omnimatter dealing with wood production.
Access the original here: https://mods.factorio.com/mods/EmperorZelos/omnimatter
This mods adds a way to get wood automatically from omnite through a process of using omnite in various forms.
There is a setting that turns all wood in the world into omnifused wood to make things difficult, it is defaulted to true but can be turned off at which trees gives ordinary raw wood.
Using upgrade planner? Try this alternative version https://drive.google.com/file/d/0B3Zy6XDZxBtTY1RtQ0lKWUxoeUE/view?usp=sharing
I do not read the forums here, go to the discord https://discord.gg/WQYks7W and report there and I will notice it!
-- Updated to 0.17
--Updated to the new API!
--UPDATING TO THIS WILL BREAK SAVES!
-- Huge structural overhaul. WARNING! RECIPE DISAPPEARENCE IS EXPECTED! UPDATE AT YOUR OWN RISK!
--Adapts so it requires the new metal Omnicium
--Introduces an inefficient way to make wood.
--Actually added an early way to get wood automated, it is highly inefficient but automated.
--0.16 Compatibility anad other stuff
-- Omnifluid compatibility.
-- Omnimarathon Compatibility.
--Compatibility with angels bioindustries
--Compatible with bioindustries
--Genereal compatibility increase.
-- Fixed the time to make seedlings when bobsgreenhouses are active. Reduced it to be 2 seconds instead of 20.
--Fixed bug that occured due to removal of file.
-- Fixed compatibility issue
--Added an option that makes it so wood can be turned on to only come from wood.
--Made omnimutator cost glass if present.
--Finally an update
--Added compatibility with bobs greenhouses, have both if you want a real challange in wood production.
--Fixed bug where it didn't check versions properly.
--Configured so one can choose when the initial wood mutation is profitable energy wise with respect to omnic acid production.