Mods introducing new content into the game.
New places to build more factories.
Augmented or new ways of transporting materials - belts, inserters, pipes!
Map generation and terrain modification.
New Ores and resources as well as machines.
Things related to oil and other fluids.
Furnaces, assembling machines, production chains.
This seems like a fun mod and I'm digging into it. Unfortunately I'm a bit stuck at the moment as I can't figure out how to get copper? I see the chain with chem plants but I can't build those in the first place without copper.
Also, Maraxsis kind of overwrote your Salt Electrolysis recipe; would you be able to change the name (internally) so that it can be used as it no longer functions properly?
Also, there's that recipe that turns water into hydrogen and oxygen (which is unnamed?). Was that supposed to be the other way around so that water could be obtained for power?
Also, not sure how I'm to get sulfuric acid; how do I get the petroleum for the sulfur or the initial acid to make the vanadium oxide for the catalyst to make more acid?
(and that's assume that the oxygen/hydrogen recipe from water is supposed to be to water, otherwise that gives even more issues of how to get the water)
Also, this calcium chain from calcite to quicklime and slaked lime to calcium... where is this calcite coming from? Do I need to ship it in as well?
Oh, I see natural gas used be in the resources; why was that edited out?
So, I tweaked it to fix the recipe name, so now I can get the water and salt from the salt water. However, that still gives the issue of obtaining sulfur and calcite.
(I shipped in copper and sulfur for now but would be nice if this wasn't required long term. Or is the intention that it be dropped from a satellite? Still will take a lot to reach that point though.)
Also, am I required to ship in foundries to get the molten iron? That I can accept as I can build a simple rocket base, leave, and come back with the rest of those supplies.
And is the Ferric Chloride to Advanced Circuits recipe just to save 2 copper from each? Or am I missing something?
This mod isn't bad, and I'm excited to progress through it, but I think it's kinda lacking and unable to be played without big shipments in. Would really help if there was a way to get:
- Copper
- Sulfur or petroleum gas
- Calcite
Yes, Shchierbin assumes that you will build an orbital station in his orbit. It was never planned as a planet: it arrived without resources and flew away. I think such planets are not quite right.
Natural gas was supposed to be a source of plastic (PVC) and sulfur (for sulfuric acid), but I still couldn't fix it in a month. His deposits simply did not appear.
Copper will never appear on Ščierbin. And yes, some alternative recipes are made to save copper.
Сhlorine has been redone so that it can be used at least somewhere.
Calcium recipes are more interesting because it represents an absolute cycle. to start, you need a little water and x is the amount of calcite.
The vanadium-steel-plate is being replaced as post-vanadium content and an expansion of the reward for passing the Vulcanus.
Locale may lag behind the mod version in some places, sometimes I just forget to add the necessary lines there + I do not know English.
To summarize Щербин, this is a planet that is responsible for solving some technological production tasks, first of all, it improves the internal planets of the Kalidus star system.
I will update the salt electrolysis recipe in the next update.
Copper and Sulfur drop it from space.
Ah, ok, thanks!
Yeah, that makes sense, with copper, sulfur, and calcite dropping from space; fits the theme of secondary asteroid products.
So, the plan is to get natural gas working then? You could even just do petroleum gas vents as that would be enough for plastic (and I can ship in a bit of heavy oil for coal liquification for lubricant if I need some, for the electric engines), but I get if you want a direct natural gas -> plastic so the player can't just use the petroleum gas for sulfur instead XD
I like the sound of that, looking forward to the update!
Just please include a migration so that the natural gas vents spawn on already explored maps please
I tried to "just" make natural gas sources, but they broke down and I couldn't fix them for a long time, so I cut them out to release Shcherbin before the heat death of the universe.
As for natural gas, it will have to be fractionated into methane (as in Ceris) and hydrogen sulfide (as in Corrundum). Methane was used for plastic and phosgene, and hydrogen sulfide as a source of sulfur compounds.
I do not know how to work with migration. I would be glad if you could help me with it.
(Sorry for the delay)
Ok, sounds good!
Ah, ok, this is the page on migrations: https://lua-api.factorio.com/latest/auxiliary/migrations.html
Basically you just need to make a "migrations" folder in the mod and add a lua file. The code should be something like:
game.surfaces["shchierbin"].regenerate_entity("natural_gas")
or something like that (https://lua-api.factorio.com/latest/classes/LuaSurface.html#regenerate_entity).
Are you in the Discord? Lots of people there in the mod channels that will help you with it (both the migration and natural gas)
Speaking of the natural gas... might it be easier to, instead of reinventing it, just copy either the sulfur vents or raw oil veins and just tweak them? May be a lot easier that way.
Also, side note but could the Crusher 2 have 3 (or even 4) module slots?
spoilers:https://imgur.com/a/jO09CHU
Oh nice, the gas vents are there. Is the issue that they fill every spot?
Also, that second image is just showing up blank and I can't see it.
I repain natural gas gejser spawn.
Ah nice.
Ok, that looks cool as a way to get petroleum and plastic!
No, no, no, no petrolium. Only Methane and Hydrogen sulfide
https://imgur.com/a/cVRrim2 Shchierbin base processing zavod.
I also couldn't make a migration script.
Ah, my mistake.
Oh that looks cool!
Were you able to ask for help with the migration script on the Discord? Did you try the code I sent?
I make script.
only for now it needs to be run manually.
I made the migration script work.
Oh Awesome!
I was just trying to get it going XD
Will give it a download and try later
Yes, Shchierbin assumes that you will build an orbital station in his orbit. It was never planned as a planet: it arrived without resources and flew away. I think such planets are not quite right.
Which is cool, planets missing "vital" resources are a nice challenge. Maybe the planet research description could mention the lack of copper?
Copper and Sulfur drop it from space.
Thing is, I can't imagine anyone choosing this plan. It's just vastly easier to drop LDS & blue chips, especially as Fulgora is right next door. Which could make the entire plastic process a little irrelevant.
Shcherbin is also next to Gleba. So if local plastic production is complicated, it's competing with Bioflux + Yamako mash to be implemented at all.