[0.16.50] Dark Matter Replicators

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TempiDrachen
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[0.16.50] Dark Matter Replicators

Post by TempiDrachen »

Type: Mod
Name: Dark Matter Replicators
Description: Adds a line of buildings which can produce items using only electricity
License: You may use, redistribute and modify this mod as you wish so long as I receive some form of credit for my work on the mod.
Version: 0.7.9
Release: 2018-6-13
Tested-With-Factorio-Version: 0.16.50
Category: Item
Tags: New Ore Type, New Lab Type, Flavor Text, Items, Buildings
Download-Url:
dark-matter-replicators_0.7.9.zip
(4.03 MiB) Downloaded 486 times
dark-matter-replicators_0.7.8.zip
(4.03 MiB) Downloaded 284 times
dark-matter-replicators_0.7.7.zip
(4.03 MiB) Downloaded 369 times
dark-matter-replicators_0.6.3.zip
(2.93 MiB) Downloaded 12659 times
dark-matter-replicators_0.5.7.zip
(2.84 MiB) Downloaded 2403 times
Website: https://mods.factorio.com/mods/TempiDra ... discussion
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Last edited by TempiDrachen on Wed Jun 13, 2018 8:21 pm, edited 58 times in total.
Shanix
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Re: [0.12.1]Dark Matter Replicators

Post by Shanix »

I love this fork. I absolutely love this. From the flavor text to additional recipes to the balancing, I'll be honest, this is superior to both of the other replicators to exist. Seriously though, that flavor text, it's great. I love the names of the research, it's the first time I've ever felt immersed in Factorio, like I was actually that guy, not just building a factory.

You did real good work here man, real good work.

EDIT: There are several recipes that have 0 needs. They're all tier three, requiring the scoop and the one above it. At least, that's as far as I've gotten.
Ideoges
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Re: [0.12.1]Dark Matter Replicators

Post by Ideoges »

I like it a lot, especially the fluff text. Thank you for your mod/port TempiDrachen.

Is there a chance that you also include Dytec Ores and Recipes?
DreamSmith
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Re: [0.12.1]Dark Matter Replicators

Post by DreamSmith »

Excellent continuation, kudos for the flavor text. I'll second the request for the dytech ores.
I suggest that this be promoted from unofficial. There is plenty of uniqueness from the other fork and this is excellent in it's own right.
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darkshadow1809
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Re: [0.12.1]Dark Matter Replicators

Post by darkshadow1809 »

You did a goodjob there buddy :) This was actually what me and doublespin were going to do for 0.12 haha ;) Haven't just gotten the time for it. but now that you have done it :) Its a great thing to see!

Since both dev's are probably .... dead xD (Not going to continu replicators cause this one is superior)

Go ahead and add it to the actual mod section if you'd like :)


Thanks again! & This will get added into the modpack :) Its very nice to see this again.
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jorgenRe
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Re: [0.12.1]Dark Matter Replicators

Post by jorgenRe »

You know what would be awesome?
That the tiles around the machines began to change into some sort of machine tiles 8-)!
And yes it's possible with the current modding capabilities ;)!
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Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces
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oLaudix
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Re: [0.12.1]Dark Matter Replicators

Post by oLaudix »

How does the ore added in this mod look like on the map? I tried to regenerate existing games and starting a new one but i didnt find the ore at all.

EDIT: Nvm, i just noticed it is conflicting with RSO :/
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orzelek
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Re: [0.12.1]Dark Matter Replicators

Post by orzelek »

oLaudix wrote:How does the ore added in this mod look like on the map? I tried to regenerate existing games and starting a new one but i didnt find the ore at all.

EDIT: Nvm, i just noticed it is conflicting with RSO :/
Grab latest RSO - I've added support for new ore. Should work then but regenerating will be a lot of fun - one more new ore = totally new ores layout :D
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oLaudix
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Re: [0.12.1]Dark Matter Replicators

Post by oLaudix »

orzelek wrote:
oLaudix wrote:How does the ore added in this mod look like on the map? I tried to regenerate existing games and starting a new one but i didnt find the ore at all.

EDIT: Nvm, i just noticed it is conflicting with RSO :/
Grab latest RSO - I've added support for new ore. Should work then but regenerating will be a lot of fun - one more new ore = totally new ores layout :D
I had 12 mining outposts. HAD is a keyword here -_-
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orzelek
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Re: [0.12.1]Dark Matter Replicators

Post by orzelek »

oLaudix wrote:
orzelek wrote:
oLaudix wrote:How does the ore added in this mod look like on the map? I tried to regenerate existing games and starting a new one but i didnt find the ore at all.

EDIT: Nvm, i just noticed it is conflicting with RSO :/
Grab latest RSO - I've added support for new ore. Should work then but regenerating will be a lot of fun - one more new ore = totally new ores layout :D
I had 12 mining outposts. HAD is a keyword here -_-
You don't need to regenerate - it will roll for the ore in any new region encountered. You might need to travel a lot to find it then. (At least it should. I did not test scenario like that).
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oLaudix
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Re: [0.12.1]Dark Matter Replicators

Post by oLaudix »

orzelek wrote:You don't need to regenerate - it will roll for the ore in any new region encountered. You might need to travel a lot to find it then. (At least it should. I did not test scenario like that).
I did. I did find patches eventually. I guess it would work like this with any other ore mod since the chunks are generated on the fly.

Also quick question. Is Yuoki stuff added to the mod or does it create recipies on the fly somehow?
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DreamSmith
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Re: [0.12.1]Dark Matter Replicators

Post by DreamSmith »

Thankyou for the extra mod compatability!
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oLaudix
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Re: [0.12.1]Dark Matter Replicators

Post by oLaudix »

I found a little bug with bobplates mod.
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TempiDrachen
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Re: [0.12.1]Dark Matter Replicators

Post by TempiDrachen »

There seems to be some problems with using DMR with Bob's mods without also having DyTech. I only really tested this mod with DyTech and Youki and didn't know that Factorio mods could even interact with mods outside of their dependencies. The compatibility issues should be fixed in the next version of this mod.
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oLaudix
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Re: [0.12.1]Dark Matter Replicators

Post by oLaudix »

TempiDrachen wrote:There seems to be some problems with using DMR with Bob's mods without also having DyTech. I only really tested this mod with DyTech and Youki and didn't know that Factorio mods could even interact with mods outside of their dependencies. The compatibility issues should be fixed in the next version of this mod.
Ores that were added by Bobmod were available to research though. Do you use some sort of dynamic recipe creation or did they just happen to have same names? (Gold, Zink, Silver etc)
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TempiDrachen
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Re: [0.12.1]Dark Matter Replicators

Post by TempiDrachen »

The Dark Matter Replicators mod does not load data directly from any other mods. It does, however, check to see if Factorio has loaded items with specific names from any location. If two items have the same name then Factorio treats them as being the same and by extension DMR does so as well.
DreamSmith
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Re: [0.12.1]Dark Matter Replicators

Post by DreamSmith »

It'd be nice if we could use inserters on your labs :)
TempiDrachen
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Re: [0.12.3]Dark Matter Replicators

Post by TempiDrachen »

I won't normally bump just for updates, but 0.5 was a big one. It's mostly inter-mod support for various other mods, though, so if you play vanilla Factorio then it won't add much for you besides the new borders and the rebalance.
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oLaudix
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Re: [0.12.3]Dark Matter Replicators

Post by oLaudix »

I was waiting for Bob's mods ^^
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Degraine
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Re: [0.12.3]Dark Matter Replicators

Post by Degraine »

Since this is a fork, should it really be in the unofficial updates section?
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