Github: WhistleStop
Type: Manufacturing
Initial Release: 2018.06.25
Latest Release: 2018.07.20
Version: 0.1.0
Whistle Stop Factories
This mod creates big assembly machines and big furnaces that spawn randomly around the map and provide huge processing throughput with built in belt loaders. The point of this mod is to make the game all about trains by making the objective about linking these randomly distributed factories.
The big assembly machines also act as chemical plants. And in order to provide factories that are 30 times faster (or more with beacons), the mod implements alternative versions of each recipe that are 50 times larger to get around the 1 recipe per tick limit.
Pictures
Big assembly machine making circuits
Big assembly machine acting as chemical plant
Big furnace making iron plates
Recipe picture of alternative recipes for the big machines
Big assembly machine acting as chemical plant
Big furnace making iron plates
Recipe picture of alternative recipes for the big machines
Version History
Version: 0.1.0
Changes:
- Added Oil Refinery (rare)
- Setting recipes now automatically creates map tags with the item's icon (can be disabled)
- Big factories now spawn on the 2x2 grid to match blueprints that have rails
- Balanced power consumption to be about 4 times higher to be more in line with other entities
- Loaders now rotate with big factories (added always-on pipes to make this work)
- Loader's speed now matches the fastest loaders or belts possible in your current game
- Limited spawning to the main surface
- Change ratio of spawning to change over time. First two spawns are furnances, but then the game focuses on assemblers
until eventually finding a balance similar to whats required for an equal amount of all of the science packs
- Big recipes unlocks are now hidden from the technology screen to avoid clutter
- Improved algorithm for minimum distance checking to be much more efficient, also changing setting affects current buildings
Bugfixes:
- Fixed issue where factories could spawn on the edge of a chunk
- Added more edge-case testing to avoid crashes from bad data from other mods
- Added additional logic to further avoid spawning over ores, rso is optional dependency now
- Created cleanup logic for indestructable loaders that can sometimes be created by errors or conflicts with other mods
- Loaders under factories no longer copied into blueprints,a,
- Better localization for mods so "Unknown Key" doesn't show up for item-groups or recipes
---------------------------------------------------------------------------------------------------
Version: 0.0.8
Bugfixes:
- Fixed issue with Reverse Factory caused by multiple refrences to the same table
- Fixed issue with recipes with expensive version but not normal version or vice-versa
- Fixed issue where loaders stopped working
---------------------------------------------------------------------------------------------------
Version: 0.0.7
Changes:
- Big Factories can no longer be deconstructed, blueprinted, or leave a ghost
---------------------------------------------------------------------------------------------------
Version: 0.0.6
Changes:
- Big Factories are now immune to poison to prevent termite damage
Bugfixes:
- Fixed issue with AAI and other mods for a recipe format that wasn't accounted for causing game crash
- Prevented situations where only loaders spawned and not the factory which was caused by a side effect of interactions with certain mods
- Fixed an issue with automatic probability adjustment
---------------------------------------------------------------------------------------------------
Version: 0.0.5
Bugfixes:
- Recipes with product outputs exceeding stacksize now limited to prevent lost items
- Fixed some recipes getting tagged with the wrong subgroup
---------------------------------------------------------------------------------------------------
Version: 0.0.4
Bugfixes:
- Productivity modules now work in big factories
- Big factories now take any crafting category that currently exists on the assembling-machine-3, electric-furnace, or chemical-plant for better mod support
---------------------------------------------------------------------------------------------------
Version: 0.0.3
Changes:
- Spawn attempts now automatically adjust to be more frequent if they are frequently failing due to ore, terrain, or other entity conflicts
- Changed map colors of big furnace and big assembling machine so they'll be different on the map
- Increased the recipe icon size displayed on assembling machines and furnaces
---------------------------------------------------------------------------------------------------
Version: 0.0.2
Changes:
- Furnaces now take up to 6 modules
Bugfixes:
- Changed big-furnace to a assembling machine to allow steel and stonebrick production with their stacksize limit
- Migrated entity definitions to data-final-fixes so it will load after all other mods
- Fixed build/deploy script unicode issue
- More error catches for unexpected values in modded recipes
---------------------------------------------------------------------------------------------------
Version: 0.0.1
Changes:
- initial release
Changes:
- Added Oil Refinery (rare)
- Setting recipes now automatically creates map tags with the item's icon (can be disabled)
- Big factories now spawn on the 2x2 grid to match blueprints that have rails
- Balanced power consumption to be about 4 times higher to be more in line with other entities
- Loaders now rotate with big factories (added always-on pipes to make this work)
- Loader's speed now matches the fastest loaders or belts possible in your current game
- Limited spawning to the main surface
- Change ratio of spawning to change over time. First two spawns are furnances, but then the game focuses on assemblers
until eventually finding a balance similar to whats required for an equal amount of all of the science packs
- Big recipes unlocks are now hidden from the technology screen to avoid clutter
- Improved algorithm for minimum distance checking to be much more efficient, also changing setting affects current buildings
Bugfixes:
- Fixed issue where factories could spawn on the edge of a chunk
- Added more edge-case testing to avoid crashes from bad data from other mods
- Added additional logic to further avoid spawning over ores, rso is optional dependency now
- Created cleanup logic for indestructable loaders that can sometimes be created by errors or conflicts with other mods
- Loaders under factories no longer copied into blueprints,a,
- Better localization for mods so "Unknown Key" doesn't show up for item-groups or recipes
---------------------------------------------------------------------------------------------------
Version: 0.0.8
Bugfixes:
- Fixed issue with Reverse Factory caused by multiple refrences to the same table
- Fixed issue with recipes with expensive version but not normal version or vice-versa
- Fixed issue where loaders stopped working
---------------------------------------------------------------------------------------------------
Version: 0.0.7
Changes:
- Big Factories can no longer be deconstructed, blueprinted, or leave a ghost
---------------------------------------------------------------------------------------------------
Version: 0.0.6
Changes:
- Big Factories are now immune to poison to prevent termite damage
Bugfixes:
- Fixed issue with AAI and other mods for a recipe format that wasn't accounted for causing game crash
- Prevented situations where only loaders spawned and not the factory which was caused by a side effect of interactions with certain mods
- Fixed an issue with automatic probability adjustment
---------------------------------------------------------------------------------------------------
Version: 0.0.5
Bugfixes:
- Recipes with product outputs exceeding stacksize now limited to prevent lost items
- Fixed some recipes getting tagged with the wrong subgroup
---------------------------------------------------------------------------------------------------
Version: 0.0.4
Bugfixes:
- Productivity modules now work in big factories
- Big factories now take any crafting category that currently exists on the assembling-machine-3, electric-furnace, or chemical-plant for better mod support
---------------------------------------------------------------------------------------------------
Version: 0.0.3
Changes:
- Spawn attempts now automatically adjust to be more frequent if they are frequently failing due to ore, terrain, or other entity conflicts
- Changed map colors of big furnace and big assembling machine so they'll be different on the map
- Increased the recipe icon size displayed on assembling machines and furnaces
---------------------------------------------------------------------------------------------------
Version: 0.0.2
Changes:
- Furnaces now take up to 6 modules
Bugfixes:
- Changed big-furnace to a assembling machine to allow steel and stonebrick production with their stacksize limit
- Migrated entity definitions to data-final-fixes so it will load after all other mods
- Fixed build/deploy script unicode issue
- More error catches for unexpected values in modded recipes
---------------------------------------------------------------------------------------------------
Version: 0.0.1
Changes:
- initial release
Credits
DellAquila - For inspiring the mod and a lot of borrowed prototypes from mods such as Factrain, BigFurnace, and Circuit Factory
Daedeross - For factorio/lua questions and development environment and deployment code and advice
Gangsir/Bilka - For their work on the Ruins mod, which inspired part of the concept and provided part of the code for this mod
Daedeross - For factorio/lua questions and development environment and deployment code and advice
Gangsir/Bilka - For their work on the Ruins mod, which inspired part of the concept and provided part of the code for this mod