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:
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- dark-matter-replicators_0.7.7.zip
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- dark-matter-replicators_0.6.3.zip
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- dark-matter-replicators_0.5.7.zip
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License
License
This mod is a continuation of an abandoned mod which can be found at https://forums.factorio.com/forum/vie ... =87&t=6769. The original mod does not have a license.
While this continuation does not have a specific named 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.
This mod is a continuation of an abandoned mod which can be found at https://forums.factorio.com/forum/vie ... =87&t=6769. The original mod does not have a license.
While this continuation does not have a specific named 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.
Long description
Long description
This mod adds replicators, machines which can produce items using nothing but electricity. Lower tiers of replicators are the most energy efficient and can essentially transform depleted, empty land into a resource. Higher tier replicators can simplify production lines or otherwise act as a convenience. Tier 1 replicators can replace depleted mining drills, allowing your expansion to be for growth rather than necessity. Later tier replicators can simplify production chains at an increased electricity cost.
This mod adds replicators, machines which can produce items using nothing but electricity. Lower tiers of replicators are the most energy efficient and can essentially transform depleted, empty land into a resource. Higher tier replicators can simplify production lines or otherwise act as a convenience. Tier 1 replicators can replace depleted mining drills, allowing your expansion to be for growth rather than necessity. Later tier replicators can simplify production chains at an increased electricity cost.
Version history
Version history
- Pre-0.4.0 (no offical release)
- More replication recipes added
- Liquid replication is now done via replicators rather than chemical plants
- Flavor text added
- Technology names added
- Replication 1 must now be researched
- The player no longer starts with replicators in their inventory
- Rare Earths have been replaced with a new resource, tenemut, which is not infinite.
- Ion weaponry removed
- Overpowered solar panels and accumulators removed
- Green beacon and carbon entanglers removed
- Replicator pollution reduced, especially in regards to later tiers
- Replicator construction costs changed, now require various levels of circuits (most important is that tier 3 requires advanced circuits and therefore plastic)
- Research costs reduced, especially in regards to early tiers
- Replicator electricity costs increased, especially in regards to early tiers
- Updated mod to work with Factorio 0.11
- 0.4.0 (2015-07-22)
- Version was both the first 0.12 compatible version and the first public release.
- 0.4.1 (2015-07-22)
- DyTech ores are plates are now working again. You can still use this mod without DyTech.
- 0.4.2 (2015-07-26)
- Now Youki resources can be replicated as well. You do not need Youki to use this mod either, it is also an optional dependency.
- 0.4.3 (2015-07-27)
- Some recipes tweaked
- Advanced belt replication added
- There should be fewer technical problems when used with other mods
- Also, I have now realized the need for changelogs which are made as the changes are made and will start writing down my changes for later versions of this mod.
- 0.4.4 (2015-08-06)
- Created text files for changelog and roadmap
- Made basic and advanced electric poles into unconnected technologies
- Reduced the number of times that Factorio's data table is extended when making a new recipe (though this probably doesn't matter)
- Caused tenemut to be more rare and to only be found alongside stone
- Made it possible for a replication technology to have more than one item assigned to it
- Merged the rail replication technologies
- Merged the replication technologies for both the advanced electric poles
- Modified the item existence checker so that it can recognize items of the repair-tool, mining-tool and deconstruction-item item types
- Got repair pack replication working as a result
- Merged the replication techs for Yuoki pure elements into their equivalent plates
- Cleaned up the category icon for replication recipes
- 0.5.0 (2015-08-11)
- Made the recipes for crafting the replicators themselves appear in the right order
- Added bob ores and plates to replication
- Made different borders for the different types of replication (but it looks hideous and I will need to do it again)
- Removed the 600 that appears in the lower right corner of the lava technology icon
- Added mopower uranium
- Modified Science Pack 1 replication to use stone gears if DyTech is active
- Added Treefarm pharmaceuticals and replaced the late-game wood with a Treefarm germling
- Break the recipes up into subcategories based on replication type and then have them ordered within those subcategories by tier first and internal name second
- Removed numbers from science pack replication tech names so that all such techs are displayed at once
- Put numbers at the end of the tech names for pure elements so that their atomic numbers appear alongside their tech pictures
- Added Bob elemental fluids
- Added Landfill items
- Remade the gem replication system yet again
- Set the cost of transport belts to change depending on whether or not DyTech is enabled
- 0.5.1 (2015-08-11)
- Added an explosives_cost value to the replication recipes so that changing the energy cost of explosives will change the energy cost of every replication which uses explosives as well
- Rebalanced uranium costs
- Changed the tungsten ore photo to the right one
- Added titanium (how did I miss that?)
- Rebalanced the costs of sulfur, plastic, explosives and everything which uses them as ingredients
- Increased the density of tenemut clusters without changing their overall size
- Rebalanced the costs of the ores, plates and fluids added by various mods
- 0.5.2 - The Bob's Electronic Override Update (2015-08-12)
- Created a new particle effect for use when mining tenemut manually
- Minor balancing adjustments
- Moved the actual replication below its related recipes
- Added replication of chain signals as a replicable type of rail signal
- Added replication of wind turbines from mopower
- Moved the recipe for replication labs onto the row containing the recipes for making replicators
- Reordered and sectioned up the replication recipe/tech file to make it easier to follow
- Set module recipes to use DyTech module related costs if DyTech modules are enabled
- Added replication of logic diamond processors
- Made the different types of replication into actual subcategories
- Added replication of resin, rubber and solder
- Add replication of Bob circuits and their related components
- 0.5.3 - Various Bug Fixes (2015-09-01)
- Tweaked CPU replication so that it requires the technology to produce actual CPUs
- Removed the accidental requirement of tenemut replication for the replication of solder
- Fixed detection of bob's electric override
- Added an explanation for the solder name
- Fixed the prerequisites for electric override components
- Removed the original name of solder replication and its attempted justification
- Fix the prerequisites for replicating defender capsules
- 0.5.4 - The Bob Electronics Update Update (2015-09-01)
- Fixed the prerequisites for replicating sulfuric acid
- Added a new recipe for basic circuit boards
- Added a real recipe for basic electronics boards
- Made inserter and repair pack replication require basic circuit board replication instead of basic electronic board replication
- 0.5.5 - The Modules Update, part 1 - Vanilla Complete
- Made the replication cost of toxic dust non-arbitrary
- Moved the recipe for replication labs onto the start of their row
- Made different borders for the different tiers of device replication
- Add a special replication category for modules
- Add support for higher tiers of vanilla modules
- Started work on adding more support for DyTech modules
- Commented out DyTech module replication until I can actually test my work on it
- Made it so that tenemut is found in small, dense clusters
- 0.5.6 - The Modules Update, part 2 - Bob Modules Compatibility
- Added replication of Bob module components
- Removed all instances of Thumbs.db from the mod files in order to save space
- Added replication of Bob modules
- Add support for using productivity affecting modules with replicators (so any leftover raw productivity modules or god modules can be inserted into replicators or nearby beacond)
- 0.5.7 - The Modules Update, part 3 - Bob Modules Rebalance
- Increased the Bob Module tiers
- Moved bob logic boards down a tier
- Moved bob basic circuit boards up a tier
- Moved the advanced electronics 1 & 2 requirements up a replication tier
- Renamed phasing to "Basic Phasing", even if probably nothing will come of it in the future
- 0.6.0 - Version 13 Hotfix
- Made the mod work with Factorio version 13
- Updated some recipes to match changes in version 13
- Changed landfills from a mod replication to a vanilla replication
- Updated Tenemut generation to fit the new ore generation methods
- 0.6.1 – Support Fix
- Went over all the mods that DMR supports via replication and made sure they were still supported properly
- Updated the icon used for stone bricks
- Made it so that steel-based replication costs are reduced if cheaper steel is enabled in bobmods
- Fixed bob module replication
- Made landfill replication require landfill research
- Created a series of phasing-based ammunition types which phase into their targets to hit them
- Made grenades and magazines replicatable again
- Reduced the hitbox size for the replicators so that the player can walk between adjacent replicators
- 0.6.2 – Expanded Bob Support
- Commented out all the technology flavor text, at least until a later Factorio update stops them from taking up more space than their size
- Fixed a bug which stopped the user from replicating accumulators
- Changed toxic dust to be an ore replication rather than a chemical replication
- Added replication of Bob alloys and ceramics
- Added replication of bearings
- Added replication of lithium
- Made it so that if Bob Plates is detected then the replicators require some of the new plates to craft
- Added replication for fertiliser and seedlings
- Added replication of Bob science packs
- 0.6.3 - Factorio 14 Hotfix
- Made mod compatible with Factorio version 0.14
- Made it impossible to skip ever having to make tungsten via element replication
- 0.7.0 - Factorio 15 Support
- Removed every non-replication part of the mod (phasing ammo, expansion port and small furnace)
- Made it possible to configure more parts of the replicators by editing replicators.lua
- Moved technology flavor text to relevant items as it does not seem like that bug is going to be fixed anytime soon
- Added mod config options so that replicators.lua does not need to be (and now should not be) edited
- Fixed the replication recipe category icon
- Modified the replication recipe creation function so that it uses layered icons to create its own replication icons rather than loading them from their own files
- Created new periodic square graphics for the four vanilla elements but wow are they ever placeholders
- Removed everything not related to vanilla Factorio
- Remade the replication recipes for vanilla items
- Remade the localization file
- 0.7.1 - Very Fast Hotfix
- Fixed a typo in the Space Science Pack's cost which made it way too cheap to replicate
- Added localization strings to nuclear items
- 0.7.2 - Ease of Editing Update
- Fixed the replication cost of oil and by extension oil products
- Localization strings for replication technologies are now automatically generated
- 0.7.3 - The Return of Mod Stuff
- Fixed a bug where scaled replicators appeared too far to the side from their actual positions
- Greatly increased the science pack costs and required types of science pack for researching tenemut-based technologies so that the player can't gain access to higher tier replications too early
- Created a system where a table of replications is built up from this mod and potentially other mods which can use this one and then at the very end that table is used along with various recipes to generate the replications (basically you don't get to replicate science pack 3s before you have an assembly line for producing them)
- Rebalanced replication costs to take into account long production times (like most chemistry) and the use of energy intensive machinery (like oil refinineries)
- Rebalanced the default replicator energy consumption so placing down a single tier 1 replicator no longer causes a sudden cliff in energy consumption and also so that all tiers of replicator will have nice round numbers for their energy consumption amounts
- Remade all replications to use the table system and usually to reference recipes in order to calculate costs
- Added replication of things from Factorissimo2, Yuoki Industries, Bio Industries and much of Bob's Mods
- Made recipe-based calculations work correctly with the changed recipes in Bob's Mods
- 0.7.4 - Mod Support Bugfixes
- Fixed a bug where a crash occurs during prototyping if Bob's Plates is enabled but Bob's Ores is not
- Fixed a bug where a crash occurs during prototyping if there is a replication recipe for an item which does not exist
- Updated the mod to account for the changes made to the internal names of various things in conpatible mods
- 0.7.5 - Icon Bugfix
- Fixed a bug where a crash occurs during prototyping if there is a replication for an item with a layered icon
- Added direct support for the items and changes in AAI Industry
- 0.7.6 - Factorio 0.16 Compatibility
- Fixed a bug where air replication cannot be researched if Angel's mods are enabled
- Updated the mod to work with Factorio 0.16
- Created new ore graphics for tenemut
- 0.7.7 - Compatibility Stuff (2018-1-7)
- Fixed Factorissimo compatibility
- Localized name overrides can now do anything regular localized names can do
- Added replication of vanilla artillery shells and cliff explosives
- Disabled uranium magazine replication while Bob Warfare is enabled (for now)
- Created a new icon for the replication recipes category
- 0.7.8 - Additional Bob's Mods Compatibility and Connectivity (2018-3-8)
- Prevented the technologies generated by this mod from having redundant prerequisites
- Fixed a bug where if a disabled replication has itself as a prerequisite and is a prerequisite for another replication then the mod enters an infinite loop at startup
- Added new replications for various Bob's mod machines, ammunition and other components
- 0.7.9 - Other Mod Crash Fixes (2018-6-13)
- Fixed a bug where Factorio would crash during prototyping if this mod and Bob Logistics were enabled but Bob Warfare was not
- Fixed a bug where Factorio would crash during prototyping if both this mod and the omni mods were enabled
Roadmap
Roadmap
- 0.7.10 - Graphical Polish
- Make it so that replicators have shadows
- Make it so that the replicators go dark when they turn off
- Make a series of color masks which can be used for replicators, the replication lab and the repltech borders
- Create a new graphic for the replication recipes category
- Create a function for automatically creating a replication variable for a crafting category based on a machine
- Add a text file containing instructions on how to add replications as part of another mod
- Add replication of Darkstar Utilities ores and items (if it's updated for 0.16)
- 0.7.11 - Replication-based Scenario
- Create a scenario in which no ores are generated but the player starts with some electrical gear, replicators and the appropriate technologies
- Create a series of five dark energy reactors which produce energy (and pollution) from nothing (and whose techs are disabled by default)
- Create a mod settings file for the scenario and include a message at the start of the scenario stating that it is meant to be played with those settings
- 0.7.x+
- Fix a bug where the non-ore repltechs appear at the beginning of the technology list instead of at the end
- Make complex chemicals into their own category for the sake of mod stuff
- Add a configuration setting which causes the five replicator research technologies to take regular science packs and merges the three tenemut technologies into them
- Have the cost calculator calculate costs for every crafting difficulty instead of just normal and give replications different costs for different difficulties
- Make replication cost calculations use the new recipes from Angel’s mods when those mods are enabled
Addendum
Addendum
This mod is a fork of jamupsi's final version of the replicators mod, not of darkshadow1809 and doublespin's continuation of that mod. The reason for this is because I started working on Dark Matter Replicators before they posted their version. When jamupsi abandoned the original mod I though it could still be updated and I started working on a personalized version of it. I thought about posting my continuation on the forums, but then darkshadow1809 and doublespin released their own continuation of the mod and I decided that there wasn't any reason for there to be two active forks of the replicators mod at the same time. However, darkshadow1809 and doublespin still haven't updated their fork of replicators to work with version 0.12 so I figure I might as well post my own version in order to hold people over until then.
This mod is a fork of jamupsi's final version of the replicators mod, not of darkshadow1809 and doublespin's continuation of that mod. The reason for this is because I started working on Dark Matter Replicators before they posted their version. When jamupsi abandoned the original mod I though it could still be updated and I started working on a personalized version of it. I thought about posting my continuation on the forums, but then darkshadow1809 and doublespin released their own continuation of the mod and I decided that there wasn't any reason for there to be two active forks of the replicators mod at the same time. However, darkshadow1809 and doublespin still haven't updated their fork of replicators to work with version 0.12 so I figure I might as well post my own version in order to hold people over until then.