Hi all -
Wow, so much activity! I don't want to get distracted actually implementing fixes until I get the mod on GitHub, but I at least compiled everything from the recent posts here into a list of my own. I copied it roughly below, I guess it's like a precursor to a proper GitHub list of known issues. I also wanted to quickly address a lot of people's comments in a short space. Plus, you get to see some of my thought process and ideas, including apparently being a little bit too excited about very-large-scale-integration microchip circuits
Oh, I didn't list it here, but I did see the idea about the small lab building, to break bootstrapping locks. I considered something similar awhile ago, and I think someone else brought it up in the form of an early chemistry workbench, but I feel it's too ambitious for just now. If I can think up (read: if my mind dumps inspiration on me) a way to integrate it well, I'll strongly consider it. Or maybe someone else can fork it, once we're on GitHub! I guess that's pretty damn important huh? Yeah, wow.
========== Version 1.3.1 Released ==========
AESTHETIC
- Use the correct "bushing" term for bronze rotating shaft holders
- Different colors for the pastic spool part of different wires
*Issue with steel plate accidentally working as landfill. It can go right up to water, covering all the land tiles, and
when the plate is taken up, the base game adds a few squares of land back in. This is a Factorio bug, but I can have XM
avoid it
RESOURCES & MATERIALS
- Fix the mining hardness of ores downgraded from tough-solid to hard-solid (garnierite in particular)
- Look into moving the early mining productivity research to a more reasonable starting point...
- Go through and check that coke can be (re-)cycled with low enough mined material costs
Includes look at the advanced coking recipe - jodokus31 asked if it is too slow. Check time per carbon atom.
- Added missing unlock of hematite-washing recipe to iron-refining tech
- Doubled yield of proper limestone washing recipe. Stone is now a 2-unit rock.
*Examine Acheson graphite (powder) for ratios and catalytic action. I have a diagram of this somewhere...
*Also graphite block sounces & sinks (carbon-processing tech)
*The two solder recipes are for different machines, smelting vs. electric furnaces
- Fix the excessive chlorine output from HCl electrolysis (! XD)
*Okay, I realized ruber is required for trains. Whoops. Definitely do the piston-cylinder assembly thing to remove that -
trains should not need rubber, only internal combustion engines should (hoses etc.). I like the idea of having to
venture out for the first time to acquire nickel for chemical plants, and the sense of achievement from that
WASTE
*A LOT
- Recycling of burner version machines: drill, machine tool, assembler, reactor, sluice
- !! Patch waste situation
Waste water
Now slag too
- More detailed balance of simltaneously reaching waste creation and waste treatment processes
PARTS
- Change name of Internal Combustion Engine Unit to just Pistone Engine Unit
- Possible: piston-cylinder subassembly, for ingredient in: steam locomotive, (combustion) engine unit, and reciprocating pump
- Move coil-1-b to induction-2 tech, from motor-1 (phenolic resin not acquired by the time of motor-1)
CIRCUITS:
*Simplify all 3 current tiers (step down half a tier), add a tier 4
*New tiers: basic electromechanical, standard electronic (no Si), improved electronic (with Si), advanced electronic (Si II)
*One integrated "components" assembly, to represent all the relevant parts. Comes in tiers, higher tiers need more stuff.
*My idea with keeping the electromechanical tier is to represent *large* and simple things, like major switches,
that control the massive power flowing through a machine, instead of the very low power and immense complexity of
super-advanced data processing circuits
*The data parts removed in 1.3.1 should not be necessary anymore... do they cause problems with technologies?
- New tier 3 circuit
metallized-3: (I like gilded copper sheet better than gilded silver sheet)
etched-3: 4 metallized-3 + [HNO3 + HCl] -> 4 etched-3 (+ spent etchant ?)
components-3: ICs! MICROCHIPS! + capacitors + inductors
improved capacitor recipe, lower cost
circuit-3: X -> 1 Improved Electronic Circuit
- New tier 4 circuit
metallized-4:
etched-4: 4 metallized-4 + [HNO3 + HCl] -> 4 etched-4 (+ spent etchant)
components-4: VLSI! CPUs! + crystal resonators
circuit-3: X -> 1 Advanced Electronic Circuit
- Re-work silicon wafers: all start from simple clean wafer. more recipe steps for more advanced wafers, to match the
more [mask -> etch/deposit -> de-mask] cycles in real photolithography
MACHINES
- Upgraded electric furnaces (dedicated items & entities) using tier 2 components, including Cr-Mg refractory
*Early tooling-1 recipe: steel is or cutting and other hard stuff. Wood is forms for metal spinning. Stone brick is meant
as abrasive, like a grindstone.
- Replace alloy mechanism in gas discharge lamp recipe with circuit-1
- Fix place-pickup items for electric foundry forge
LOGISTICS
- Crude electric inserter (?)
- Loader situation: keep XM recipes for people who want to use only XM
- Test out a bit of integration with other mods: find a good, standalone loader mod to add as an optional dependency. That way I get its good loader behavior with my good recipes
- Fix the prerequisites for the fast inserter - it needs motor 1 and circuit 2, not motor 2
- Replace 2 control-1 in locomotive with 4 of mechanism-1
- Added proper steel-parts dependency for logistics-1
MISC
- Get rid of a lot of redundant tech prerequisites
- Remove all old migration files, as a test. Old unconverted worlds seem unlikely at this point, one might as well just start a new one anyway
- !!GITHUB!!
========== Version 1.4.0 TO BE Released ==========