[MOD 0.11.x] Ore processing

Topics and discussion about specific mods
User avatar
SHiRKiT
Filter Inserter
Filter Inserter
Posts: 706
Joined: Mon Jul 14, 2014 11:52 pm
Contact:

Re: [MOD 0.11.x] Ore processing

Post by SHiRKiT »

I'd prefer to have no loop but a faster production. So we can make builds that use this and have a bit of improvement in trade of time spent and energy required. My 2 cents, I like your mod.
chlue
Inserter
Inserter
Posts: 43
Joined: Sun May 25, 2014 2:06 pm
Contact:

Re: [MOD 0.11.x] Ore processing

Post by chlue »

Hello,

I have rebalanced version 0.5.5 for my play-trough. I guess my balancing is not really in line with your expectations, but I think it could be worthwhile to share it anyway :) Maybe you get some ideas from it.

Basically the following changes were done:
- changed recipe times, power req., number of items,... (see attached spreadsheet)
- aligned the recipes such that I can build this tileable setup:
factorio_oreprocessing.jpeg
factorio_oreprocessing.jpeg (451.08 KiB) Viewed 6032 times
Note: Each string can roughly keep 2 smelter of both ore types busy
- The ore washing plant produces stone as a side product
- the centrifuge uses lubricant instead of coal
- the matter compilator requires alien science packs but is ridiculous efficient (basically it generates roughly 94 ore for each alien artifact)
- I added an alternative path to create steel (1 coaldust from centrifuge combined with 4 crystallized iron dust in an assembler yields 1 steel dust which can be smelted into one steel bar --> ~25% more efficient but coal is needed)

So far for my taste if feels balanced and the efficiency gain make it worthwhile to use in a normal game

To made the changes affect my current game I had to enter this commands:
/c game.player.force.resettechnologies()
/c game.player.force.resetrecipes()
/c game.player.force.technologies["matter-compilation"].researched = false
/c game.player.force.technologies["matter-compilation"].researched = true
/c game.player.force.technologies["advanced-material-processing-4"].researched = false
/c game.player.force.technologies["advanced-material-processing-4"].researched = true
The same should work to switch back to the unmodified mod, but I strongly advise to test this out on a copied save!
Attachments
oreprocessing_0.5.5_rebalanced.zip
(1.02 MiB) Downloaded 206 times
Factorio_OreProcessing.ods.zip
(48.56 KiB) Downloaded 190 times
Neomore
Inserter
Inserter
Posts: 47
Joined: Sun Jun 21, 2015 5:42 pm
Contact:

Re: [MOD 0.11.x] Ore processing

Post by Neomore »

After playing around with the mod, and doing some math, I came to the conclusion that the mod was causing a net loss of resources. As such, I modified it. Use it as you will.
Attachments
neworeprocessing_1.0.0.zip
(919.77 KiB) Downloaded 181 times
Author of Advanced Factorio, a set of mods that add small bits of Advanced functionality to your gameplay

Check it out here: https://mods.factorio.com/user/neomore
aklesey1
Smart Inserter
Smart Inserter
Posts: 1862
Joined: Sun May 18, 2014 3:45 pm
Contact:

Re: [MOD 0.11.x] Ore processing

Post by aklesey1 »

Author can your mod use ores from bob mod? - gold, silver, tin, tungsten, galena, rutile, quartz, bauxite?
Nickname on ModPortal - Naron79
Post Reply

Return to “Mods”