[0.11.X] PreFusion

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matpmag
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[0.11.X] PreFusion

Post by matpmag »

Current Features
Adds better power options for powering Modular Armour and Power Armor prior to fusion:

1. Triples the capacity of Battery MkI from 1 kJ to 3kJ.
2. Doubles the capacity of Battery Mk II from 5 kJ to 10 kJ.
3. Increases the power generated by Armor suit Solar Panels by 50%, from 10 watt to 15 watt.

Notes on balance:
1) This mod does not make solar panels overpowered compared to the Fusion Reactor.
In the base game the reactor armor module has a 4x4 tile footprint and outputs 750 watt, thus a power density of a bit under 49 watt per tile.
Compare this to the armor module Solar Panels which are boosted from 10 to 15 watt per tile, so even with the buff the Fusion Reactor still offers a bit more than 3 times the power density.[/i]
2) This mod does not change any of the recipes for the items

Verified as MP compatible!

Download
PreFusion_1.0.0.zip
PreFusion Factorio Mod
(983 Bytes) Downloaded 673 times
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Mod spotlight
Thanks so much to Xterminator for his spotlight on this mod!
Check it out:
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Changelog
Changelog
Planned Features
None at the moment - suggestions are welcome ;)

Thanks
My first mod!
Thanks to Peter34 for the idea
Thanks to Xterminator Xterminator for his spotlight on this mod - be sure to check out his channel
Last edited by matpmag on Thu May 21, 2015 11:40 am, edited 8 times in total.

Peter34
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Re: [0.11.X] PreFusion

Post by Peter34 »

Thanks, I look forward to trying it out!

I presume I should expect it to work in MP?

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Re: [0.11.X] PreFusion

Post by quinor »

There should be nothing complicated enough not to work on MP.

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Re: [0.11.X] PreFusion

Post by matpmag »

Peter34 wrote:Thanks, I look forward to trying it out!

I presume I should expect it to work in MP?
psorek wrote:There should be nothing complicated enough not to work on MP.
I haven't tried, but I'd expect it to work fine :) There's only three lines of code and none of them touch anything multiplayer related. If I've done something strange - let me know!

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Re: [0.11.X] PreFusion

Post by Peter34 »

We played for about 4 hours this evening, and didn't have any problems, although we haven't progressed far enough into the game to be able to make Modular Armor. We'll play again in 6 days, Tuesday evening EU time.

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Re: [0.11.X] PreFusion

Post by matpmag »

Peter34 wrote:We played for about 4 hours this evening, and didn't have any problems, although we haven't progressed far enough into the game to be able to make Modular Armor. We'll play again in 6 days, Tuesday evening EU time.
Cheers! Thanks for testing :)

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Re: [0.11.X] PreFusion

Post by Xterminator »

Nice idea! I think this could definitely be useful, especially for someone like me. Cause usually I just skip the batteries and solar panels all together and go straight for the fusion reactor, because the batteries/panels just don't seem worth it normally. But with your mod, it allows a pretty usable power suit set up before the reactor. :D If you don't mind, I think I will do a spotlight on this!
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Re: [0.11.X] PreFusion

Post by matpmag »

Xterminator wrote:Nice idea! I think this could definitely be useful, especially for someone like me. Cause usually I just skip the batteries and solar panels all together and go straight for the fusion reactor, because the batteries/panels just don't seem worth it normally. But with your mod, it allows a pretty usable power suit set up before the reactor. :D If you don't mind, I think I will do a spotlight on this!
Cheers dude :D Yeah that'd be class! Looking forward to it ;)

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Re: [0.11.X] PreFusion

Post by matpmag »

Xterm did a spotlight guys - go check it out, I've updated the OP :)

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Re: [0.11.X] PreFusion

Post by Peter34 »

In yesterday's MP game, we reached Modular Armor, and started using Solar Panels and MkI Batteries, and there were no problems at all. So I think you'd be justified in changing your mod's version number to 1.0.

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Re: [0.11.X] PreFusion

Post by matpmag »

Peter34 wrote:In yesterday's MP game, we reached Modular Armor, and started using Solar Panels and MkI Batteries, and there were no problems at all. So I think you'd be justified in changing your mod's version number to 1.0.
Cheers bud, I'll sort it this afternoon :)

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Re: [0.11.X] PreFusion

Post by matpmag »

\(^-^)/ Official Release \(^-^)/
Updated OP :)

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Re: [0.11.X] PreFusion

Post by Peter34 »

Will this mod get updated to alpha 12?

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