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[MOD 0.12.29+] Clondike

Posted: Sun May 01, 2016 10:20 pm
by Thyrann
Name: Clondike
Description: Brutalized science. Dig deep into the conveyor hell to get you the next step further. (With tiny help if you lack basic resources - now "craftable")
Version: 0.0.4
Last Release: 2016-05-02
Tested With Factorio: 0.12.29
Dependencies: Factorio 0.12.x
Download: https://www.dropbox.com/s/5jmd3emnqrgev ... 5.zip?dl=0
Tags: Science

I was just little bored and thought about how to make factorio little more hellish. More science packs can be created easily. So I digged a bit and changed the recipes for science packs to really create the real autodamnation. :-) Also added a possibility to craft basic ores - slowly...

Enjoy

Just the red science screen: http://imgur.com/MsGOZdK

Code: Select all

Recipe changes:
Red: burner mining drill + offshore pump
Green: assembling machine 1 + basic splitter + gun turret
Blue: logistic robot + electric furnace + rocket + oil refinery
Alien: express splitter + speed module 2 + distractor capsule + alien artifact x2

Re: [MOD 0.12.29+] Clondike

Posted: Tue May 03, 2016 9:55 pm
by sckuzzle
Perhaps it would be worth posting what exactly you changed all the recipes to so people know what they are installing?

Re: [MOD 0.12.29+] Clondike

Posted: Tue May 03, 2016 11:11 pm
by Thyrann
Recipes added...

Enjoy. :-)

Re: [MOD 0.12.29+] Clondike

Posted: Sat May 14, 2016 8:43 pm
by MacenBacen
I like the changes to the sience, makes it more interesting to build.

But you might need to change the explosive rockets to regular, as explosive rocketry needs blue sience to be research.

Re: [MOD 0.12.29+] Clondike

Posted: Sat May 14, 2016 9:40 pm
by psznm
well, this sure is hellish :D however 5x alien artifacts for 1 alien? or for 10? if it is for 1, then i cant see anyone going out to grind 10k alien artifacts just to get follower count 20

Re: [MOD 0.12.29+] Clondike

Posted: Mon May 30, 2016 7:17 pm
by sumdawgy
psznm wrote:well, this sure is hellish :D however 5x alien artifacts for 1 alien? or for 10? if it is for 1, then i cant see anyone going out to grind 10k alien artifacts just to get follower count 20

Unless maybe something like "small artifacts" is implemented...where you can 'collect' some partial artifacts from most kills.

Re: [MOD 0.12.29+] Clondike

Posted: Fri Jun 10, 2016 11:09 pm
by Tankh
I like the idea.

Made me think of some sort of "roguelike research" mod that would randomize each science pack recipe at the start of each game.

Re: [MOD 0.12.29+] Clondike

Posted: Sun Jun 12, 2016 3:14 pm
by Thyrann
Thanks for all the update and sorry for later response.

changes to 0.0.5:
- explosive rocket changet to rocket
- alien artifacts for alien science change from 5 to 2 (and YES that is the recipe for ONE science pack)

One thing I really dislike is that even with blue only science i always got thousands of alien artifact with nothing to do with them. Hence the change from ten to one science pack to make the end game really the end game. In a bit of roleplay - if you are going to real end game, the biters have been "relocated" out of the way of your immense factory.

Enjoy again. :-)

Re: [MOD 0.12.29+] Clondike

Posted: Tue Jun 21, 2016 11:27 pm
by Zackreaver
Hey like the idea of the mod, I have only one real concern, the offshore pump and burner mining drill both require assembly machine 2's in order to automate their construction. This means you have to handcraft 120 red science packs before you can automate the procedure as opposed to 10. That is absolutely ridiculous.

Part of what makes factorio enjoyable is creating an automated factory, but this mod makes the automated procedure extremely distant. I'd recommend adjusting the research costs for automation 2 and electronics. 120 science packs all crafted by hand is an extremely long and boring procedure, even with the ingredients crafted prior. I was excited to create far more complex assembly lines but before having to do that I have to sit and wait for my character to craft all these packs, it puts a bit of a damper on the gameplay.