[MOD 0.15.x+] Bukket 0.2.0

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Duane
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[MOD 0.15.x+] Bukket 0.2.0

Post by Duane »

Bucket 0.2.0

Finally back from the dead after a two-factorio-versions hiatus.
FEATURES
LICENSE
RELEASES
I don't think this mod should have any conflicts with other mods, but please let me know if it does now, because I haven't tested it against other mods, and would like it to work with as many as possible. That process is easier to manage early on in a mod's life, but much harder to do later, especially if I write 40%+ of the mod behind a conflict-wall.

Feel free to PM me about helping with the art. I'm like 45% of the way to not being garbage. Close, but not quite.
Last edited by Duane on Wed May 31, 2017 3:39 am, edited 25 times in total.

Duane
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Re: [MOD 0.13.x] Bukket

Post by Duane »

PATCH NOTES:

0.2.5:
Rebalanced Ore Spawning rates again. Ore Carpets are the worst.
CHANGED:
  • Rich Iron 0.05 -> 0.04
  • Rich Copper 0.05 -> 0.04
  • Quartz 0.035 -> 0.030
  • Calcopyrite 0.035 -> 0.030
Temporarily removed all biter/spitter/mutalisk/guardian drops that have no use from the drop table.
REMOVED:
  • Biter Brain
  • Spitter Toxin Gland
  • Spitter Digestor
  • Biter Larvae
  • Spitter Larvae
  • Mutalisk Wing
Revamped ore processing:
REMOVED:
  • Rich Iron Ore no longer gives iron gravel, processing it does.
  • Rich Copper Ore no longer gives Filaments, processing it does.
  • Calcopyrite no longer has five outputs. Processing it now has ~3 based on how you process it.
  • Iron Ore washing now produces 2 gravel, down from 1 -> 3.
  • Iron Gravel now smelts into stone at a rate of 5 -> 1, instead of 1 -> 3.
  • Peat now smelts into Biomass at a rate of 5 -> 1, up from 3 -> 1.
I might do something similar with filaments, but currently they have enough uses to be disposed of. #CopperCableBelts

ENABLED:
  • Alien Reducing
  • Biter Plated Chitin -> Biter Chitin x5
  • Biter Endoskeleton -> Biter Plated Chitin x5
  • Spitter Maw -> Spitter Mucus x5
  • Spitter Bilebag -> Spitter Maw x5
Redid most weapons.
ADDED:
  • NEW: Acid-Thrower: Low Refire Rate means that it burns through ammo slower, but burns through bases just as fast. Does acid damage.
  • Rifle Damage 1 through 4, then infinite.
  • Rifle Speed 1 through 4, then infinite.
  • Auto-Rifle Damage 1 through 4, then infinite.
  • Auto-Rifle Speed 1 through 4, then infinite.
  • Laser Damage 1 through 4, then infinite.
  • Laser Rifle now has a secondary ammo-type with laser spread.
  • Added files for another rifle (Heavy Rifle) with slower firing speed, but high damage. Not added yet.
  • Biter Armor 1 - High Physical resist, no other resistances.
  • Biter Armor 2 - Extremely high Physical Resist, no other resistances.
  • Spitter Armor 1 - High Physical resist, no other resistances.
  • Spitter Armor 2 - Extremely high Physical Resist, no other resistances.
Last edited by Duane on Mon May 29, 2017 9:12 pm, edited 5 times in total.

Catbert
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Re: [MOD 0.13.x] Bukket

Post by Catbert »

I tried it. All technology items are waterdrops and in the technology tree it just says "unknown key" as description.

Also, i don't see recipes using silicon board etc, just the normal ones for advanced circuit for example. :(

Did you upload the correct version to the mod portal?

Duane
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Re: [MOD 0.13.x] Bukket

Post by Duane »

Catbert wrote: Did you upload the correct version to the mod portal?
Yes - but I broke it. Fixed it, added proper research for everything except for two weapons/two ammos because they're really good and I don't want people to play on such broken saves/form crutches.

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Re: [MOD 0.13.x] Bukket

Post by Catbert »

Ok, i started a game with your mod and i like it so far.

What i noticed:

- Washing tech must depend on steel research because you need steel to make a chemical plant
- The silicon board requires raw silica... where can i get that?
- There should be more recipes using the biter parts, you get so many of them there should be more uses, maybe at least biter wall or something
- Copper recipe in T2 mining drill shows "unknown key" as description in tech tree
- How can i get Chalcocite?
- Refining rich iron ore produces iron oxide? What is it used for?

Edit:
Found out how to get silica and Chalcocite. You need to put info about your ores into the mod description. Mention what you get when you mine an ore in the text.
There seems to be a problem with the iron oxide and refined iron.. there are no recipes using those items. Same for refined copper i think.
You mentioned Biter wall in the descripton of the mod but i could not find the recipe.

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Re: [MOD 0.13.x] Bukket

Post by Duane »

Mod updated. Added a lot, and separated out some recipes into separate researches because things were getting a little cluttered - one tech having 20 recipes was stupid.
  • Rifle Enabled by Military 1.5
  • Alien Circuits now exist.
  • Xenopaste now exists. Used to make Alien Circuits.
  • T2 Miner now requires Alien Circuits
  • Macerator now requires Alien Circuits
  • T2 alien parts can now be reduced to T1 alien parts, preventing T1 parts from being unattainable lategame. Eventually this will be true for T3 parts as well, which currently have no use.
  • Batch Circuits are now a separate research entirely. Everything was a mess. It's not now.

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Re: [MOD 0.13.x] Bukket 0.1.7

Post by Duane »

Mod updated again. Two releases in 27 hours, am I Dytech yet?
  • 5 new weapons
  • 5 new ammos, 1 per weapon, most interchangeable.
  • Rebalanced Shotguns, Pistols, and SMGs in the base game. Pistols and SMGs no longer strongly affect movespeed. Shotguns now have double their previous pellet counts, and do half as much damage per pellet.
  • Rebalanced resistances on all spawners. They now resist 75% of all Physical Damage, 50% of all Acid damage, 25% of Fire Damage. No flat resistances besides some to Explosion.
  • Redid all research. Everything flows in a straight line now, and all new weapons have their own spot in the base game's research tree now.
  • Enabled a lot of disabled recipes via research.

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Re: [MOD 0.13.x] Bukket 0.1.7

Post by Duane »

Another update.
  • - Fixed a loop. Silica was required for Silicon Boards, Silicon Boards were needed for Alien Chips, Alien Chips were required for the T2 Miner which was the only way (besides hand-mining) to get Silica.
  • - Added Quartz - Alternate, early, bulk source of Silica. Will eventually also be for Quartz, used in a few bits for Optics and MAYBE laser weapons if I feel like an adult this week.
  • - Retuned spawner resistances again. Added some base resistances to further nerf shotguns. Currently, T1 Shotguns CAN NOT damage any type of spawner without and damage upgrades.

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Re: [MOD 0.13.x] Bukket 0.1.7

Post by Duane »

Update shoved.
  • - Added Laser Rifle. Military 3.3. High single-shot damage. Mid-to-lategame. Not direct-fire.
  • - Added damage upgrades for all Bukket-Specific weapons. Fire-Rate upgrades will be later.
  • - Tweaked several dozen researches and recipe requirements.
  • - Fixed Refined Ore smelting. Sorry.
  • - Added almost all of the Quartz line. Laser bullets :^)

e v i l e d d y
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Re: [MOD 0.14.x+] Bukket 0.1.7

Post by e v i l e d d y »

Love the mod! Thanks for your hard work!

Question: I can't seem to find RAW SILICA or know how to make it where is it/ how to make?

Thanks!

Found it. For some reason all the bukket ores ( quartz, etc ) don't show up if you restart a map..anyway to get them back on a multiplayer server map
without having to have us start over?
Last edited by e v i l e d d y on Tue Aug 30, 2016 2:49 pm, edited 1 time in total.

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Re: [MOD 0.13.x] Bukket

Post by e v i l e d d y »

Catbert wrote:Ok, i started a game with your mod and i like it so far.

Edit:
Found out how to get silica and Chalcocite.
How??!!?!

EDIT: Nevermind found it.. it's everywhere when you make a new map. duh.

Duane
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Re: [MOD 0.14.x+] Bukket 0.1.7

Post by Duane »

e v i l e d d y wrote:Love the mod! Thanks for your hard work!

Question: I can't seem to find RAW SILICA or know how to make it where is it/ how to make?

Thanks!

Silica is a secondary product from mining Quartz, or Tier 2 Iron Ore.

Also thanks for the support. I hope my mod matters one day. :)

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Re: [MOD 0.14.x+] Bukket 0.1.7

Post by e v i l e d d y »

Thanks for the reply!

We also noticed all the new ores don't show up if you start a map in SP mode.. then save, then copy to headless server and run it.

Everything is the same except no new ores ( Quartz, Rich Iron..etc.)

Love the washing ore bits and the run offs! Great idea!

Oh the CLEAN WATER isn't able to be put into barrels like the other liquids.

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Re: [MOD 0.14.x+] Bukket 0.1.7

Post by Duane »

e v i l e d d y wrote:Thanks for the reply!

We also noticed all the new ores don't show up if you start a map in SP mode.. then save, then copy to headless server and run it.

Everything is the same except no new ores ( Quartz, Rich Iron..etc.)
Is this something that works with other mods - IE Bob's Mods or other mods that add ores? Maybe I didn't define something that a headless server requires, I don't know how the transition works. Are you sure it doesn't just delete ones in memory (and still generates them further out)? Not because that's intended, just wondering if it's a problem with generation, headless servers or the transition.
e v i l e d d y wrote: Oh the CLEAN WATER isn't able to be put into barrels like the other liquids.
Added Barreled Clean Water and Barreled Xenopaste for next patch. I always forget about micro-industries. This is probably a side-effect of never doing much with trains. Sorry! :(

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Re: [MOD 0.14.x+] Bukket 0.1.7

Post by Duane »

Updated to 0.1.9.
  • - ACTUALLY FIXED ALL ORE PROCESSING. Rich ore wasn't smeltable, refined ore didn't have proper icons, all of it works now. Please don't hit me.
  • - Redid a few techs.
  • - Added files for a Rifle Turret. There'll eventually be a turret for all Bukket weapons.
  • - Added barrels for all Bukket Liquids.

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Re: [MOD 0.14.x+] Bukket 0.1.9

Post by Duane »

So, design decision. I really want to add turrets for each of the guns, like I've mentioned earlier. However, I really - really hate turtling. I also really hate rushing bases by spamming turrets onto the ground like it's your job. It's the worst possible way to play the game. It's worse than not interacting with biters until you have power armor and discharge defenses instead.

Should I:
  • - A - Add an enemy-type specifically to try and counter turret-spam rushing bases. Really long-range worm, I guess?
  • - B - Nerf the turret's range so that their only utility is point-defense for walls?
  • - C - Buff all biters so that their individual resistances scale hard against the turrets specifically?
A has the least downsides. Nobody would implode from it, and it would overall give worms the same utility that turrets have now.

B would kind of bother me, mostly because it means that the weapons - which use the same ammo as the turrets - would either also have to be nerfed, or I'd have to do a rewrite and make turret-specific versions of each ammo.

C would probably just piss everyone off. Right now the tiers I use are Physical < Acid < Fire. Right now, spawners specifically have resistances that scale with these damage types. They have the highest resistances against Physical etc. It's super annoying to take bases with anything but Biter bullets as a result (and I'm pretty sure shotguns don't even work based on damage/pellet).

Any ideas?

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Re: [MOD 0.14.x+] Bukket 0.1.9

Post by RAginRog »

Duane,

Where are the Silica Deposits? Do you get them from washing ore? I have searched the map by stepping turrets and have found zero silica ore deposits. Can you help with this? Is it a bug with the code if you stop the server and restart?

Any help would be appreciated.

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Re: [MOD 0.14.x+] Bukket 0.1.9

Post by atlas1205 »

Still unable to get raw silica when using bob mods...

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Re: [MOD 0.15.x+] Bukket 0.2.0

Post by Duane »

Mod's back from the dead. Accepting feedback on all fronts. To my knowledge I fixed every single problem with the mod that existed before, as well as any problem that might have arisen from the direct port to 0.15. Ore density is still a little low because I have no idea how those noise field doo-dads work and all of that was just me changing variables and hoping I didn't die.

Onward and upward.

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Re: [MOD 0.15.x+] Bukket 0.2.0

Post by AndrewIRL »

Duane wrote:Accepting feedback on all fronts.
Enhanced marketing, screenshots or animated gifs of the mod in action. Unclear as to what it delivers.

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