[MOD 0.9.x+][v0.0.1] Alien Artifact

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WLMitch
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[MOD 0.9.x+][v0.0.1] Alien Artifact

Post by WLMitch »

Because you don't like to kill aliens, here is a mod to build their artifacts.

1 Alien artifact is given by :
  • 15 Alien science pack
  • 10 water
  • 5 Sulfuric acid
  • 1 Processing unit
  • 30 sec
To get this receipe you will need to get "Alien Science 2"
  • 250 of each science pack
  • Requires "Alien Science"
Important : this mod require "Alien Science" mod
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Changelog
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alien-artifact-0.0.2.zip
(20.57 KiB) Downloaded 242 times
alien-artifact-0.0.1.zip
(20.57 KiB) Downloaded 148 times
Last edited by WLMitch on Sun Jul 20, 2014 8:35 am, edited 1 time in total.

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bobingabout
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Re: [MOD 0.9.x+][v0.0.1] Alien Artifact

Post by bobingabout »

Water and Sulfuric Acid, that means you have to build it in a Chemical plant, right?
Last edited by bobingabout on Fri Jun 27, 2014 10:29 am, edited 1 time in total.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: [MOD 0.9.x+][v0.0.1] Alien Artifact

Post by hoho »

bobingabout wrote:Water and Sulfuric Acid, that means you have to build it in a Chemical lab, right?
I've seen recipes built in assembler that need fluids. Though I've not seen one that uses more than one at a time.

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Re: [MOD 0.9.x+][v0.0.1] Alien Artifact

Post by Rahjital »

It's impossible to build a recipe that needs two fluids in an assembler because it has only one input. In fact, no recipe with 3 fluids can be built because even the refinery and chemical plant have only 2 inputs.

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Re: [MOD 0.9.x+][v0.0.1] Alien Artifact

Post by bobingabout »

Exactly, only the chemical plant, or oil refinery can accept 2 fluid inputs.

if you wanted something to be able to use more than 2, you'd need to make a costom factory for it.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: [MOD 0.9.x+][v0.0.1] Alien Artifact

Post by hoho »

Ah, thanks for explanation. Didn't realize that limitation :)

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Re: [MOD 0.9.x+][v0.0.1] Alien Artifact

Post by Jinmago »

I see a major problem here:

With Productivity 3 modules, you can make 1.2 Alien Artifacts out of 10 Alien Science Packs (If productivity modules apply to the recipe, not tested) and take those to make 1.2*10*1.4 = 16.8 Alien Science Packs at the expense of 5 Sulfuric Acid and a Processing Unit, letting you produce an Alien Science Pack for:
5/(16.8-10) = 0.735... Sulfuric Acid
1/ (16.8-10) = 0.147... Processing Units
in the long run.

That completely destroys the balance of the Alien Science Mod you have as a Dependency.
If you have other mods with better modules installed, it's even worse.
You might want to increase the amount of Alien Science Packs needed to at least 17 to fight such exploitation at least in the vanilla case. Or do something about the cyclic dependency or the applicability of productivity modules to both recipes.

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Re: [MOD 0.9.x+][v0.0.1] Alien Artifact

Post by Sander Buruma »

I think a 15:1 ratio of purple packs to artifacts is a reasonable ratio to prevent the player from creating extra artifacts out of thin air. At >50% productivity you're paying copious amounts of energy & time anyway.

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Re: [MOD 0.9.x+][v0.0.1] Alien Artifact

Post by WLMitch »

New version with 15 alien science pack required.

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