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[Mod 0.15] Omnimatter

Posted: Fri May 19, 2017 8:06 am
by EmperorZelos
Name: Omnimatter
Factorio Version: 0.15.x
Download: https://mods.factorio.com/mods/EmperorZelos/omnimatter
Description:
Tired of having many ores? Dealing with oil and such being in bad places? Well look no more! This mod is a dynamic one intended to be usable for other modders that add ores to add compatibility with my mod without me having to deal with it. From my one ore, Omnite, all ores and fluids, except water, is extracted and derived!

Currently it supports bobs, angels and bobs, vanilla, Some minor issues does exist for bob-ores but it is playable but be in for the marathon!

To come: Youki support, increases configurability, less bugs

Report anything to me!

Re: [Mod 0.15] Omnimatter

Posted: Fri May 19, 2017 6:43 pm
by orzelek
Using it with angels is like... double ore inception;)
One ore to crate others then one more process to create what you need :D

Re: [Mod 0.15] Omnimatter

Posted: Sun May 21, 2017 1:20 am
by EmperorZelos
Known Issues:
Lithia water in bob mods alone does not have a pathway
Crushed/Pulverized omnite servers no purpose

Re: [Mod 0.15] Omnimatter

Posted: Sun May 21, 2017 2:00 pm
by nucleargen
Wrote on mod portal, duplicate here:
2 ideas & suggestions:
1. What about night glowing of infinite omnite version patches (maybe darker, for convenience)?
2. What about liquid requirement for mining infinite omnite ? (maybe water :) ) Cause of condensing all of ores we losing new mining mechanic.

Re: [Mod 0.15] Omnimatter

Posted: Sun May 21, 2017 3:29 pm
by EmperorZelos
nucleargen wrote:Wrote on mod portal, duplicate here:
2 ideas & suggestions:
1. What about night glowing of infinite omnite version patches (maybe darker, for convenience)?
2. What about liquid requirement for mining infinite omnite ? (maybe water :) ) Cause of condensing all of ores we losing new mining mechanic.
Check out the latest version, I think there is a suitible fluid there :P

Re: [Mod 0.15] Omnimatter

Posted: Sun May 21, 2017 5:03 pm
by nucleargen
EmperorZelos wrote:
nucleargen wrote:Wrote on mod portal, duplicate here:
2 ideas & suggestions:
1. What about night glowing of infinite omnite version patches (maybe darker, for convenience)?
2. What about liquid requirement for mining infinite omnite ? (maybe water :) ) Cause of condensing all of ores we losing new mining mechanic.
Check out the latest version, I think there is a suitible fluid there :P
Nice update, but i talk about other thing.
I talk about mining infinite omnite ore by electric mining drill with some fluid requirement, such as vanilla uranium ore with sulfuric acid.

Re: [Mod 0.15] Omnimatter

Posted: Mon May 22, 2017 3:51 am
by EmperorZelos
I know what you mean, I'll get to it :)

Re: [Mod 0.15] Omnimatter

Posted: Mon May 22, 2017 4:23 am
by EmperorZelos
Done for the next version :)

Re: [Mod 0.15] Omnimatter

Posted: Fri May 26, 2017 7:39 am
by nucleargen
Minor idea: replace term "extraction" with "omnitraction". It will be more logical and native in your mod. "Omnitraction iron from omnite in omnitractor". With "extractor" Omnitractor is not too logical, more - extractor.

Re: [Mod 0.15] Omnimatter

Posted: Sun May 28, 2017 1:17 am
by EmperorZelos
Point taken

Re: [Mod 0.15] Omnimatter

Posted: Thu Jun 15, 2017 4:10 am
by iamwyza
Posted this on the mod portal, but didn't see a response. Found a bug in Omnilibrary+Omniscience:

I have a rather extensive mod-list, which if necessary I can gather, but it's basically Bobs+Angels+LTN. If I enable omnimatter_science I get an error in omnilib/prototypes/functions.lua:174:attempt to index field '?' (a nil value).

I ended up adding this to the function at 174. Seems to have solved it:

if not tech then return end
if not data.raw.technology[tech] then return end
If I come across a tech that seems absurdly cheap, then I'll know which one broke this :)

Re: [Mod 0.15] Omnimatter

Posted: Thu Jun 15, 2017 10:17 pm
by Exasperation
Been giving this a try with Bob+Angel's. One suggestion so far: I think the "slag-processing-stone" recipe (slag into crushed stone via ore crusher) should be exempted from being disabled when the sloth option is unchecked. It would give you some choice about what to do with slag, it enables some neat early-game builds, and I don't think having an extra way to get crushed stone would unbalance anything. ;)

Edit - corrected recipe name.

Re: [Mod 0.15] Omnimatter

Posted: Fri Jun 16, 2017 4:58 pm
by Exasperation
That was fast! I see you also allowed the slag -> slag slurry recipe (which I was thinking of suggesting also, for the sake of making mineral catalysts from it). One little problem, though; you didn't enable the filtering recipes for slag slurry -> mineral sludge, so there isn't actually anything you can make out of the slurry.

Re: [Mod 0.15] Omnimatter

Posted: Mon Jun 19, 2017 8:12 pm
by Irwon
Suggestion: Bobs tech adds a new lab which isn't supported by omni science yet.

I added this to data.lua

Code: Select all

if mods["bobtech"] then
		table.insert(data.raw["lab"]["lab-2"].inputs, "omni-pack")
	end
Can you add this to the mod?

Re: [Mod 0.15] Omnimatter

Posted: Thu Jun 29, 2017 4:39 am
by qwerter96
To those who care, omnimatter crystals made angels ore sorting facilities redundant, so I made a small mod that makes them required in the crystal pathway. Find it here: https://mods.factorio.com/mods/qwerter96/omnite_fixes

Re: [Mod 0.15] Omnimatter

Posted: Fri Jul 07, 2017 10:25 am
by nucleargen
Another minor idea:
With omnite overhauls all other resources, we miss liquids mining such oil. What about adding liquid omnite patches? Mine with pumpjacks, retrieve solid omnite through some upgradeable recipes.

Re: [Mod 0.15] Omnimatter

Posted: Sat Jul 08, 2017 10:30 pm
by iamwyza
nucleargen wrote:Another minor idea:
With omnite overhauls all other resources, we miss liquids mining such oil. What about adding liquid omnite patches? Mine with pumpjacks, retrieve solid omnite through some upgradeable recipes.
There is already a linquid omnite thing. You take Omnite, crush it, combine it with steam and I think you get omnic acid which then is converted to things like oil.

Re: [Mod 0.15] Omnimatter

Posted: Sun Jul 09, 2017 2:27 am
by nucleargen
iamwyza wrote:
nucleargen wrote:Another minor idea:
With omnite overhauls all other resources, we miss liquids mining such oil. What about adding liquid omnite patches? Mine with pumpjacks, retrieve solid omnite through some upgradeable recipes.
There is already a linquid omnite thing. You take Omnite, crush it, combine it with steam and I think you get omnic acid which then is converted to things like oil.
I know. I talk about mining already liquid resource.

Re: [Mod 0.15] Omnimatter

Posted: Wed Jul 12, 2017 2:50 pm
by qwerter96
nucleargen wrote:Another minor idea:
With omnite overhauls all other resources, we miss liquids mining such oil. What about adding liquid omnite patches? Mine with pumpjacks, retrieve solid omnite through some upgradeable recipes.
I too miss the pumpjacks/liquid mining tools. One option might be to make omnium minable by pumpjack (if possible) and give omnic acid/omnium as the output. (I like the omnic acid idea personally, because you can have fully self contained infinite ore mines). I'm just unsure if you can make one resource minable by both mines and pumpjacks...

Re: [Mod 0.15] Omnimatter

Posted: Mon Jul 17, 2017 11:27 pm
by qwerter96
Hi Zelos. Angel's mods were updated today and I think refining updates broke omni-crystals. I'm not sure why but it seems that when omni-crystal tries to load something the data.raw.recipes table is empty?