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[MOD 0.12.x] Alien Oil

Posted: Tue Aug 19, 2014 9:03 pm
by Rseding91
This mod adds a new item to the game which allows you to move Crude Oil spouts.
Image
Features
  • Move Crude Oil spouts anywhere you like
  • Moving Oil spouts is an expensive, toxic, complicated, dangerous process
  • Don't interrupt or let anything interrupt the process or the results can be extreme
How to use the mod is meant to be discovered in-game by finding the Activator.

The Activator can be found in a crashed alien ship in newly generated chunks that are 3000 meters or more from spawn (the debug screen -F5- with detailed information enabled will tell you your current position if you want to know). When you find the activator a message will let you know so you shouldn't miss it. If you get the message but for some reason are unable to find the ship you can use the Downed ship locator (compass) and it will point you at it.

You should be able to figure out everything else by using the activator but if for some reason you can't figure it out or you just don't want to, click link below for a detailed explanation for how the mod works from beginning to end.
Literally spoilers


Changelog

Code: Select all

1.0.8: updated for Factorio 0.12.11
1.0.7: updated for 0.12
1.0.6: fixed script logic error
1.0.5: fixed desync issue in MP
1.0.4: fixed setups not working with walls
1.0.3: 0.11 compatible
1.0.2: fixed saving and loading while a setup was running
1.0.1: removed a debug message from the script
1.0.0: initial release

Downloads
Current version: 1.0.8

Download [>=0.12.8]:
Alien Oil_1.0.8.zip
(15.5 KiB) Downloaded 704 times

Re: [MOD 0.10.x] Alien Oil

Posted: Wed Sep 03, 2014 5:35 pm
by Loscil
Nice.

Re: [MOD 0.10.x] Alien Oil

Posted: Wed Sep 03, 2014 8:57 pm
by n9103
The complete depletion seems to make this almost completely pointless.
Yes, there's a need for even 10% yield, but at that price? that seems extreme, and would be better to just build up a full base protecting a completely new refinery and assembly plant.
But that's just my opinion, so grain of salt and what have you.

Re: [MOD 0.10.x] Alien Oil

Posted: Thu Sep 04, 2014 6:09 am
by Rseding91
n9103 wrote:
The complete depletion seems to make this almost completely pointless.
Yes, there's a need for even 10% yield, but at that price? that seems extreme, and would be better to just build up a full base protecting a completely new refinery and assembly plant.
But that's just my opinion, so grain of salt and what have you.
You can always change the cost in the control.lua file at the top to w/e you think is good.

It only takes about 3 hours to deplete a normal oil well down to 0.1 oil/second so you're not losing much. Besides, this mod isn't meant to be used early game (you have to go way into biter land to get started with it). On my game I went out and picked up 200+ oil spouts in about 3 hours time from all the alien artifacts I had collected. I still have 30k+ artifacts sitting in storage. The cost is fine to me.

Aside from those points, there's currently no way to preserve the oil percentage when they're picked up. I literally can't do it without a huge hack method that won't work well even in the best of times.

Re: [MOD 0.10.x] Alien Oil

Posted: Thu Sep 04, 2014 8:25 am
by CreeperDaReeper
Rseding91 wrote:Aside from those points, there's currently no way to preserve the oil percentage when they're picked up. I literally can't do it without a huge hack method that won't work well even in the best of times.
Would it be possible to have the 'oil mover' generate a unique item in the chest per every % in the well. And then when you go to put it back down, how high the percentage goes is based on how many of the unique item are in the chest? Or is this what you mean by 'huge hack'?

Re: [MOD 0.11.x] Alien Oil

Posted: Sat Nov 01, 2014 4:41 pm
by Rseding91
I updated the mod to 0.11 and it should be fully compatible with MP as well (assuming no MP bugs de-sync the game).

Re: [MOD 0.11.x] Alien Oil

Posted: Sat Nov 01, 2014 10:53 pm
by Airat9000
Rseding91 wrote:I updated the mod to 0.11 and it should be fully compatible with MP as well (assuming no MP bugs de-sync the game).
:D multiplayer work?

Re: [MOD 0.11.x] Alien Oil

Posted: Sun Nov 02, 2014 8:25 am
by Rseding91
Airat9000 wrote:
Rseding91 wrote:I updated the mod to 0.11 and it should be fully compatible with MP as well (assuming no MP bugs de-sync the game).
:D multiplayer work?
It should.

Re: [MOD 0.11.x] Alien Oil

Posted: Wed Dec 10, 2014 8:49 pm
by pdiddy973
i seem to be getting this error when ever i try and activate the "ritual" as im calling it
Untitled.png
Untitled.png (55.78 KiB) Viewed 38037 times

Re: [MOD 0.11.x] Alien Oil

Posted: Thu Dec 11, 2014 5:31 pm
by Rseding91
pdiddy973 wrote:i seem to be getting this error when ever i try and activate the "ritual" as im calling it
Untitled.png

Should be fixed now.

Re: [MOD 0.12.x] Alien Oil

Posted: Sat Aug 22, 2015 9:26 pm
by Rseding91
I finally got around to updating this for 0.12 for anyone interested :)

Re: [MOD 0.12.x] Alien Oil

Posted: Sun Aug 23, 2015 1:33 am
by Lone_Player
Thank you :D . It was a very nice mod, to create a .. well.. oil field, with oil pump´s all over a area, like real oil field´s use to be.

Re: [MOD 0.12.x] Alien Oil activator use

Posted: Thu Apr 21, 2016 11:55 am
by Zcoolest
how you active the activator lol

Re: [MOD 0.12.x] Alien Oil fail

Posted: Thu Apr 21, 2016 12:28 pm
by Zcoolest
North west wall missing activation failed? every time i put the AA in chest 250 then left click chest with activator it says north west wall piller missing activation failed ok you didnt say anything about having to connect pipes to the chest....however i cant get all 4 to connect and it need 4 walls as well? why dont you say these things... not much detail on how to use correctly.....ok so 4 pipes and wall are also needed not just chest and AA

Re: [MOD 0.12.x] Alien Oil got it

Posted: Fri Apr 22, 2016 12:35 am
by Zcoolest
Sweet man i got it so ya those who are new to mod. You will need 4 ground pipes 4 walls a yellow chest 250 AA and activation shard.If it says pipes or walls missing it will tell you which side its missing. Thank you sir for maken this mod having pipes everywhere was pissen me off. i couldnt expand but now thanks your mod the land is clear ready to build on .....two thumbs up thank you sir!. Fyi its wise to burn the oil field first b4 you move cause yeild go to 10% onced moved.

Re: [MOD 0.12.x] Alien Oil

Posted: Tue May 24, 2016 5:09 pm
by eray
Hello,

I've enabled the mod but I don't get something. here is no activator, compass or oil spout in me crafting screen (which opens with E key) . These elements shown at crafting screen only once and then disappeared immediately. What's I'm missing?

Re: [MOD 0.12.x] Alien Oil

Posted: Sun Jun 19, 2016 8:20 am
by jupiter878
Having issues finding the crashed alien ship.
Does this show on the minimap once found?
Can it be found through radar?
How far is 3000 "meters" anyway? Do meters mean tiles?

Re: [MOD 0.12.x] Alien Oil

Posted: Sun Jun 19, 2016 8:40 am
by Rseding91
jupiter878 wrote:Having issues finding the crashed alien ship.
Does this show on the minimap once found?
Can it be found through radar?
How far is 3000 "meters" anyway? Do meters mean tiles?
Yes 3000 tiles, if it has already crashed you can use the compass to find it else it just says "somewhere". Yes you can use the radar but it's quick to find if you're > 3000 tiles out.

Re: [MOD 0.12.x] Alien Oil

Posted: Mon Jun 20, 2016 6:47 am
by jupiter878
Rseding91 wrote:
jupiter878 wrote:Having issues finding the crashed alien ship.
Does this show on the minimap once found?
Can it be found through radar?
How far is 3000 "meters" anyway? Do meters mean tiles?
Yes 3000 tiles, if it has already crashed you can use the compass to find it else it just says "somewhere". Yes you can use the radar but it's quick to find if you're > 3000 tiles out.
Wait, so you can automatically find this thing once you get to anywhere more than 3000 tiles from spawn?
And what is this compass? Is it included in the mod or in the base game?

Re: [MOD 0.12.x] Alien Oil

Posted: Mon Jun 20, 2016 7:05 am
by jupiter878
jupiter878 wrote:
Rseding91 wrote:
jupiter878 wrote:Having issues finding the crashed alien ship.
Does this show on the minimap once found?
Can it be found through radar?
How far is 3000 "meters" anyway? Do meters mean tiles?
Yes 3000 tiles, if it has already crashed you can use the compass to find it else it just says "somewhere". Yes you can use the radar but it's quick to find if you're > 3000 tiles out.
Wait, so you can automatically find this thing once you get to anywhere more than 3000 tiles from spawn?
And what is this compass? Is it included in the mod or in the base game?
Oh wait nevermind
20160620155606_1.jpg
20160620155606_1.jpg (418.55 KiB) Viewed 18684 times
found it :D
20160620155601_1.jpg
20160620155601_1.jpg (75.85 KiB) Viewed 18684 times
It seems as though I've severely underestimated how far 3000 tiles actually was :lol: