Dp77's-Factorioplus:-Ores

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Azarhiel
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Re: Dp77's-Factorioplus:-Ores

Post by Azarhiel »

DiegoPro77 wrote:Sorry, but i've not understand: can you be more accurate?

However: I've started to release the Alien Update! Alien artifacts and their related things will be available in peaceful mode too (yes, it will not be the annoying kill-biters-processing).
Hope you'll enjoy and stay tuned with the new updates!
_DiegoPro77

When you open the tech tree and search science you have the techs for ores.

Those techs have a typo error in place of their name.

Unknown-key:"technology-name.common-ore-science-pack"

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DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by DiegoPro77 »

Ah ok… i've thought that it was a more complex thing :D .
I'll resolve it soon.
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ef_ex
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Re: Dp77's-Factorioplus:-Ores

Post by ef_ex »

Hi there.

Just checked out your new update.
I love what you did with the crusher and dust thing to make production more effective later on.
I just realized two things, the axes are all still available when you start a game, but i saw you included them into the military research, don't know if they where there before.
And all the dust recipes are also available, i guess they will also be needed to research later on ? if not i would still add them somewhere, it is very confusing getting all those recipes and nothing to do with it from the start.

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DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by DiegoPro77 »

Yes, the dust recipes are already available...but you can craft them only with crushers...so it's like you must research them.
For the axes...they're bugged and i must fix them.
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DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by DiegoPro77 »

After a few days i've finally released the basics for the alien update!
The alien expansion tech will be needed soon for make the rocket silo and, obviously, the other alien things.

And this is a list of what i'm going to do now:
_A better compatibility with Bob mods; (For angel ones you need to wait if you want a good work.)
_New tiers of furnaces and some new high-speed ones (for the late-game fase);
_Ores Triplication.
Hope you'll enjoy the update and stay tuned!
_DiegoPro77
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Today we've reached this important finish line: thank you for all the suggests, the appeals and the posts you've made here… and thank you for have downloaded my mods. (1/21 of the people that have played this game has downloaded at least 1 of my mods: Wow!)
Today we've reached this important finish line: thank you for all the suggests, the appeals and the posts you've made here… and thank you for have downloaded my mods. (1/21 of the people that have played this game has downloaded at least 1 of my mods: Wow!)
Refined Omega (Landscape) Special.png (10.63 MiB) Viewed 5147 times
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DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by DiegoPro77 »

After these updates… what would you want see in my mods?
I have my projects but i'm curious to see what are your opinions and i love suggestions. ;)
_DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by SilentOwl »

These are my ideas/suggestion
First of all the mekanism style refining is great, this modpack is very op but in other hand very expensive for materials, i think have good balance.
I like the idea of a very fast big furnace that use other product to work like oil or similar, or atomic furnace that use uranium as fuel, with multiple input and output, of course this is a super expensive endgame furnace.

For other things i like compatibility with Deadlock's Stacking Beltboxes.

In vanilla the nuclear reactor is a bad because is UPS resource expensive so a more powerfull reactor can be viable over solar panels, more tiers of reactors or another new type like neutrinium reactor that use a more powerfull fuel.

Buon lavoro!

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DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by DiegoPro77 »

Grazie / Thank you SilentOwl, i think you've spoilered something that will be added to the game, and the compatibility with Deadlock could be something really interesting. ;)

Any other ideas?
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Re: Dp77's-Factorioplus:-Ores

Post by SilentOwl »

Don't know if possible but a crafting machine like applied energistics that have a storage chest, doing multiple crafting at the same time with internal buffer and multiple input and output, a multitasking assembler.

For compatibility i think miniloader and bulk rail loader.

For enemies a boss that spawn rarely at 95% evolution that drop rare material for some crafting.

For add some challenge is cool to have the technology tree like space extension mod that at the end unlock these endgame machines, atomic furnace, multitasking assemblers ecc.

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DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by DiegoPro77 »

For enemies we'll see all in FactorioPlus: Enemies… for now, let's concentrate in the mods already released.
However, something endgame could be very interesting (and will obviously added, 'cause my mods are thought for the endgame).

And… Ore's Triplication has been released! Go and see how the Enrichment Chamber lets you obtain 3 ores from 1! (For now without the oxigen process that will be released in the next update )
Hope you'll enjoy and stay updated.
_DiegoPro77
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Last edited by DiegoPro77 on Tue Aug 28, 2018 10:44 am, edited 1 time in total.
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Re: Dp77's-Factorioplus:-Ores

Post by SilentOwl »

I find a couple or errors

Failed to load mods: Error in assignID, technology with name 'hightech2' does not exist.

Source: enrichment1 (technology).

Mods to be disabled:
Dp77s-FactorioPlus-Refining

-----------------------------------

Failed to load mods: Error in assignID, technology with name 'express-inserters' does not exist.

Source: logistics-6 (technology).

Mods to be disabled:
Dp77s-FactorioPlus-Hyper-Logistic

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DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by DiegoPro77 »

Already fixed, thank you! ;)
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DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by DiegoPro77 »

What would you like to see in the next update? Have you any idea on my mods that you want to tell me? See the forum page that i've dedicated to the ideas and the suggestions!
_DiegoPro77

Link > viewtopic.php?f=189&t=62369&p=377744#p377744
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DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by DiegoPro77 »

Updated Fp mining; check it out!
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astroshak
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Re: Dp77's-Factorioplus:-Ores

Post by astroshak »

Trying to play your mod package with other overhaul mods ...

I get an error when loading your stuff (and a bunch of QoL mods) with Bob’s Library functions :

Failed to load mods:__Dp77s-FactorioPlus-Power__/data.lua:24:...s-Power__/prototypes/bobmods/accumulators/technology.lua:2:attempt to index field ‘bob-solar-energy-2’ (a nil value)
Mods to be disabled:
Dp77s-FactorioPlus-Power

Disabling that mod and that mod alone then gave me another error when trying to compile the game :

Failed to load mods: Error in AssignID, item with name ‘ultimate-transport-belt’ does not exist.
Source L bionic-transport-belt (recipe).
Mods to be disabled:
Dp77s-FactorioPlus-Hyper-Logistic

This conflict with Bob’s Functions Library mod prevents use of 5dim’s Ores mod and your mod set - not your fault its his dependency, just letting you know. It also prevents use of most of Bob’s mods - Bob’s Adjustable Inserters and Bob’s Enemies being the two I know of that don’t require the Bob’s Library Functions. Then again, I think you did say something in this thread’s starting post about making ores work with different mods part of your future plans.

On the plus side, I’d not had any issues attempting to load your mod set up with AAI or NathGamer’s FactorioExtended. Have not tried other major overhaul mods.

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DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by DiegoPro77 »

Interesting, thank you for the info. :)
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DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by DiegoPro77 »

Released Fp Hyper Logistics v1.7.0; :D (https://mods.factorio.com/mod/Dp77s-Fac ... r-Logistic)

As you wanted on the poll, i've:
_Added Roboports mk2 and mk3;
_Added Logistic Robotics Mk2 and Mk3;
_Added Construction Robotics Mk2 and Mk3;
_Added Flying Robot Frames Mk2 and Mk3;
_Expanded Worker Robots Speed's tech;
_Expanded Worker Robots Cargo tech.
_DiegoPro77
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Rodon26
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Re: Dp77's-Factorioplus:-Ores

Post by Rodon26 »

in advanced tech, science lab 4 requires processing unit v2.
which is in the FPElectronics.

after that, can you pls tell my which mod has "case", because both high tech AND machines requires it in recepies, and it is erroring on loading. might be more i just haven't encountered yet.

i currently have
-advanced
-electronics
-logistics
-machines
-pres
-plates
-power
and a bunch of mods from elsewhere.
the only bobmod i have is the inserter one.

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DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by DiegoPro77 »

Rodon26 wrote:
Wed Sep 12, 2018 10:46 am
in advanced tech, science lab 4 requires processing unit v2.
which is in the FPElectronics.

after that, can you pls tell my which mod has "case", because both high tech AND machines requires it in recepies, and it is erroring on loading. might be more i just haven't encountered yet.

i currently have
-advanced
-electronics
-logistics
-machines
-pres
-plates
-power
and a bunch of mods from elsewhere.
the only bobmod i have is the inserter one.
You've missed Fp Refining: https://mods.factorio.com/mod/Dp77s-Fac ... s-Refining, however if there's a bug with my and bob mods together, just tell me: when i do a compatibility i must know if there's a problem with it.
However hope you'll enjoy and stay tuned.
_DiegoPro77
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Rodon26
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Re: Dp77's-Factorioplus:-Ores

Post by Rodon26 »

well, downloading refining seems to have solved it.

right now it appears that you need to have the whole set for any of them to work.

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