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[MOD 0.10.X] Vanilla Expansion [v1.1]
Posted: Fri Oct 10, 2014 1:29 pm
by cartmen180
Vanilla Expansion is a mod that simply fills in some gaps in the base game.
Version 1.1 adds:
- t4 and t5 assembling machines
- medium and big lamps
- t2 steam engine, boiler and pump
I also want to add higher tier mining drills, solar panels and accumulators.
Suggestions are welcome.
Re: [MOD 0.10.X] Vanilla Expansion v1.0
Posted: Fri Oct 10, 2014 4:19 pm
by OBAMA MCLAMA
Careful, some hardcore vanilla people wouldnt call this a vanilla friendly mod.
The name in my opinion is very misleading.
Re: [MOD 0.10.X] Vanilla Expansion v1.0
Posted: Fri Oct 10, 2014 6:31 pm
by cartmen180
Well, it is an expansion on the base game :p
so far the extra stuff carefully follows on the base mechanics. Besides, i don't force anyone to use it :p
Re: [MOD 0.10.X] Vanilla Expansion v1.0
Posted: Fri Oct 10, 2014 6:52 pm
by n9103
Troll is Trolling.
Looking forward to seeing how you do the further progressions.
Suggest adding screenshots and/or more details about the parts you're adding (or changing).
Re: [MOD 0.10.X] Vanilla Expansion v1.0
Posted: Sat Oct 11, 2014 12:45 am
by OBAMA MCLAMA
n9103 wrote:Troll is Trolling.
Well, i read the title hyped up for something vanilla friendly. (imo)
I wouldn't consider t4/5 assembling machines vanilla friendly, its quite a massive change to factorio as assembling machines is one of the most important buildings. By adding more...
I'm not putting down on anything, or trying to be mean. I'm just saying it was misleading. I used "in my opinion" and told him to be careful, I was nothing but nice.
Re: [MOD 0.10.X] Vanilla Expansion v1.0
Posted: Sat Oct 11, 2014 4:28 am
by n9103
Why wouldn't you consider them vanilla friendly then?
As long as they're adequately balanced, then they shouldn't really affect vanilla gameplay, other than condensing production areas.
Balance, in this case, would mean making them cost a bit more than the ratio in production speed between each step and the one before it. Costs being creation, energy, and pollution.
The primary reason I labeled you troll, past forum behavior aside, was that you didn't provide any reasoning to the "warning" you gave.
Re: [MOD 0.10.X] Vanilla Expansion v1.0
Posted: Sat Oct 11, 2014 9:29 am
by cartmen180
I will add a config to the mod so you can enable or disable any addition.
Re: [MOD 0.10.X] Vanilla Expansion v1.0
Posted: Sat Oct 11, 2014 11:59 am
by ssilk
Vanilla? <raised eyebrow>
I think this is a bit unfortunate naming of a mod.
How about "minimal", "careful" - or "gentle"?
Off-topic: I remember me also to some discussion about "minimal, cause it doesn't break the base game". See
https://forums.factorio.com/forum/vie ... hilit=mods
The definition is: "If removed, the game continues more or less without big problems".
Re: [MOD 0.10.X] Vanilla Expansion v1.0
Posted: Sat Oct 11, 2014 12:33 pm
by cartmen180
ssilk wrote:Vanilla? <raised eyebrow>
I think this is a bit unfortunate naming of a mod.
How about "minimal", "careful" - or "gentle"?
Off-topic: I remember me also to some discussion about "minimal, cause it doesn't break the base game". See
https://forums.factorio.com/forum/vie ... hilit=mods
The definition is: "If removed, the game continues more or less without big problems".
Because my definition of minimal or careful or gentle are completely different from what i am doing with this mod. Those namings would imply some small tweaks to a handfull of items or recipes, while this mod expands on the base mechanics and taking them further.
Re: [MOD 0.10.X] Vanilla Expansion v1.0
Posted: Sat Oct 11, 2014 1:16 pm
by SHiRKiT
I think that mods should add content to the game itself, specially those Quality of Life improvements we see in most mods.
Re: [MOD 0.10.X] Vanilla Expansion v1.0
Posted: Sat Oct 11, 2014 2:55 pm
by bobingabout
I'd sugest you consider renaming it too... Vanilla by definition of a modding community means "original"(As in, first version, not unique) or "unmodified", so, A vanilla mod is a contradictory name, and typically if one exists, tries to revert game content to older content, rather than trying to add something new.
A good example of a vanilla mod might be to replace all these new v0.10 icon and and entity graphics with the old ones in v0.9.8.
Vanilla expansion is even more contradictory.
From what you've listed as your planned changes so far, I'd vote for a name along the lines of... "Industrial Expansion", since with the exception of lights, everything you plan to add are the industrial big machines.
Re: [MOD 0.10.X] Vanilla Expansion v1.0
Posted: Sat Oct 11, 2014 4:07 pm
by cartmen180
updated to v1.1
Re: [MOD 0.10.X] Vanilla Expansion v1.0
Posted: Sat Oct 11, 2014 7:07 pm
by n9103
It's called Vanilla Expansion, not Vanilla, not Vanilla Tweaks, not Vanilla Fixes.
The title is fine. If you expect a mod that says Expansion to have no content past the referenced material, then you need a dictionary.
Nothing he's mentioned (and I'm assuming all his changes are being listed) affects the stock game mechanics at all.
Between that, and the new objects being based on the same scaling used in the rest of stock mechanics means the title is exactly what it claims.
If he decided to rework how stock entities worked, or added things not related to stock, then that'd be different, but he hasn't.
Re: [MOD 0.10.X] Vanilla Expansion v1.0
Posted: Sat Oct 11, 2014 7:29 pm
by cartmen180
n9103 wrote:It's called Vanilla Expansion, not Vanilla, not Vanilla Tweaks, not Vanilla Fixes.
The title is fine. If you expect a mod that says Expansion to have no content past the referenced material, then you need a dictionary.
Nothing he's mentioned (and I'm assuming all his changes are being listed) affects the stock game mechanics at all.
Between that, and the new objects being based on the same scaling used in the rest of stock mechanics means the title is exactly what it claims.
If he decided to rework how stock entities worked, or added things not related to stock, then that'd be different, but he hasn't.
this guy gets it
Re: [MOD 0.10.X] Vanilla Expansion v1.0
Posted: Sat Oct 11, 2014 7:33 pm
by SHiRKiT
I did not understand why people focused on the name so much but ok.
Re: [MOD 0.10.X] Vanilla Expansion v1.1
Posted: Mon Oct 13, 2014 2:43 pm
by overabuncdance
so i found a bug? the assemlby machine 4 graphic is wrong and when it animates its even worse
Also, this name complagining iwas getting bad
EDIT: forgot to say great mod those lights are really helpful
Re: [MOD 0.10.X] Vanilla Expansion v1.1
Posted: Mon Oct 13, 2014 3:15 pm
by cartmen180
ok, i fixed it. Check the first post for the new download
Re: [MOD 0.10.X] Vanilla Expansion v1.1
Posted: Mon Oct 13, 2014 3:56 pm
by overabuncdance
would you mind explaining as to how that was happening? also for more MKx's you could add a higher capacity chest, and storage wagons
edit: also idk if it is just me but i have to change the numbers at the end to have _#.#.# and not v#.#
Re: [MOD 0.10.X] Vanilla Expansion v1.1
Posted: Tue Oct 14, 2014 7:35 am
by cartmen180
overabuncdance wrote:would you mind explaining as to how that was happening? also for more MKx's you could add a higher capacity chest, and storage wagons
edit: also idk if it is just me but i have to change the numbers at the end to have _#.#.# and not v#.#
That graphical bug happened because I used the assembling 2 and 3 as a template in the prototypes but the graphics for assembling 3 for the graphics. I simply forgot to change the frame settings in the prototypes.
I don't know about the version numbers though. Did you unzip the file?
Re: [MOD 0.10.X] Vanilla Expansion v1.1
Posted: Wed Oct 15, 2014 2:53 pm
by overabuncdance
cartmen180 wrote:
That graphical bug happened because I used the assembling 2 and 3 as a template in the prototypes but the graphics for assembling 3 for the graphics. I simply forgot to change the frame settings in the prototypes.
I don't know about the version numbers though. Did you unzip the file?
i never knew i was suppose to unzip the mods, as zipped a majority of them work anyhow
also that bug is kind of weird