[MOD 0.17] Industrial Revolution

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Qon
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Re: [MOD 0.17+] Untitled WIP

Post by Qon »

I haven't played Starcraft but these do remind me of the SC2 style. I like it. I'm not really interested in recipe changing mods but these really do look really well done. Not exactly in the style of Factorio but close enough to not look out of place and they are definitely all internally consistent with the style so reskinning more things (like gun turret) really does work to make it all fit together.

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ThaPear
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Re: [MOD 0.17+] Untitled WIP

Post by ThaPear »

Woah this is looking really impressive. I'm curious to see where it ends up going!

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Re: [MOD 0.17+] Untitled WIP

Post by McDuff »

Really impressive work. How far are you down your roadmap?

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Deadlock989
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Re: [MOD 0.17+] Untitled WIP

Post by Deadlock989 »

Thanks guys.
McDuff wrote:
Thu May 02, 2019 7:40 pm
How far are you down your roadmap?
There's a roadmap?

Probably more than halfway, maybe three-quarters? Depends. I've been putting off some difficult stuff.
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Deadlock989
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Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

Post by Deadlock989 »

Sat down to finish Iron Age smelting and alloying.

Two hours later, I'd made a battery charger instead.

C'est la vie.

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Deadlock989
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Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

Post by Deadlock989 »

Leaving a game to google how to play it should be a last resort. DIR has in-game automatic tips, which can be turned off (or made more frequent) in per-player settings. Rich text with mouse-over-able icons makes them nice and visual.

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mrvn
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Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

Post by mrvn »

Could you maybe modify the turret to start with 2 barrels. Then turret mk II has 4 barrelts, mk III has 6 barrells and mk IV 8 barrels and the respective increase in shooting speed? Would be nice to have physically different turrets and not just a taint to show the mark.

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Deadlock989
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Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

Post by Deadlock989 »

mrvn wrote:
Mon May 06, 2019 12:40 pm
Could you maybe modify the turret to start with 2 barrels. Then turret mk II has 4 barrelts, mk III has 6 barrells and mk IV 8 barrels and the respective increase in shooting speed? Would be nice to have physically different turrets and not just a taint to show the mark.
There aren't five tiers of each turret. Each turret has a unique sprite. The tint comes from the usual player/force colour you expect on turrets. The turret tiers refer to the technology:

Turrets 1: Scattergun turret (copper, shotgun cartridges, physical damage, short range)
Turrets 2: Minigun turret (iron, magazines, physical damage, medium range - the vanilla gun turret but modified to shoot physical bullets)
Turrets 3: Laser turret (steel, energy, laser damage, medium range)
Turrets 4: Electric arc turret (steel, energy, electric damage, medium range) - low damage but AOE movement speed reduction effect
Turrets 5: Photonic cannon (titanium, energy, laser/explosive damage, long range)

I suppose the artillery turret is tier 6 but I left the artillery technologies as they are.

Shooting speed and damage for all of these is upgraded via the usual shooting speed / damage technologies.
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Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

Post by mrvn »

Deadlock989 wrote:
Mon May 06, 2019 12:59 pm
mrvn wrote:
Mon May 06, 2019 12:40 pm
Could you maybe modify the turret to start with 2 barrels. Then turret mk II has 4 barrelts, mk III has 6 barrells and mk IV 8 barrels and the respective increase in shooting speed? Would be nice to have physically different turrets and not just a taint to show the mark.
There aren't five tiers of each turret. Each turret has a unique sprite. The tint comes from the usual player/force colour you expect on turrets. The turret tiers refer to the technology:

Turrets 1: Scattergun turret (copper, shotgun cartridges, physical damage, short range)
Turrets 2: Minigun turret (iron, magazines, physical damage, medium range - the vanilla gun turret but modified to shoot physical bullets)
Turrets 3: Laser turret (steel, energy, laser damage, medium range)
Turrets 4: Electric arc turret (steel, energy, electric damage, medium range) - low damage but AOE movement speed reduction effect
Turrets 5: Photonic cannon (titanium, energy, laser/explosive damage, long range)

I suppose the artillery turret is tier 6 but I left the artillery technologies as they are.

Shooting speed and damage for all of these is upgraded via the usual shooting speed / damage technologies.
Well, I kind of want to reuse your turret graphics with bobs/angels. Which has different levels of normal turrets. For that different levels of the Minigun turret would work best I think. There is also a SniperTurret that could use better graphics if you feel like modeling some more. If you don't have time or don't want to I understand.

I think it makes sense to have different levels of each turret type. E.g. with aliens resistant to physical damage you want lasers but with aliens resistant to lasers you want minigun turrets. So lasers aren't really a stronger replacement of minigun turrets.

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Deadlock989
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Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

Post by Deadlock989 »

mrvn wrote:
Mon May 06, 2019 3:15 pm
Well, I kind of want to reuse your turret graphics with bobs/angels.
Absolutely not, sorry. When the mod is released, the license will prohibit it.
I think it makes sense to have different levels of each turret type. E.g. with aliens resistant to physical damage you want lasers but with aliens resistant to lasers you want minigun turrets. So lasers aren't really a stronger replacement of minigun turrets.
There are five tiers of ammo (copper, iron, steel, titanium, uranium) and also all the usual damage/speed research.
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Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

Post by mrvn »

Deadlock989 wrote:
Mon May 06, 2019 3:19 pm
mrvn wrote:
Mon May 06, 2019 3:15 pm
Well, I kind of want to reuse your turret graphics with bobs/angels.
Absolutely not, sorry. When the mod is released, the license will prohibit it.
I think it makes sense to have different levels of each turret type. E.g. with aliens resistant to physical damage you want lasers but with aliens resistant to lasers you want minigun turrets. So lasers aren't really a stronger replacement of minigun turrets.
There are five tiers of ammo (copper, iron, steel, titanium, uranium) and also all the usual damage/speed research.
So no compatibility with bobs warefare or natural evolution mods?

I wasn't thinking of stealing the graphics. Just using them to override the graphics when mods are used in combination.

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Deadlock989
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Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

Post by Deadlock989 »

mrvn wrote:
Mon May 06, 2019 3:31 pm
So no compatibility with bobs warefare or natural evolution mods?

I wasn't thinking of stealing the graphics. Just using them to override the graphics when mods are used in combination.
Compatibility with other mods is very low on my list of priorities right now. I have a (very) short list of mods I will build in explicit support for. There will probably be some relatively popular mods which will be marked as incompatible, but too early to say. Beyond that, no idea - ask again in six months.
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Deadlock989
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Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

Post by Deadlock989 »

I always thought Dectorio was a brilliant mod. Like, finally, a civilised use for wood ... It's on my shortlist of mods-to-support, but I ran into an issue with gravel. In Dectorio, gravel is just a decorative item that you can hand-craft from stone, coal and the two vanilla ores. In the Revolution, gravel is the second key component in the ore processing chain, can't be handcrafted, comes in six different flavours (tin and gold are the new ones), and one of them is a fuel. So, I could have detected Dectorio and converted its gravel recipes into something that uses my gravel instead. But it's weird to treat an item as a floor tile but also want to ctrl-click it into machines as an ingredient (the GUI lets you do that, but it feels wrong and unintuitive, like you're about to tile over the machine). Also, there was no support in Dectorio for tin and gold flooring.

So I had a choice: steal adapt Dectorio's work and re-tint it in Photoshop to be gold- and tin-coloured, or make my own flooring from scratch. Obviously it was the latter. The gravel items aren't tiles themselves for the GUI reasons above, but you can freely convert gravel to gravel tiles (and back again) by handcrafting, which also lets you control the cheapness of the flooring (1:5 presently).

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Deadlock989
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Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

Post by Deadlock989 »

Have been looking at power generation. I have a new liquid fuel half-done - leaded high octane. It can be used in vehicles when barrelled, or pumped straight into a specialised mid-game generator to bridge the gap between steam and nuclear. That's another large graphic to do.

Then I started looking at solar power. Contentious subject, but Factorio encompasses many play styles. What I noticed immediately was that accumulators store only 125% the energy value of a single piece of coal, 5 MJ. This goes some way towards explaining why in my last big multi-rocket 1k SPM playthrough, I had 32,000 solar panels and 27,000 accumulators spammed across a small continent - all of which were rendered almost useless when I built my second reactor. 5 MJ is also the exact value I chose to give to charged batteries (they cost 6.25 MJ to charge, at 80% efficiency). So a vanilla accumulator was a 2x2 building with the raw power of a single duracell.

It's a tricky one because it's something for nothing, so it can't really be much good, or people will use nothing else. The trouble is, people just spam it down anyway, regardless. If you nerfed solar by halving the production, people would just spam it twice as much (or mod it back again). Game save sizes and UPS are the only losers here.

I've tweaked the following so far, I have a feeling that something nasty might bite me in the rear at some point, so this is a WIP:

1. Massively buffed accumulators, with 10x the capacity and 3.33x the input/output. They are far more expensive to build, like, 100x (most buildings in the Revolution are already expensive anyway, but not usually by that much). They don't have any more health points, so they are a vulnerable asset.

2. Gave solar panels a 25% buff to 75 kW.

3. Created a 5x5 solar array. This has the power of 4 solar panels, 300 kW, but in about 70% of the space. Could have made it 6x6 but I like that it isn't an exact multiple, so people will have design new layouts.

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Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

Post by Deadlock989 »

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Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

Post by Deadlock989 »

[out of date]
Last edited by Deadlock989 on Tue Aug 13, 2019 12:48 pm, edited 2 times in total.
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mrvn
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Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

Post by mrvn »

Shouldn't that have a water pipe inlet?

I also think greenhouses should have an advanced recipe that adds a CO2 inlet and O2 outlet for faster growth.

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Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

Post by LordWampus »

mrvn wrote:
Mon May 20, 2019 11:33 am
...a CO2 inlet and O2 outlet for faster growth.
"Oh yes oh yes!" - Carl Cox

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Deadlock989
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Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

Post by Deadlock989 »

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Did another pass on storage depots. Less cubic, more container-like. Non-logistic depots don't have the iris door any more. Added an early-game bronze version that has more storage per tile than low level chests but can't compete with steel.

This is just me procrastinating on tackling some essential missing difficult stuff.
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Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

Post by mrvn »

I don't think a storage depot out of bronze makes much sense. Early designs would use wood and maybe some iron nails and joints. Would bronze nails make sense?

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