[MOD 0.17] Industrial Revolution

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Cribbit
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Re: [MOD 0.17] Industrial Revolution

Post by Cribbit » Mon Nov 25, 2019 3:56 am

Derringer wrote:
Mon Nov 25, 2019 3:01 am
- Rocket and tank cannon firing rate technologies were removed and not replaced.
- The cost of rockets, tank cannon shells, artillery shells increased.
Ouch! That's going to make uprooting nests at evolution 50-90 much more troublesome. My tactic has been to get close enough to knock over 2-4 spawners or worms with single-target rockets, back up, and pepper the resulting angry mob with steel or titanium shot.

I guess the only consolation there is that with explosive damage 6 I can two-shot big worms and one-shot pretty much any other structure.
- Science pack tier progression was reworked again for a lot of the tech tree, especially military and other "bonus" technologies.
Dang nab it! I've been trying to avoid turret creep cheese, but if personal and vehicle weapons are that badly nerfed...
Turret cover has been the most reliable IMO. Put down turrets just outside worm range, fire rockets into base (since you outrange the worms) and let the turrets kill everything that comes out.

Also personal laser defense is still ridiculously powerful, if you have tanks you should be at least close to getting those.

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Re: [MOD 0.17] Industrial Revolution

Post by Bilka » Mon Nov 25, 2019 7:05 am

I've been wrecking everything with defender bots from steel onwards.
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Deadlock989
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Re: [MOD 0.17] Industrial Revolution

Post by Deadlock989 » Mon Nov 25, 2019 10:31 am

Derringer wrote:
Mon Nov 25, 2019 3:01 am
Dang nab it! I've been trying to avoid turret creep cheese, but if personal and vehicle weapons are that badly nerfed...
No weapon was nerfed except rocket and tank cannon fire rates which were restored to vanilla default. The science packs required, their technology costs, the prerequisite chains were reworked. The weapons themselves weren't touched.

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Re: [MOD 0.17] Industrial Revolution

Post by arivara » Mon Nov 25, 2019 1:55 pm

Hello , If I may ask why did you remove the firing speed and damage upgrades for the tank?

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Deadlock989
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Re: [MOD 0.17] Industrial Revolution

Post by Deadlock989 » Mon Nov 25, 2019 2:48 pm

arivara wrote:
Mon Nov 25, 2019 1:55 pm
Hello , If I may ask why did you remove the firing speed and damage upgrades for the tank?
Damage upgrades were not removed. The rate of fire technologies were just clutter and overpowered.

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Re: [MOD 0.17] Industrial Revolution

Post by mrvn » Mon Nov 25, 2019 3:28 pm

nosports wrote:
Sat Nov 16, 2019 11:01 pm
I wanted again say thanks for this mod.....

Now i have some space - and decided not to do the math, but do it street-wise......

Here is my 'how are the ratios' :D

2019-11-16 23_56_05-Factorio 0.17.jpg

It seems one need pumps by every orewashing but hey :mrgreen:
You need one water filter per 4 ore washers. They work fine without pumps provided you use a buffer tank and a top-up valve to feed in the needed water. In larger setups you might have to use a pump to limit water refill to 50% or less or there isn't enough differential between the ore washers and water filter.

A 4 washer setup might also work without tank if you top up the water at the filter, ideally on the other side of the washers. But I found that the water consumption causes low spikes where water is refilled and the next tick the water filter wants to output it's water and the pipe gets full. A buffer tank smoothes that out.

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Re: [MOD 0.17] Industrial Revolution

Post by arivara » Mon Nov 25, 2019 6:05 pm

Deadlock989 wrote:
Mon Nov 25, 2019 2:48 pm
arivara wrote:
Mon Nov 25, 2019 1:55 pm
Hello , If I may ask why did you remove the firing speed and damage upgrades for the tank?
Damage upgrades were not removed.
Before the update explosive shells wth 6 upgrades used to inflict 180+396 physical 300+660 explosive damage
And now they only inflict 180 physycal and 300 explosive . And I've got all of the explosive damage upgrades.
And if you check the information on the "Stronger explosives" upgrade it reads :
-Rocket damage ...%
-Land mine damage: ...%
-Grenade damage: ...%

There is no damage upgrade for the cannon shells , could it be that you forgot to include it?

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Sensor recipe

Post by nosports » Mon Nov 25, 2019 7:42 pm

Hello Deadlock,

i have noticed that sensor-recipe is also changed (copper wire -> copper plate) is this intentional ?
If so i need to fix my spaghetti to accomodate this new flavor :P

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Re: [MOD 0.17] Industrial Revolution

Post by shrubberyrobbery » Tue Nov 26, 2019 8:38 am

Deadlock, this is just to give a massive thanks for the mod. It is an absolute masterwork which transforms the game. I'm under no illusions as to the colossal amount of blood sweat and tears gone in to make it and see it through to a state of sane completion. What can I say, it's blinking brilliant.

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Re: [MOD 0.17] Industrial Revolution

Post by Yubilei » Tue Nov 26, 2019 11:00 am

Hi,

thanks for the great mod! I noticed you added iron age filter inserters in the latest patch. Building them is just fine but if I pick one up after placing it, I just get a normal yellow inserter back instead of a filter inserter. I doubt this is intended behavior?

I dont have other mods than IR 1.0.7 and DeadlockLargerLamp 1.3.0 installed.

Cheers!

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Deadlock989
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Re: [MOD 0.17] Industrial Revolution

Post by Deadlock989 » Tue Nov 26, 2019 11:42 am

arivara wrote:
Mon Nov 25, 2019 6:05 pm
There is no damage upgrade for the cannon shells , could it be that you forgot to include it?
Huh. In my head, cannon shells were covered in vanilla by Stronger Explosives research, like rockets are. I now see that instead they are tacked on to late Physical Projectile Damage research. So yes, 1.0.7 is missing cannon shell damage upgrades. I am not sure of the best way to tackle this, I will probably just revert Stronger Explosives to the way it was before (or similar).
nosports wrote:
Mon Nov 25, 2019 7:42 pm
i have noticed that sensor-recipe is also changed (copper wire -> copper plate) is this intentional ?
If so i need to fix my spaghetti to accomodate this new flavor :P
Yes, it's intentional, see change log.
Yubilei wrote:
Tue Nov 26, 2019 11:00 am
thanks for the great mod! I noticed you added iron age filter inserters in the latest patch. Building them is just fine but if I pick one up after placing it, I just get a normal yellow inserter back instead of a filter inserter. I doubt this is intended behavior?
No, it is not, will be fixed in the next version.
shrubberyrobbery wrote:
Tue Nov 26, 2019 8:38 am
Deadlock, this is just to give a massive thanks for the mod. It is an absolute masterwork which transforms the game. I'm under no illusions as to the colossal amount of blood sweat and tears gone in to make it and see it through to a state of sane completion. What can I say, it's blinking brilliant.
You're most welcome.

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Re: [MOD 0.17] Industrial Revolution

Post by maartengj » Tue Nov 26, 2019 7:23 pm

Deadlock, thank you for this great mod.

As someone else mentioned above I was noticing the change from iron age filter inserter to yellow inserter when picking them up.
I also noticed that I can only upgrade/downgrade the iron age filter inserters to purple inserters and vice versa and nothing else.

Is this something you are planning for a future update as well?

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Re: [MOD 0.17] Industrial Revolution

Post by bodombeach » Wed Nov 27, 2019 11:18 am

Hi, many thanks @Deadlock, I am absolutely loving your modpack and the direction it is taking.
However after reaching space age and infinite researches, I find myself with large excess of chromium and titanium that I have no idea what to do with. Right now I have absolutely no reason to use the advanced ore washing recipes, as it would produce even more of these 'precious' materials, I already have enough lead, gems and way too much chromium/titanium. I noticed in a previous changelog you reduced chromium costs by 80%, what was the reason behind this ? Am I missing something ?
Does anyone else have this problem ?

Again, big kudos to this awesome mod, keep up the good work!

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Re: [MOD 0.17] Industrial Revolution

Post by nosports » Wed Nov 27, 2019 12:34 pm

So hello,

i am not in space age and therefore i don't know if i need this cormium pile of mine (currently reaching 3000k)

My suggestions :

As for the Titanium i would add an additional titanium wall and weaken the steel wall a little bit for the Titanium.....

If the crom surges will appear how about slipping a little crome to the duranium recipe.
Nothing wrong about some tracematerials in some high tech materials....

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Deadlock989
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Re: [MOD 0.17] Industrial Revolution

Post by Deadlock989 » Wed Nov 27, 2019 12:38 pm

If you don't want a chromium or titanium stockpile, don't make one.

There are not going to be any further changes to the mod from now on, it's in maintenance/bugfix mode only.

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Deadlock989
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Re: [MOD 0.17] Industrial Revolution

Post by Deadlock989 » Wed Nov 27, 2019 12:51 pm

---------------------------------------------------------------------------------------------------
Version: 1.0.8
Date: 27. 11. 2019
Tweaks:
- Turrets now show their resistances in tooltips.
Fixes:
- Fixed an error on load if a long-handed or filter inserter entity created by some other mod had no matching item.
- Fixed that deconstructing an orange filter inserter returned a yellow inserter.
- Fixed missing colour masks from logistic depot entity icons (i.e. in upgrade planner).
- Restored missing tank cannon shell damage upgrades to Stronger Explosives 3+ research.
---------------------------------------------------------------------------------------------------

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Re: [MOD 0.17] Industrial Revolution

Post by bodombeach » Wed Nov 27, 2019 2:06 pm

Deadlock989 wrote:
Wed Nov 27, 2019 12:38 pm
If you don't want a chromium or titanium stockpile, don't make one.

There are not going to be any further changes to the mod from now on, it's in maintenance/bugfix mode only.
May I ask what is the purpose of advanced ore washing recipes then ? Since normal ones already produce too much byproducts.
That kinda took away my motivation to keep playing endgame and refactor my factory to be honest...

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Re: [MOD 0.17] Industrial Revolution

Post by Bilka » Wed Nov 27, 2019 2:55 pm

bodombeach wrote:
Wed Nov 27, 2019 2:06 pm
May I ask what is the purpose of advanced ore washing recipes then ?
Getting more byproducts if you need them. If you don't need the byproducts, don't use washing. That way you can balance your ore production with circuits etc to produce exactly what you need.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.

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Re: [MOD 0.17] Industrial Revolution

Post by bodombeach » Wed Nov 27, 2019 3:23 pm

Bilka wrote:
Wed Nov 27, 2019 2:55 pm
Getting more byproducts if you need them. If you don't need the byproducts, don't use washing. That way you can balance your ore production with circuits etc to produce exactly what you need.
Since science requires so little chromium/titanium, I wonder in what cases you would need to extra produce these byproducts, but I may be wrong. Also the long term cost of military (ammo mostly) doesn't require any of them.

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Re: [MOD 0.17] Industrial Revolution

Post by Bilka » Wed Nov 27, 2019 3:58 pm

I was short on Chromium when I was mass-producing Photonic cannons and not doing science. I could see the same happening with titanium heavy things, especially later when you don't use steel based satellites anymore.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.

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