[MOD 0.17+] Adamo Mods
Posted: Sat Aug 17, 2019 2:08 pm
Here is a link to my published mods: https://mods.factorio.com/user/eladamo
My philosophy is to extend the vanilla game rather than replace it. Therefore, in almost all cases, my mods should be compatible with vanilla recipes and blueprints, and other mods. Here are exceptions:
I'm little good with graphics. I can make icons and do some basic manipulations of colors and smudging on entities, but I've had to go out to the community to get good entity animations. So you'll find that I have licenses included with my mods for graphics that were put out under derivable licenses. I strongly appreciate the hard work you all have done, and that you used derivable licenses, which enabled me to apply my talents.
Physics: Reintroduces efficiencies to provide differentiation between fluid and chemical burners, nuclear boilers, nuclear reactors, and chemical-generated heat. This setup leaves nuclear reactors and chemical burner boilers as the most-efficient options, as we see in real life. This improves balance among the non-vanilla energy sources introduced by the other mods here, and mods from others. Also improves rockets.
Carbon: Introduces a new fluid resource: natural gas. Natural gas can be burned or broken down into methane and petroleum gas, and methane can be used in late-game to reform heavier hydrocarbons using the Fischer-Tropsch process. Syngas can be generated by steam reforming of methane or burning fuel items in the gasifier. The carbon mod can interface with your mod's syngas fluid through a mod setting, giving it a fuel_value and setting it to generate in the gasifier. It would be cool if someone integrated ammonia production along this process chain. Also adds some recipes to the standard oil production chain.
Nuclear: My only overhaul mod. I'm a physicist by training, and programmer by trade, so it seemed like tackling the nuclear production chain would be just the thing for me. This mod uses a nuclear fuel and enrichment toy model I built to inform the recipes, and should provide an interesting, realistic, and possibly even educational experience. It's not much harder than the vanilla production chain (easier in some ways), but different; not magical.
Chemical: Adamo Chemical doesn't replace vanilla recipes, but offers several crafting machines with advantages and disadvantages using "chemical reaction type" categories deduced from all available recipes, and adds some useful new chemicals. It adds the ability to process stone for minerals that are used to make chemicals. Talk to me if you have a stone mineral you think should be added to the screening output. Many of the recipes in this graphic were picked up from mods, then organized along with the vanilla recipes according to various criteria I've set. Note these are new recipes copied from the original data: the old recipes are still available for use in vanilla machines.
Heat processing: Do chemistry with a small heat-powered chem plant; use chemical fuel to refine oil in the still; and make heat from chemical fuel in a burner-powered reactor entity.
Gas-fired boiler: burn fluids directly to make steam using a gas-fired boiler.
Gas generator: a derivative of KS Power, this implements his diesel generator as a generator that burns any fluid directly, at 80% efficiency.
Clicker: Multiplayer-focused player and vehicle camera interface with vehicle autopilot derived from the original helicopter mod. It also has basic functions to order compilatrons to scatter, follow, and move to map markers. I'd say it's a must-have for big multiplayer maps, but the autopilot only works well with vehicles that are always "flying". Reintegration with the original helicopter code is pending; dirigible works well, though. As does Adamo Cars. Probably Aircraft, too. It even follows players to other surfaces, e.g. when they go inside factorissimo buildings.
Companions: A control code which adds behaviours to compilatrons and the ability to make them. Compilatrons will graze on trees, pooping out boxes of wood when they're full, and attach themselves to your beacons to aid in production and research. It's cute: they run around and use their zappy beams.
Clusterio (Spaceport Edition): Minor fork of the Clusterio mod. Makes the clusterio mod "harder" in that it requires the player force to launch a rocket, thus reaching "spaceport status", before it can use the clusterio machines to send and receive items, or share research with other servers. Disables sending fluids by way of the fluid transmitter: all fluids must be sent in barrels. Adds buttons to travel to other servers from any spaceport.
Calibration: Applies data changes to base data and many mods, mostly for balancing. E.G. added electric-boiler and flare stacks to fluid-handling technology when those mods are present, and restricted some buildings from being built on top of ore. Some locale changes.
Catalogue: Serves as a meta-package for my server network's mod pack. Reorders recipes and items in a way that attempts to follow the vanilla ordering while separating unlike recipes and items into more categories. Also adds an "equipment" tab in addition to the existing "combat" tab. I don't intend to support huge mods like Bob's or Angel's in the catalog, but I am interested in all mods that are multiplayer-friendly, extend the game in some useful way, and are well-maintained.
Contraptions: Scripted armor equipment and a plutonium-238-powered power armor.
Spacesuit: Weak starting armor with a few bots and an "emergency reactor" equipment generator that can't be otherwise crafted.
Pipes: copper, stone, and plastic pipes.
Quantized inserter: (Alternative to loader for cargo wagons, since loaders in to and out of cargo wagons is not UPS-friendly) An inserter and filter inserter that move at precisely one rotation per tick.
Finally, my mods do a ton of recipe and animation trolling and manipulation, so I've been compiling a utility library, which I keep updated, here: http://shadydealings.net/fact/factsheet.lua
Please use any of that code, or let me know if you find problems, or whatever.
My philosophy is to extend the vanilla game rather than replace it. Therefore, in almost all cases, my mods should be compatible with vanilla recipes and blueprints, and other mods. Here are exceptions:
- Adamo Chemical requires Simple Silicon. This means red and blue chips require silicon wafers, made from quartz. Simple Silicon adds a quartz resource, and Adamo Chemical allows you to screen stone for quartz and other minerals.
- Adamo Nuclear completely overhauls the nuclear production chain. More on that below.
- Physics needs to be stress-tested on more mega reactors. It *should* work fine, and it works on mine, but I'd like more confirmation.
- Carbon, by default, replaces water with steam in cracking and refinery recipes. This can be turned off with a setting.
I'm little good with graphics. I can make icons and do some basic manipulations of colors and smudging on entities, but I've had to go out to the community to get good entity animations. So you'll find that I have licenses included with my mods for graphics that were put out under derivable licenses. I strongly appreciate the hard work you all have done, and that you used derivable licenses, which enabled me to apply my talents.
Physics: Reintroduces efficiencies to provide differentiation between fluid and chemical burners, nuclear boilers, nuclear reactors, and chemical-generated heat. This setup leaves nuclear reactors and chemical burner boilers as the most-efficient options, as we see in real life. This improves balance among the non-vanilla energy sources introduced by the other mods here, and mods from others. Also improves rockets.
Carbon: Introduces a new fluid resource: natural gas. Natural gas can be burned or broken down into methane and petroleum gas, and methane can be used in late-game to reform heavier hydrocarbons using the Fischer-Tropsch process. Syngas can be generated by steam reforming of methane or burning fuel items in the gasifier. The carbon mod can interface with your mod's syngas fluid through a mod setting, giving it a fuel_value and setting it to generate in the gasifier. It would be cool if someone integrated ammonia production along this process chain. Also adds some recipes to the standard oil production chain.
Nuclear: My only overhaul mod. I'm a physicist by training, and programmer by trade, so it seemed like tackling the nuclear production chain would be just the thing for me. This mod uses a nuclear fuel and enrichment toy model I built to inform the recipes, and should provide an interesting, realistic, and possibly even educational experience. It's not much harder than the vanilla production chain (easier in some ways), but different; not magical.
Chemical: Adamo Chemical doesn't replace vanilla recipes, but offers several crafting machines with advantages and disadvantages using "chemical reaction type" categories deduced from all available recipes, and adds some useful new chemicals. It adds the ability to process stone for minerals that are used to make chemicals. Talk to me if you have a stone mineral you think should be added to the screening output. Many of the recipes in this graphic were picked up from mods, then organized along with the vanilla recipes according to various criteria I've set. Note these are new recipes copied from the original data: the old recipes are still available for use in vanilla machines.
Heat processing: Do chemistry with a small heat-powered chem plant; use chemical fuel to refine oil in the still; and make heat from chemical fuel in a burner-powered reactor entity.
Gas-fired boiler: burn fluids directly to make steam using a gas-fired boiler.
Gas generator: a derivative of KS Power, this implements his diesel generator as a generator that burns any fluid directly, at 80% efficiency.
Clicker: Multiplayer-focused player and vehicle camera interface with vehicle autopilot derived from the original helicopter mod. It also has basic functions to order compilatrons to scatter, follow, and move to map markers. I'd say it's a must-have for big multiplayer maps, but the autopilot only works well with vehicles that are always "flying". Reintegration with the original helicopter code is pending; dirigible works well, though. As does Adamo Cars. Probably Aircraft, too. It even follows players to other surfaces, e.g. when they go inside factorissimo buildings.
Companions: A control code which adds behaviours to compilatrons and the ability to make them. Compilatrons will graze on trees, pooping out boxes of wood when they're full, and attach themselves to your beacons to aid in production and research. It's cute: they run around and use their zappy beams.
Clusterio (Spaceport Edition): Minor fork of the Clusterio mod. Makes the clusterio mod "harder" in that it requires the player force to launch a rocket, thus reaching "spaceport status", before it can use the clusterio machines to send and receive items, or share research with other servers. Disables sending fluids by way of the fluid transmitter: all fluids must be sent in barrels. Adds buttons to travel to other servers from any spaceport.
Calibration: Applies data changes to base data and many mods, mostly for balancing. E.G. added electric-boiler and flare stacks to fluid-handling technology when those mods are present, and restricted some buildings from being built on top of ore. Some locale changes.
Catalogue: Serves as a meta-package for my server network's mod pack. Reorders recipes and items in a way that attempts to follow the vanilla ordering while separating unlike recipes and items into more categories. Also adds an "equipment" tab in addition to the existing "combat" tab. I don't intend to support huge mods like Bob's or Angel's in the catalog, but I am interested in all mods that are multiplayer-friendly, extend the game in some useful way, and are well-maintained.
Contraptions: Scripted armor equipment and a plutonium-238-powered power armor.
Spacesuit: Weak starting armor with a few bots and an "emergency reactor" equipment generator that can't be otherwise crafted.
Pipes: copper, stone, and plastic pipes.
Quantized inserter: (Alternative to loader for cargo wagons, since loaders in to and out of cargo wagons is not UPS-friendly) An inserter and filter inserter that move at precisely one rotation per tick.
Finally, my mods do a ton of recipe and animation trolling and manipulation, so I've been compiling a utility library, which I keep updated, here: http://shadydealings.net/fact/factsheet.lua
Please use any of that code, or let me know if you find problems, or whatever.