[0.12.x][v0.12.10] Bob's Assembly Machines

Some mods, made by Bob. Basically streaks every Factroio-area.

Moderator: bobingabout

What type of Assembly machine should I add next?

Poll ended at Mon Dec 01, 2014 7:02 pm

A simple burner powered assembly machine for earlygame
6
30%
2x2 assembly machines
5
25%
4x4 assembly machines
9
45%
 
Total votes: 20

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[0.12.x][v0.12.10] Bob's Assembly Machines

Post by bobingabout »

Basics of the mod, Add Assembly machines 4, 5 and 6.

Designed to work with Bob's plates, or DyTech, but the recipes will change to work without.

I also changed some of the other things in the existing machinies.

Downloads:
v0.12.x
Latest: V0.12.10 - 26th June 2016
Dropbox Latest
Archive

As of 0.12.4, the Library Mod is required.


Assembly machine 3 edited to be able to craft items that need upto 6 ingredients.
Research recipe altered too, and prerequisites to reflect new ingredients.
New crafting recipe takes:
1x Assembly machine 2
9x Steel plate
5x Steel gear wheels if they exist, Iron gear wheels if they don't
3x Advanced circuits


Assembly machine 4
craft items requiring upto 8 ingredients
5 Module slots
Crafting speed 2
Recipe:
1x Assembly machine 3
9x Aluminimum plate if they exist, Brass(Electrum pre 1.8) plate as a second choice, and steel if they don't exist
5x Steel Bearings if they exist.
5x Brass Gear wheels if they exist, then Steel gear wheels as a second choice, iron gear wheels if they don't.
3x Advanced circuits

Assembly machine 5
craft items requiring upto 10 ingredients
5 Module slots
Crafting speed 2.75
Recipe:
1x Assembly machine 4
9x Titanium plate if they exist, Tungsten plate as a second choice, and steel if they don't exist
5x Titanium gear wheels if they exist, Tungsten gear wheels as a second choice, iron gear wheels if they don't exist
5x Titanium Bearings if they exist too
3x Processing units


Assembly machine 6
craft items requiring upto 12 ingredients
6 Module slots
Crafting speed 3.5
Last edited by bobingabout on Wed Jul 30, 2014 6:35 pm, edited 3 times in total.
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Re: [0.10.x] Bob's Assembly Machines

Post by bobingabout »

Okay, this thing has been downloaded 30 times now.

Does anyone have any feedback on it?
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Re: [0.10.x] Bob's Assembly Machines

Post by Vitduo »

Aklesey1 says that its very useful mod (because now he can automatize producing mk5 modules from DyTech) ;)
5x Titanium gear wheels if they exist
Hey, does any mod add this item?
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Re: [0.10.x] Bob's Assembly Machines

Post by bobingabout »

Vitduo wrote:Aklesey1 says that its very useful mod (because now he can automatize producing mk5 modules from DyTech) ;)
Yup, you should be able to automate everything in DyTech with this mod.
Vitduo wrote:
5x Titanium gear wheels if they exist
Hey, does any mod add this item?
As far as I know... Nope! Not yet anyway.
I plan to add it to one of my mods later. An Intermediates mod.
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Re: [0.10.x] Bob's Assembly Machines

Post by Airat9000 »

Bob's Assembly Machines who is?
please screen ^_^
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Re: [0.10.x] Bob's Assembly Machines

Post by bobingabout »

Uploaded a new version that adds Bearings to recipes from Intermediates mod if it is installed.
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Re: [0.10.x] Bob's Assembly Machines

Post by bobingabout »

Uploaded another new version that uses the new Electronics from my Intermediates mod too.
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Re: [0.10.x] Bob's Assembly Machines

Post by cpy »

Speed of the machines is good, but pollution and power use is really low compared to dytech.
You should at least double pollution and power use starting from assembly 3.
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Re: [0.10.x] Bob's Assembly Machines

Post by bobingabout »

cpy wrote:Speed of the machines is good, but pollution and power use is really low compared to dytech.
You should at least double pollution and power use starting from assembly 3.
I didn't know DyTech even added assembly machines, but I will look at the power consumption thing again for a later release, I need to update it again at some point anyway.
I do know from the mining machines inj DyTech though that he did go a bit nuts with power consumption on the higher end machines, I'm not sure I want a 1.21GW assembly machine.

I made the current ones before adding a nitinol recipe, would a MK6 using Nitinol be nuts, or should I rescale the production materials and costs of the existing machines so MK5 uses Nitinol?
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Re: [0.10.x] Bob's Assembly Machines

Post by cpy »

Nithinol use could use some more love. Anyway dytech assembly machine uses a bit more power and a bit more pollution but are way slower than yours. I will post comparisons when i get home.

Dytech Assembly machine 7: HP 700, 400kW, Pollution 5.71429, Speed: 2.5
Bob assembly machine 5: HP 400, 400kW, Pollution 8, Speed 3.5

Dytech Ass 6: 350kW speed 2

So when you're making assembly machine i think you should scale at least power use to be a bit higher :)
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Re: [0.10.x] Bob's Assembly Machines

Post by bobingabout »

Mine produces a fair bit more polution too.
Yeah, I have a huge leap from speed 2 to speed 3.5.
The general idea behind my scaling was that the speed is the speed of the previous one, plus the speed of its previous one.
mk1 = 0.5
mk2 = 0.75
mk3 = 0.5 + 0.75 = 1.25
mk4 = 0.75 + 1.25 = 2
mk5 = 1.25 + 2 = 3.25 (but I used 3.5)

this 3.5 became my target for upgraded Chemical plants, Furnaces and Electrolysers too, all the final versions should have a speed of 3.5.

I suppose the power consumption could be altered to reflect the change in speed, along with a more expensive recipe. (Like adding Nitinol.)
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Re: [0.10.x] Bob's Assembly Machines

Post by cpy »

Higher power use and nithinol would be great for MK5 or 6 or both, awesome!
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Re: [0.10.x] Bob's Assembly Machines

Post by bobingabout »

Looking at the base machines... Polution goes down per level

MK1 90kW for speed 0.5 = 180kW per cycle.
MK2 150kW for speed 0.75 = 200kW per cycle
MK3 210kW for speed 1.25 = 168kW per cycle.

and mine is
MK4 300kW for speed 2 = 150kW per cycle.
mk5 400kW for speed 3.5 = 114kW per cycle.
so I changed MK5 to 500kW = 143kW per cycle.
0.05/1.5, 0.04/2.5, 0.03/3.5.
if I want to keep up the trend it would become 0.02/4.5, and 0.01/5.5, but that's barely any polution at all
so I changed the mk5 to be the same emissions as the mk4, both at 0.01 per kW.

I still need to look at the recipes.

EDIT: Having a little difficulty deciding on the final recipe.
I want to use the gears and bearings of the same type together, which would like mean using steel for MK3, Titanium for MK4, and Nitinol for MK5.
the problem is that currently, mk3 uses the gears, mk4 uses the bearings. This isn't a huge issue, but with mk3, the recipe is already a mk2 assembly machine, steel plates, steel gears, and advanced circuits, that's 4 items, and the best you can automate on a MK2 machine.

This means 1 of the following:
1. I continue to use steel bearings on MK4, which means MK4 is still a steel phase, meaning MK5 is Titanium and MK6 is Nitinol. So I would rescale the power of MK5 down a bit, and add a MK6 that uses Nitinol.
2. I don't use steel bearings at all (which makes them a bit redundant), and change mk4 to titanium, and mk5 to nitinol.
3. I add steel bearings to MK3 anyway, using a 5 component recipe, which means you need at least a MK3 to automate a MK3, meaning you have to make your first one by hand
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Re: [0.10.x] Bob's Assembly Machines

Post by cpy »

Add MK6 :)
I love complexity and your assemblers are best ones there are (even though i found them a bit cheap).
Try to use bearings, gears, and everything :)

Well with MK6 it shouldn't be a problem? Or maybe scale to MK7/8 if needed? Gradual improvement worst case scenario.
You can even alternate each marks to increase upgrade slots or speed.
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Re: [0.10.x] Bob's Assembly Machines

Post by bobingabout »

Biggest problem with adding more... graphics, I'm running out of colours to recolour these assembly machines to.
I already have a recipe out there that fully utilises, and needs a mk5 to automate, so adding a mk6 that can build recipes using 12 ingredients isn't an issue for me (though it's getting damn complicated if you used belts), the thing I have more of an issue with is the module slots, the mk5 currently has 6, and 6 is more than plenty. Perhaps I'd scale the slots of the mk5 down to only 5, and have 6 in the mk6, but I don't know what that would do to savegames with existing machins using 6 slots.
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Re: [0.10.x] Bob's Assembly Machines

Post by cpy »

Hmm maybe you can add some text into sprites to identify it better? Blend it with current ones? Blue -> Blue + V2 text -> red -> red + V2 text
Some 50/50 blend or something around like that. You have nice spot on bottom to add some text to identify it. Maybe not plain color but some textured text?

There are plenty of rust texture that might look good. :D
https://www.google.sk/search?q=rust+texture

Something like

Image

Well you could add some side stripes, but i don't know grid size of those sprites, so animating can be tricky (or placing it at same position).

Make warning that you need new map and don't upgrade existing worlds.

There is always dytech approach: different item icon, same in game model.
Last edited by cpy on Fri Sep 05, 2014 4:55 pm, edited 1 time in total.
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Re: [0.10.x] Bob's Assembly Machines

Post by OBAMA MCLAMA »

Existing saves bob? An easy approach is make the mk5 the mk6 in recipe and everything, I believe it will convert already placed ones. Then re create the mk5.

But even still you the some issues, asuming thus method will work.
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Re: [0.10.x] Bob's Assembly Machines

Post by bobingabout »

I did a quick test reducing the MK5 module slots from 6 to 5, it apears that whatever module is in the last slot simply disapears. At least it doesn't crash.

if I wanted existing MK5 to become MK6 on save load, that is possible with a migration script.

As for graphics, I'm okay with putting numbers on Icons, but I don't really want to put numbers on the machines themselves.

I can manage a colour for a tech 6 at least, in fact I've already done the recolour, I found it on my backup drive from before my total hard drive failure, the first one from a month ago where I lost A LOT of things, not the second that happened 2 weeks ago. Yes... 2 dead hard drives in the same month, annoying, and the second was only 6 weeks old, I bought it to replace another dying one, I only lost a few days worth of savegames on it, but it was particularly annoying because I was just starting on another mod, and the computer kept crashing, and I was saving it on the dying drive, so lost the whole thing, I had to start over when I fixed my computer. And that's when I lost my modding groove, which is why I've barely done anything for a couple of weeks, other than talk about it. I'll try and get some done today.

Anyway, how do these speeds sound?

MK1 = speed 0.5, 90kW = 180kW per cycle. Polution 0.05/1.5 = 0.0333 per kW
MK2 = speed 0.75, 150kW = 200kW per cycle. Polution 0.04/2.5 = 0.016 per kW
MK3 = speed 1.25, 210kW = 168kW per cycle. Polution 0.03/3.5 = 0.0085 per kW
MK4 = speed 2, 300kW = 150kW per cycle. Polution = 0.01 per kW
MK5 = speed 2.75, 400kW = 146kW per cycle. Polution = 0.01 per kW
MK6 = speed 3.5, 500kW = 143kW per cycle. Polution = 0.01 per kW

should I try and rescale the whole lot(rewriting mk1 to mk3 as well as my own), or stick with this?

actually, if I followed the polution trend, it'd be MK4 = 0.004, mk5 = 0.002 and mk6 = 0.001
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Re: [0.10.x] Bob's Assembly Machines

Post by cpy »

Real nice stats there. I can't wait for recipes.
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Re: [0.10.x] Bob's Assembly Machines

Post by bobingabout »

I forgot that I have Nitinol Bearings, but not Nitinol Gears, I didn't need to add a MK6, just use a gear with the previous bearing.

but I think I'm going to keep the MK6 anyway now that it's done, it helps fills that gap between the old 4 and 5.

Currently requires Nitinol plate, Invar plate, Titanium gear wheel, Nitinol bearing, processing unit, and of course the MK5.


Here, give it a try before I release it https://www.dropbox.com/s/xpnty39ynq3av ... p.rar?dl=0
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