[MOD 0.11.x] Ore processing
Re: [MOD 0.11.x] Ore processing
I'd prefer to have no loop but a faster production. So we can make builds that use this and have a bit of improvement in trade of time spent and energy required. My 2 cents, I like your mod.
Re: [MOD 0.11.x] Ore processing
Hello,
I have rebalanced version 0.5.5 for my play-trough. I guess my balancing is not really in line with your expectations, but I think it could be worthwhile to share it anyway Maybe you get some ideas from it.
Basically the following changes were done:
- changed recipe times, power req., number of items,... (see attached spreadsheet)
- aligned the recipes such that I can build this tileable setup: Note: Each string can roughly keep 2 smelter of both ore types busy
- The ore washing plant produces stone as a side product
- the centrifuge uses lubricant instead of coal
- the matter compilator requires alien science packs but is ridiculous efficient (basically it generates roughly 94 ore for each alien artifact)
- I added an alternative path to create steel (1 coaldust from centrifuge combined with 4 crystallized iron dust in an assembler yields 1 steel dust which can be smelted into one steel bar --> ~25% more efficient but coal is needed)
So far for my taste if feels balanced and the efficiency gain make it worthwhile to use in a normal game
To made the changes affect my current game I had to enter this commands:
/c game.player.force.resettechnologies()
/c game.player.force.resetrecipes()
/c game.player.force.technologies["matter-compilation"].researched = false
/c game.player.force.technologies["matter-compilation"].researched = true
/c game.player.force.technologies["advanced-material-processing-4"].researched = false
/c game.player.force.technologies["advanced-material-processing-4"].researched = true
The same should work to switch back to the unmodified mod, but I strongly advise to test this out on a copied save!
I have rebalanced version 0.5.5 for my play-trough. I guess my balancing is not really in line with your expectations, but I think it could be worthwhile to share it anyway Maybe you get some ideas from it.
Basically the following changes were done:
- changed recipe times, power req., number of items,... (see attached spreadsheet)
- aligned the recipes such that I can build this tileable setup: Note: Each string can roughly keep 2 smelter of both ore types busy
- The ore washing plant produces stone as a side product
- the centrifuge uses lubricant instead of coal
- the matter compilator requires alien science packs but is ridiculous efficient (basically it generates roughly 94 ore for each alien artifact)
- I added an alternative path to create steel (1 coaldust from centrifuge combined with 4 crystallized iron dust in an assembler yields 1 steel dust which can be smelted into one steel bar --> ~25% more efficient but coal is needed)
So far for my taste if feels balanced and the efficiency gain make it worthwhile to use in a normal game
To made the changes affect my current game I had to enter this commands:
/c game.player.force.resettechnologies()
/c game.player.force.resetrecipes()
/c game.player.force.technologies["matter-compilation"].researched = false
/c game.player.force.technologies["matter-compilation"].researched = true
/c game.player.force.technologies["advanced-material-processing-4"].researched = false
/c game.player.force.technologies["advanced-material-processing-4"].researched = true
The same should work to switch back to the unmodified mod, but I strongly advise to test this out on a copied save!
- Attachments
-
- oreprocessing_0.5.5_rebalanced.zip
- (1.02 MiB) Downloaded 204 times
-
- Factorio_OreProcessing.ods.zip
- (48.56 KiB) Downloaded 188 times
Re: [MOD 0.11.x] Ore processing
After playing around with the mod, and doing some math, I came to the conclusion that the mod was causing a net loss of resources. As such, I modified it. Use it as you will.
- Attachments
-
- neworeprocessing_1.0.0.zip
- (919.77 KiB) Downloaded 180 times
Author of Advanced Factorio, a set of mods that add small bits of Advanced functionality to your gameplay
Check it out here: https://mods.factorio.com/user/neomore
Check it out here: https://mods.factorio.com/user/neomore
Re: [MOD 0.11.x] Ore processing
Author can your mod use ores from bob mod? - gold, silver, tin, tungsten, galena, rutile, quartz, bauxite?
Nickname on ModPortal - Naron79