[MOD 1.0.0] SunResources

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Sunnova
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[MOD 1.0.0] SunResources

Post by Sunnova »

SunResources

A Factorio mod that allows you to place resources on tiles and clean up mixed ore or fluid patches, you can also erase and restore a resource patch at a new location.

Details:

Factorio Version: 1.0.0
Released: May 27th, 2017
Updated: Aug 14, 2020
License: MIT License
Tags: testing, resources

discord https://discord.gg/YWVEqgN

Version Changes
LONG DESCRIPTION
https://mods.factorio.com/mods/Sunnova/SunResources
Last edited by Sunnova on Wed Aug 26, 2020 1:48 pm, edited 48 times in total.

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Post by Sunnova »

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Sunnova
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Re: [MOD 0.15.x] SunResources

Post by Sunnova »

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Last edited by Sunnova on Sat Aug 15, 2020 1:28 pm, edited 2 times in total.

qwerter96
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Re: [MOD 0.15.x] SunResources

Post by qwerter96 »

You haven't actually defined non infinite angels ores or fissures/gas wells for angels mods. As a result those aren't placed.

Sunnova
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Re: [MOD 0.15.x] SunResources

Post by Sunnova »

qwerter96 wrote:You haven't actually defined non infinite angels ores or fissures/gas wells for angels mods. As a result those aren't placed.
Thank you for the feedback, I'll work on it today.

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Post by Sunnova »

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Post by Sunnova »

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Last edited by Sunnova on Sat Aug 15, 2020 1:29 pm, edited 1 time in total.

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Post by Sunnova »

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Last edited by Sunnova on Sat Aug 15, 2020 1:29 pm, edited 2 times in total.

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Last edited by Sunnova on Sat Aug 15, 2020 1:30 pm, edited 1 time in total.

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Re: [MOD 0.16.x] SunResources

Post by Sunnova »

v0.0.12
updated info.json for version .16 of factorio
remove config.lua, and changed how valid tiles are checked for placing resources on.
change fluids to one setting, let me know of I missed a fluid for the above mods supported.
Go to Options, Mods, Startup, look for SunResources, you can set your values there for ore and fluids.

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Re: [MOD 0.15.x] SunResources

Post by Sunnova »

v0.0.13
added check resource feature. Mining not working because the resource is mixed? Now you can erase all other resources in your patch but the resource you want.

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Re: [MOD 0.15.x] SunResources

Post by Rylant »

When I place oil with this mod, the oil is a really low amount, even when changed to the maximum. I am getting numbers like 8 percent per oil spot. Am I doing something wrong?

Also, any chance we could generate ore fields with more natural rounded fields? Getting only rectangular ones seems really unnatural.

Rylant

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Re: [MOD 0.15.x] SunResources

Post by Sunnova »

Rylant wrote:When I place oil with this mod, the oil is a really low amount, even when changed to the maximum. I am getting numbers like 8 percent per oil spot. Am I doing something wrong?

Also, any chance we could generate ore fields with more natural rounded fields? Getting only rectangular ones seems really unnatural.

Rylant
No, with the on_player_selected_area event, this shape is what you get.

If you unzip the mod, you can edit the settings.lua and bump your max settings higher for fluids or ore, give that a try.

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Re: [MOD 0.16.x] SunResources

Post by Sunnova »

v0.0.14
changed resource checker to convert unwanted ore, instead of removing it, fluids are skipped.
change settings.lua, changed maximum (999,999) values, added random setting, if checked ore will be between 5000 and the amount you set, up to 999,999 at this time. If not checked, ore will be fixed at the amount you set.
changed default for fluids from 25,000 to 75,000.

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Re: [MOD 0.16.x] SunResources

Post by HurkWurk »

would love an object that helps remove ore so that i can shape existing patches.

Sunnova
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Re: [MOD 0.16.x] SunResources

Post by Sunnova »

HurkWurk wrote:would love an object that helps remove ore so that i can shape existing patches.
Give ore eraser by tergiver a try, I use it and it works very well.

https://mods.factorio.com/mods/tergiver/ore-eraser

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Re: [MOD 0.16.x] SunResources

Post by Sunnova »

v0.0.15
Added checking for fluid patch
When checking ore patch, fluid is removed from the ore patch.
When checking fluid patch, ore is removed from the fluid patch.
** Warning **
Fluid checker changes fluid amount to the amount in your settings for fluids.

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Re: [MOD 0.16.x] SunResources

Post by Sunnova »

v0.0.16
Added settings for changing fluid or ore amount when using a checker, if not selected amounts will be kept at original values.
Added setting to remove ore during fluid check.
Added setting to remove fluid during ore check.
Added setting for turning on resource placer creation, off if not checked.
Changed how icons are created.

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Re: [MOD 0.16.x] SunResources

Post by Sunnova »

v0.0.17
Added movers for moving a resource patch.
Movers are created for each direction and resource type.
See Mod Startup Settings
enable creation of movers, default is disabled.
offset distance to move resource patch, default is 120.

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