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				[0.11.*+] Alien Science
				Posted: Sun May 04, 2014 8:57 pm
				by darkrising
				Hello, if you find killing aliens quite difficult and would rather just get 
Alien Science Packs by crafting, then this mod is for you!
This extremely simple mod adds a few recipes to the game that will allow you to craft 
Alien Science Packs and 
Alien Artifacts by using each of the other three tiers.
Simply put:
6 x 
Science Pack 1
2 x 
Science Pack 2
1 x 
Science Pack 3
= 1 x 
Alien Science Pack
54 x 
Science Pack 1
27 x 
Science Pack 2
9 x 
Science Pack 3
= 1 x 
Alien Artifact
Alien Artifacts can be made into 10x 
Alien Science packs, so the second recipe gives a 10% reduction in costs making it more efficient once researched.
Hope you enjoy my first mod 
 ChangeLog
ChangeLog
0.0.6
- Added compatibility update for 0.11.22, thanks to matpmag for updating.
0.0.5
- Swapped out the cost of Alien Artifacts to make more sense
0.0.4
- Added the ability to create alien artifacts using the same recipe for alien science, thanks sfrazer for the suggestion and thanks gmyx for the unofficial version 0.0.4
0.0.3
- Added technology so now you have to research alien science after alien technology
0.0.2
- Increased the difficulty of the recipe to add balance
0.0.1
Screenshots
 Current version
Current version
 
			
					
				Re: [0.9.*+] Alien Science
				Posted: Sun May 04, 2014 9:46 pm
				by FishSandwich
				Cool mod. 

 But I think the amount of 
science packs needed should be changed. Obviously 
science pack 1 is easier to make than 
science pack 2 or 3, so should be more. 

 Same for 
science pack 2.
 
			
					
				Re: [0.9.*+] Alien Science
				Posted: Sun May 04, 2014 9:53 pm
				by Airat9000
				please foto
			 
			
					
				Re: [0.9.*+] Alien Science
				Posted: Mon May 05, 2014 10:59 am
				by darkrising
				FishSandwich wrote:Cool mod. 

 But I think the amount of 
science packs needed should be changed. Obviously 
science pack 1 is easier to make than 
science pack 2 or 3, so should be more. 

 Same for 
science pack 2.
 
Thanks! I was thinking about balancing it out a bit so I took your advice and made the recipe harder 

 
			
					
				Re: [0.9.*+] Alien Science
				Posted: Mon May 05, 2014 11:44 am
				by FishSandwich
				Good numbers. I think this mod would be good for people that like to play with no enemy, so need another way of getting those late research. 

 
			
					
				Re: [0.9.*+] Alien Science
				Posted: Mon May 05, 2014 2:59 pm
				by Airat9000
				ooo very good mod! thanks!
			 
			
					
				Re: [0.9.*+] Alien Science
				Posted: Mon May 05, 2014 4:34 pm
				by darius456
				With this mod game will be too easy. I think that you should add monster remains or monster corpses and useing them and science pack 1 2 3 create alien science pack. Your mod completely eliminate the need for killing monsters.
			 
			
					
				Re: [0.9.*+] Alien Science
				Posted: Mon May 05, 2014 4:56 pm
				by Roest
				darius456 wrote:Your mod completely eliminate the need for killing monsters.
That's the point. Some don't want that part of the game and as usual using a mod is completely optional and doesn't effect you in the slightest.
 
			
					
				Re: [0.9.*+] Alien Science
				Posted: Mon May 05, 2014 6:08 pm
				by darius456
				Roest wrote:darius456 wrote:Your mod completely eliminate the need for killing monsters.
That's the point. Some don't want that part of the game and as usual using a mod is completely optional and doesn't effect you in the slightest.
 
But I like idea of creating 
alien science pack but without loosing battle element... May by it's time for creating another my mod. Like... Kill mob, get his body... Use it to manufacture 
alien science pack.
 
			
					
				Re: [0.9.*+] Alien Science
				Posted: Mon May 05, 2014 7:11 pm
				by Kyte
				Or a mod where you grow aliens and then kill them in slaughter factories XDDD
wahaha 
Nice lil mod but I wont use it. I want kiiiill<3 XD
Greetings Kyte
			 
			
					
				Re: [0.9.*+] Alien Science
				Posted: Thu May 08, 2014 9:21 am
				by HoneyFox
				Like this mod.
And I want to share with you an idea:
If Factorio supports cyclic recipes, how about we have something like this: 4 
Alien Artifact + 8 Red SP + 4 Green SP + 2 Blue SP => 5 
Alien Artifact?
This will make it similar to some sort of breeder reactor, which can slowly increase the 
Alien Artifact but you still need the initial  ingredients. Of course these numbers can be tweaked to make it not too easy. 
 
EDIT: I've even wondered if fish could be an ingredient of a recipe.  

 and we can assume that the artifact has some mysterious capability to absorb the biomass (aka fish) and split into two...
 
			
					
				Re: [0.9.*+] Alien Science
				Posted: Fri Jun 06, 2014 4:17 am
				by sfrazer
				Hi there!
Just wanted to say thanks for this mod, I really dig it.
I've also got a suggestion for you for the next version:
New technology: alien-artifact
prerequisite: alien-science
requires: 200 each of science packs 1-4 time 20
Unlocks recipe alien-artifact
New Recipe: Alien-artifact
energy_required: 12
Ingredients: Science-pack-4 x 20 ?
result: Makes an Alien artifact.
Then you could produce the rest of the items in the game without combat but at a fairly huge cost
			 
			
					
				Re: [0.9.*+] Alien Science
				Posted: Mon Jul 14, 2014 12:59 am
				by gmyx
				HoneyFox wrote:Like this mod.
And I want to share with you an idea:
If Factorio supports cyclic recipes, how about we have something like this: 4 
Alien Artifact + 8 Red SP + 4 Green SP + 2 Blue SP => 5 
Alien Artifact?
This will make it similar to some sort of breeder reactor, which can slowly increase the 
Alien Artifact but you still need the initial ingredients. Of course these numbers can be tweaked to make it not too easy. 
 
EDIT: I've even wondered if fish could be an ingredient of a recipe. 

 and we can assume that the artifact has some mysterious capability to absorb the biomass (aka fish) and split into two...
 
1. I don't see anything stopping it. Just have to wright it up. What I like about this mod is I can play without the aliens all together so I would never get the original 4.
2. Nothing prevents a fish (raw fish) from being used. Use is limited right now, you would need a fishery. should be too hard.
sfrazer wrote:Hi there!
Just wanted to say thanks for this mod, I really dig it.
I've also got a suggestion for you for the next version:
New technology: alien-artifact
prerequisite: alien-science
requires: 200 each of science packs 1-4 time 20
Unlocks recipe alien-artifact
New Recipe: Alien-artifact
energy_required: 12
Ingredients: Science-pack-4 x 20 ?
result: Makes an Alien artifact.
Then you could produce the rest of the items in the game without combat but at a fairly huge cost
Attached is an unofficial version 0.0.4 that does just that.
 
			
					
				Re: [0.9.*+] Alien Science
				Posted: Tue Sep 16, 2014 3:25 am
				by darkrising
				gmyx wrote:
sfrazer wrote:
-Snip-
 
Thanks for the unofficial version, I have now updated the thread to include it 

 
			
					
				Re: [0.9.*+] Alien Science
				Posted: Tue Oct 14, 2014 2:01 am
				by Molay
				Interesting mod, will try it in my next game! I do wonder about something though.
You say the recipe is:
6 x Science Pack 1
2 x Science Pack 2
1 x Science Pack 3
= 1 x Alien Science Pack (also: 1 x Alien Artifact for the other recipe)
So, wouldn't it be _strictly_ better to make Alien Artifacts all of the time, because the Alien Artifact can be transformed into 10 Alien Science Packs? I'm a bit confused by the pricing here^^
Edit: Just to make it clear what I mean:
Formula 1: 6*SP1 + 2*SP2 + 1*SP3 = 1*SP4
Formula 2: 6*SP1 + 2*SP2 + 1*SP3 = 1*Artifact
1*Artifact = 10*SP4
So Formula 2 = 10*Formula 1
Making the option to make Science Packs with that recipe 10 times more expensive than to make alien artifacts.
			 
			
					
				Re: [0.9.*+] Alien Science
				Posted: Fri Oct 17, 2014 7:10 pm
				by darkrising
				Molay wrote:Interesting mod, will try it in my next game! I do wonder about something though.
You say the recipe is:
6 x Science Pack 1
2 x Science Pack 2
1 x Science Pack 3
= 1 x Alien Science Pack (also: 1 x Alien Artifact for the other recipe)
So, wouldn't it be _strictly_ better to make Alien Artifacts all of the time, because the Alien Artifact can be transformed into 10 Alien Science Packs? I'm a bit confused by the pricing here^^
Edit: Just to make it clear what I mean:
Formula 1: 6*SP1 + 2*SP2 + 1*SP3 = 1*SP4
Formula 2: 6*SP1 + 2*SP2 + 1*SP3 = 1*Artifact
1*Artifact = 10*SP4
So Formula 2 = 10*Formula 1
Making the option to make Science Packs with that recipe 10 times more expensive than to make alien artifacts.
You are of course correct, It is a bit unbalanced so I have tweaked the cost of 
Alien Artifacts to be more reasonable.
Alien Artifacts can now be made for 90% of the cost of 10 x 
Alien Science packs.
Hopefully this makes more sense.
 
			
					
				Re: [0.9.*+] Alien Science
				Posted: Tue Oct 28, 2014 1:19 pm
				by ThirteenEra
				Was giving me error upon installing the mod, here is the fix i had to perform to get it to work:
1. in mods/alien-science 0.0.5/info.json manually change version from 0.0.4 to 0.0.5 (even though the version was 0.0.5 it seems you forgot to update the json)
2. manually rename the folder of mod from alien-science 0.0.5 to alien-science_0.0.5
			 
			
					
				Re: [0.9.*+] Alien Science
				Posted: Tue Oct 28, 2014 1:39 pm
				by darkrising
				ThirteenEra wrote:Was giving me error upon installing the mod, here is the fix i had to perform to get it to work:
1. in mods/alien-science 0.0.5/info.json manually change version from 0.0.4 to 0.0.5 (even though the version was 0.0.5 it seems you forgot to update the json)
2. manually rename the folder of mod from alien-science 0.0.5 to alien-science_0.0.5
Yeah, that was a derp, I've fixed the problems and re-uploaded 0.0.5.
 
			
					
				Re: [0.9.*+] Alien Science
				Posted: Wed May 13, 2015 12:42 am
				by FireproofWaffle
				Hi I downloaded this mod an im getting a this error im using factorio 0.9.8, any idea how to fix it?

 
			
					
				Re: [0.9.*+] Alien Science
				Posted: Wed May 13, 2015 5:49 am
				by Koub
				Last edited by darkrising on Tue 28 Oct 2014
There have been changes in the mod API since then. The mod will need some adaptation to work with 0.11.22.