[MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Is it safe to assume that this mod should be compatible with most other mods? I'm thinking of adding it to my game with shadowmegamodpack.
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
It was a deliberate decision on my part, as the general design philosophy is "Up the science cost", and I felt that modules just counteract this.Timeslice wrote:Unlike vanilla labs your labs don't have module slots. Was this a deliberate decision, or an oversight? Or have you changed it and I'm just dumb?
It should be safe to use with most if not all other mods. At worst (in the newest version) it should just not adjust their research cost (and that should only happen if they add entirely new science packs).luffe wrote:Is it safe to assume that this mod should be compatible with most other mods? I'm thinking of adding it to my game with shadowmegamodpack.
If there are any conflicts, please let me know.
Also, I realize the promised update is more than a month overdue, but we've really been pushing at work since we plan to have the first trial runs of our service in January. So I've not played much Factorio or spent a lot of time on modding it.
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Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@UberWaffle
I am noticing with Bob's Mods, that his MK2 LAB is using Blue research, Dark blue, and that they use significantly less power, could you add a third tier of research that replaces this, or add it to the available slot in the Quantum Lab?
I will get a screenshot.
I am noticing with Bob's Mods, that his MK2 LAB is using Blue research, Dark blue, and that they use significantly less power, could you add a third tier of research that replaces this, or add it to the available slot in the Quantum Lab?
I will get a screenshot.
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Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
I agree that we shouldn't have module slots in the research bays. I only used them since I have them.UberWaffe wrote:It was a deliberate decision on my part, as the general design philosophy is "Up the science cost", and I felt that modules just counteract this.Timeslice wrote:Unlike vanilla labs your labs don't have module slots. Was this a deliberate decision, or an oversight? Or have you changed it and I'm just dumb?
It should be safe to use with most if not all other mods. At worst (in the newest version) it should just not adjust their research cost (and that should only happen if they add entirely new science packs).luffe wrote:Is it safe to assume that this mod should be compatible with most other mods? I'm thinking of adding it to my game with shadowmegamodpack.
If there are any conflicts, please let me know.
Also, I realize the promised update is more than a month overdue, but we've really been pushing at work since we plan to have the first trial runs of our service in January. So I've not played much Factorio or spent a lot of time on modding it.
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Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Also, our playtime is HUGE now thanks to this mod. HAHAHAAH its awesome!
HAHAHAHA I also only just noticed its the 1337 DAY! Woot!Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Thanks for the report. I'll take a look at it once I get time to dig into this mod again.cengbrecht wrote:@UberWaffle
I am noticing with Bob's Mods, that his MK2 LAB is using Blue research, Dark blue, and that they use significantly less power, could you add a third tier of research that replaces this, or add it to the available slot in the Quantum Lab?
I will get a screenshot.
I'm kind-of waiting for 0.13 before getting into Factorio again.
I've logged an issue for it on github. https://github.com/UberWaffe/ScienceCos ... r/issues/4
It will be something like
Code: Select all
-- Make Lab Mk2 consume more power than Quantum lab.
data.raw["lab"]["lab-2"].energy_usage = "2MW"
Code: Select all
if (bobIsAbout == true) then
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Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Hi! Great mod so far
I got up to Battery using bob's mods and discovered that none of the new science pack items were added to my recipes.
I fixed it by adding this line to tweaks/bobsmods/2_final.lua:
require("tweaks.newintermediates")
I thought this was weird because it's in the 0_initial file, but this seemed to fix it.
Cheers!
I got up to Battery using bob's mods and discovered that none of the new science pack items were added to my recipes.
I fixed it by adding this line to tweaks/bobsmods/2_final.lua:
require("tweaks.newintermediates")
I thought this was weird because it's in the 0_initial file, but this seemed to fix it.
Cheers!
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@Madd_Mugsy
That is bizarre. I'll retest that, it should be fine with it in 0_initial.
Thanks for the bug report.
That is bizarre. I'll retest that, it should be fine with it in 0_initial.
Thanks for the bug report.
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Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
The file tweaks/bobsmods/2_final.lua contains:UberWaffe wrote:@Madd_Mugsy
That is bizarre. I'll retest that, it should be fine with it in 0_initial.
Thanks for the bug report.
Code: Select all
bobIsAbout = true
if (data.raw["item"]["resin"] == nil or data.raw["item"]["glass"] == nil or data.raw["item"]["silicon-wafer"] == nil or data.raw["item"]["brass-alloy"] == nil) then
require("tweaks.vanilla.2_final")
bobIsAbout = false
end
The file tweaks/bobsmods/0_initial.lua also contains:
Code: Select all
bobIsAbout = true
if (data.raw["item"]["resin"] == nil or data.raw["item"]["glass"] == nil or data.raw["item"]["silicon-wafer"] == nil or data.raw["item"]["brass-alloy"] == nil) then
require("tweaks.vanilla.0_initial")
bobIsAbout = false
end
Code: Select all
"dependencies": ["base >= 0.12.0","? bobelecoveride >= 0.12.0","? UberTweaks >= 0.0.1", "? peacemod"],
Code: Select all
"dependencies": ["base >= 0.12.0","? bobelectronics >= 0.12.0","? bobplates >= 0.12.0","? UberTweaks >= 0.0.1", "? peacemod"],
EDIT1: Hold on, that fixed it some of the time, sec while I examine this detection to see which mod should really be looked at first...
EDIT2: I went through all the items you were checking for and they were pulling from bobelectronics and bobplates, thus the correct dependencies line is this (I also corrected the above one to prevent questions):
Code: Select all
"dependencies": ["base >= 0.12.0","? bobelectronics >= 0.12.0","? bobplates >= 0.12.0","? UberTweaks >= 0.0.1", "? peacemod"],
EDIT3: If anyone wants the 0.12.11 mod version with the fixed bob dependencies for when you play with bobs mods until the mod itself is fixed, you can download it at: http://overminddl1.com/Factorio/mods/Sc ... .12.11.zip
It also includes the prior listed addition to the Bob's lab that takes dark blue so it takes a larger power as well (should probably be larger still, especially as it supports modules, maybe modules should be disabled from all of Bob's labs actually... and the new science packs ScienceOverhaulModded too...).
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@OvermindDL1
Wow! Thanks for that. I appreciate the effort and time taken to debug and fix this.
I had completely forgotten to update those dependencies since the (no longer recent) changes to electronics in Bob's mods.
I'll put out a hotfix version for this later today.
Version with updated recipes for new Bob's Mods science packs and stats for new Bob's Mods labs is probably still a ways off.
I do not yet have a good idea what to change those to.
Suggestions are welcome.
Currently I'm leaning towards making it cost the same as now except replace the express transport belt with other alloys and advanced materials.
EDIT: Hotfix version 0.12.12 is up on the original post.
Wow! Thanks for that. I appreciate the effort and time taken to debug and fix this.
I had completely forgotten to update those dependencies since the (no longer recent) changes to electronics in Bob's mods.
This might also explain the periodic multiplayer desyncs I was having that I was unable to trace.OvermindDL1 wrote:... Which if bobelecoveride is not included then it will run in a somewhat random order with bobsmods, ...
I'll put out a hotfix version for this later today.
Version with updated recipes for new Bob's Mods science packs and stats for new Bob's Mods labs is probably still a ways off.
I do not yet have a good idea what to change those to.
Suggestions are welcome.
Currently I'm leaning towards making it cost the same as now except replace the express transport belt with other alloys and advanced materials.
EDIT: Hotfix version 0.12.12 is up on the original post.
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Hey, bug report time. Was having an issue loading the mod. Error was "Invalid escape sequence" in info.json.
Asked my programmer fiance, ended up removing the text in the description part and just having the "" parts in. Works now.
Not quite sure if it's the latest updates to the base game causing the error or my modlist.
Asked my programmer fiance, ended up removing the text in the description part and just having the "" parts in. Works now.
Not quite sure if it's the latest updates to the base game causing the error or my modlist.
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@GeekWere:
That's what I get for not doing a test run before uploading.
Yeah, I mucked up there. Will upload version 0.12.13 shortly with the fix in it.
Thanks for the bug report.
EDIT: Upload done.
Apologies to everyone, I need to do a better job at quality control.
That's what I get for not doing a test run before uploading.
Yeah, I mucked up there. Will upload version 0.12.13 shortly with the fix in it.
Thanks for the bug report.
EDIT: Upload done.
Apologies to everyone, I need to do a better job at quality control.
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
No problem! Was an interesting problem. ^^ Thanks for fixing.
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
This is an interesting mod which I'd not tried before so I put it in with others for an RSO game to force train usage. Red and green were ok but the blue packs seem to depend on oil products a lot and my map is extremely sparse (I'm already mining 800 chunks from the start point). I'm getting the feeling that a mod which drastically adds to the resource cost for science may have been a poor choice
Otherwise I like it, it seems well done and it gets rid of the stock science problem where you automate red + green in one go then have everything researched half an hour later.
Otherwise I like it, it seems well done and it gets rid of the stock science problem where you automate red + green in one go then have everything researched half an hour later.
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
If you used RSO then 800 chunks is not that far. And with last fix I think oil might be most scarce resource - just need to go and search.Ratzap wrote:This is an interesting mod which I'd not tried before so I put it in with others for an RSO game to force train usage. Red and green were ok but the blue packs seem to depend on oil products a lot and my map is extremely sparse (I'm already mining 800 chunks from the start point). I'm getting the feeling that a mod which drastically adds to the resource cost for science may have been a poor choice
Otherwise I like it, it seems well done and it gets rid of the stock science problem where you automate red + green in one go then have everything researched half an hour later.
I'd recommend one of radar mods - there is RSO radar or STRS. Both add long range radar that for a power price will let you scan quite far. STRS has longer range if I recall correctly.
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@Ratzap:
Yeah, blue science oil costs might be overboard. I set it up for non-RSO setups.
These days I nearly exclusively play Bob's mods, which provides better pumpjacks that can still eek out some decent oil from depleted deposits.
So on my current RSO + Bob's mods playthrough, I also struggle with oil, but it at least never grinds to a complete halt.
(I typically also go for larger but poorer oil deposits in the setup, so that the overall oil is still the same, but the 'depleted' rate is better.)
Also, so far all the advice I have given is useless to you.
In your case, I'd suggest adding something like Bergius process mod that allows you to turn coal into oil. Then at least you can stripmine coal for oil boosts.
Yeah, blue science oil costs might be overboard. I set it up for non-RSO setups.
These days I nearly exclusively play Bob's mods, which provides better pumpjacks that can still eek out some decent oil from depleted deposits.
So on my current RSO + Bob's mods playthrough, I also struggle with oil, but it at least never grinds to a complete halt.
(I typically also go for larger but poorer oil deposits in the setup, so that the overall oil is still the same, but the 'depleted' rate is better.)
Also, so far all the advice I have given is useless to you.
In your case, I'd suggest adding something like Bergius process mod that allows you to turn coal into oil. Then at least you can stripmine coal for oil boosts.
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
If you are playing with recent RSO then big oil deposits will be hard to find - it was badly bugged before and made them 10+ wells (up to 80 or more even).UberWaffe wrote:@Ratzap:
Yeah, blue science oil costs might be overboard. I set it up for non-RSO setups.
These days I nearly exclusively play Bob's mods, which provides better pumpjacks that can still eek out some decent oil from depleted deposits.
So on my current RSO + Bob's mods playthrough, I also struggle with oil, but it at least never grinds to a complete halt.
(I typically also go for larger but poorer oil deposits in the setup, so that the overall oil is still the same, but the 'depleted' rate is better.)
Also, so far all the advice I have given is useless to you.
In your case, I'd suggest adding something like Bergius process mod that allows you to turn coal into oil. Then at least you can stripmine coal for oil boosts.
If you have bobs mods you can already convert coal to heavy oil. Separate mod like one you listed is a solution for vanilla.
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
I've been tooling around in a buggy to expand my view but a radar might be a more sensible option. Something to try thanks.orzelek wrote: If you used RSO then 800 chunks is not that far. And with last fix I think oil might be most scarce resource - just need to go and search.
I'd recommend one of radar mods - there is RSO radar or STRS. Both add long range radar that for a power price will let you scan quite far. STRS has longer range if I recall correctly.
Bergius may be an idea tbh. My starting are resources have just run out now so I need something to keep the factory ticking over while I find more things and ship them in. I have plenty of coal. The biggest hassle is blue science costs oil products and you need blue science to get advanced oil and access to cracking. I have a bobs save too and tbh, the late pumpjacks with speed or god modules are just silly but it saves looking for more yeah.UberWaffe wrote:@Ratzap:
Yeah, blue science oil costs might be overboard. I set it up for non-RSO setups.
These days I nearly exclusively play Bob's mods, which provides better pumpjacks that can still eek out some decent oil from depleted deposits.
So on my current RSO + Bob's mods playthrough, I also struggle with oil, but it at least never grinds to a complete halt.
(I typically also go for larger but poorer oil deposits in the setup, so that the overall oil is still the same, but the 'depleted' rate is better.)
Also, so far all the advice I have given is useless to you.
In your case, I'd suggest adding something like Bergius process mod that allows you to turn coal into oil. Then at least you can stripmine coal for oil boosts.
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Turns out the Bergius research requires 2 x 300 blue packs. So I'm going to have to find enough oil to get that done at least to kickstart conversion.Ratzap wrote: Bergius may be an idea tbh. My starting are resources have just run out now so I need something to keep the factory ticking over while I find more things and ship them in. I have plenty of coal. The biggest hassle is blue science costs oil products and you need blue science to get advanced oil and access to cracking. I have a bobs save too and tbh, the late pumpjacks with speed or god modules are just silly but it saves looking for more yeah.
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
I cannibalised my older factory to build a new science area which looks like it can keep 4 labs busy except on the short ones. Once I have more resources coming in I'll probably tear it down and do it again. At least now I have a better idea of ratios etc.