[MOD 0.12.x, 0.13.x] Crafted Artifacts

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GotLag
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[MOD 0.12.x, 0.13.x] Crafted Artifacts

Post by GotLag »

Type: Mod
Name: Crafted Artifacts
Description: Adds new resource and recipes to allow player crafting of alien artifacts, useful for playing on peaceful mode.
License: No rights reserved
Version: 1.3.0
Release: 2016-04-24
Tested-With-Factorio-Version: 0.12.30
Category: SimpleExtension
Download: Mod Portal
Crafted Artifacts_2.0.0.zip
Factorio 0.13
(109.4 KiB) Downloaded 1241 times
Crafted Artifacts_1.3.1.zip
Factorio 0.12
(109.73 KiB) Downloaded 2621 times
Older Versions

Localisations
Deutsch, English, Magyar, 日本語, Polski, Українська
License
Description
This mod adds rare earth ore, coloured purple (and dark purple on the minimap). Deposits are infrequent, small, and not very rich (10-100 ore per tile).
Process 5 ore with 2 copper plates, 1 sulfuric acid and 5 water to produce 1 superconductor. Combine 5 superconductors with 5 plastic bars to craft 2 superconducting wires. 4 superconducting wires and one processing unit make an alien artifact. All recipes are unlocked through researching "Alien technology".
Abundance is somewhat configurable when creating a new game.

Rare earth ore can be disabled by editing data.lua and setting USE_CUSTOM_ORE to false. In this case, rare earth will not be generated and instead superconductors will be crafted from 10 stone, 5 iron plates, 2 copper plates, 1 sulfuric acid and 5 water. This gives a total requirement of 100 stone per artifact. This should make it easier to add this mod to existing games, as well as working better with RSO.

As of 0.13 the custom ore defaults to off. Extract the mod zip and edit data.lua if you wish to turn it on.

If GDIW is present, a version of the superconductor recipe with mirrored fluid inputs will also be available.

There's also an optional extra mod to re-texture and re-name alien artifacts into "Advanced processing units" (purple circuits), without changing any recipes that use them.
More info and download here.

Pictures (with Artifact Retexture)
Image
Image
Version history
I am open to suggestions, especially in regard to ore abundance or crafting recipes.
Last edited by GotLag on Thu Jun 30, 2016 9:55 am, edited 26 times in total.

Alexs
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Re: [MOD 0.12.x] Crafted Artifacts v1.0.0

Post by Alexs »

thx for this mod!!

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Re: [MOD 0.12.x] Crafted Artifacts v1.0.0

Post by Ringkeeper »

thank you for this mod. Me wife doesn't like fighting at all . She got hooked on the building part of the game but after fighting was needed she lost quit the interest.

Now she can build even more :D Will ruin her base design for sure, but, oh well :D

GotLag
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Re: [MOD 0.12.x] Crafted Artifacts v1.1.0

Post by GotLag »

I've updated the way the rare earth deposits are generated. Now they are more common and larger, but much less dense - each grid square now contains between from 10 to about 80 or so rare earth ore, instead of several hundred. In addition, there's usually some small deposit near the starting location.

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Re: [MOD 0.12.x] Crafted Artifacts v1.1.0

Post by 7h3w1z4rd »

When i try downloading it my antivirus program goes nuts. HELP :shock:

GotLag
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Re: [MOD 0.12.x] Crafted Artifacts v1.1.0

Post by GotLag »

What antivirus?

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Re: [MOD 0.12.x] Crafted Artifacts v1.1.0

Post by 7h3w1z4rd »

GotLag wrote:What antivirus?
Chrome and windows security essentials. Says it's a trojan... (WOT?)

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Re: [MOD 0.12.x] Crafted Artifacts v1.1.1

Post by Aidoboy »

Windows Defender says this is a trojan. Anyone know what Win32/Spursint.A is?

GotLag
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Re: [MOD 0.12.x] Crafted Artifacts v1.2.0

Post by GotLag »

New version released with new sprites, improved recipes and optional extra mod to rename/retexture artifacts into advanced processing units.

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Re: [MOD 0.12.x] Crafted Artifacts v1.2.0

Post by schutza »

I've had a great experience with this mod (a much needed addition to the game. I have been experimenting with the recipes in this mod and I think I've made a great addition for people who can't find the raw ore. I'm doing a peaceful mode island game right now and I was flummoxed to learn that I needed aliens to progress the game, and all the ore is already generated! So the only way I could continue the game is to make my own rare-earth somehow. I made a new recipe that makes rare-earth out of stone or iron ore and a lot of fluids (a "chemical process" which extracts 1 part in 20 from iron ore and 1 part in 10 for stone):

{
type = "recipe",
name = "rare-earth",
category = "chemistry",
enabled = true,
energy_required = 20,
ingredients =
{
{type="fluid", name="sulfuric-acid", amount=50},
{type="fluid", name="petroleum-gas", amount=100},
{"iron-ore", 20}
},
result= "rare-earth"
},
{
type = "recipe",
name = "rare-earth-2",
category = "chemistry",
enabled = true,
energy_required = 10,
ingredients =
{
{type="fluid", name="sulfuric-acid", amount=100},
{type="fluid", name="petroleum-gas", amount=50},
{"stone", 10}
},
result= "rare-earth"
},

setting up factories for this recipe is pretty satisfying and it looks cool to have purple and green fluids produce this purple rocky material. I also didn't have any aliens so I decided to add a spawner recipe:

{
{
type = "item",
name = "biter-spawner-1",
icon = "__base__/graphics/icons/biter-spawner.png",
flags = {"goes-to-quickbar"},
subgroup = "defensive-structure",
order = "b[turret]-b[laser-turret]",
place_result = "biter-spawner",
stack_size = 10
}
},
{
{
type = "item",
name = "spitter-spawner-1",
icon = "__base__/graphics/icons/biter-spawner-corpse.png",
flags = {"goes-to-quickbar"},
subgroup = "defensive-structure",
order = "b[turret]-b[laser-turret]",
place_result = "spitter-spawner",
stack_size = 10
}
}
{
type = "recipe",
name = "biter-spawner-1",
category = "chemistry",
enabled = true,
energy_required = 5,
ingredients =
{
{type="fluid", name="sulfuric-acid", amount=500},
{type="fluid", name="light-oil", amount=500},
{"rare-earth", 1},
{"coal", 1},
{"raw-wood", 100},
{"stone", 1}
},
result= "biter-spawner-1"
},

{
type = "recipe",
name = "raw-wood",
category = "chemistry",
enabled = true,
energy_required = 5,
ingredients =
{
{type="fluid", name="water", amount=1000},
{"rare-earth", 1},
{"coal", 1},
{"raw-wood", 1},
{"stone", 1}
},
results=
{
{type="item", name="raw-wood", amount=100}
}
},
{
type = "recipe",
name = "spitter-spawner-1",
category = "chemistry",
enabled = true,
energy_required = 5,
ingredients =
{
{type="fluid", name="sulfuric-acid", amount=1000},
{type="fluid", name="heavy-oil", amount=500},
{"rare-earth", 1},
{"coal", 1},
{"raw-wood", 100},
{"sulfur", 1}
},
result= "spitter-spawner-1"
}

This creates spawners that are friendly on peaceful mode, simply place them as you would a laser turret (not sure if they're hostile when peaceful mode is off). Then you have to destroy the aliens to get to their artifacts. The idea is that these recipes tie in with the rare-earth ingredient and allow you to grow alien life and harvest their ability to accumulate rare-earth. Or if that poses an ethical dilemma for the player they can refine it with good old chemistry.

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Re: [MOD 0.12.x] Crafted Artifacts v1.2.0

Post by NorthernIX »

Thanks for this mod. It's excellent for peaceful mode. I did have a tiny error in the Artifact Retexture side of it though which was easily fixed. Seems to be a case sensitivity error. When I tried to load it Factorio said "Could not find graphic ... ", which I fixed by changing line 1 of prototypes/items.lua.

Original line 1:

Code: Select all

data.raw["item"]["alien-artifact"].icon = "__Artifact Retexture__/graphics/icons/advanced-processing-unit.png"
Which I changed to:

Code: Select all

data.raw["item"]["alien-artifact"].icon = "__Artifact Retexture__/graphics/icons/Advanced-Processing-Unit.png"
Works fine after that.

GotLag
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Re: [MOD 0.12.x] Crafted Artifacts v1.2.0

Post by GotLag »

Thanks. I swear I typed out the name in lower case when saving that as PNG, but sometimes Photoshop thinks it knows better. Fixed version uploaded.

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Re: [MOD 0.12.x] Crafted Artifacts v1.2.0

Post by Sambony »

Haven't tried the mod yet, but seems like a thing I will love. Wanted to let you know that the download for the retexture sends to the 1.0.0 version, even though the one you actually have available on your server is the 1.0.1 version. I had to manually change it in the address bar when I clicked and it sent me to the wrong download

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Re: [MOD 0.12.x] Crafted Artifacts v1.2.0

Post by GotLag »

Whoops, fixed. I always miss something, thanks for the heads-up.

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Re: [MOD 0.12.x] Crafted Artifacts v1.2.0

Post by Pacifyer »

Can you add an alternate recipe with the liquid inputs reversed, similar to what GDIW does? This will allow more compact processing designs.

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Re: [MOD 0.12.x] Crafted Artifacts v1.2.0

Post by GotLag »

Pacifyer wrote:Can you add an alternate recipe with the liquid inputs reversed, similar to what GDIW does? This will allow more compact processing designs.
Done, and I've added all recipes to the productivity whitelist

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Re: [MOD 0.12.x] Crafted Artifacts v1.2.0

Post by Pacifyer »

GotLag wrote:
Pacifyer wrote:Can you add an alternate recipe with the liquid inputs reversed, similar to what GDIW does? This will allow more compact processing designs.
Done, and I've added all recipes to the productivity whitelist
Awesome, thanks! I posted a refining complex to factorioblueprints.com, and I'm updating it now for the new recipes.

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Re: [MOD 0.12.x] Crafted Artifacts v1.2.1

Post by NateDog »

I don't seem to have the recipe for crafting the Alien Artifact. Could it be a compatibility issue with Supreme Warfare, which also adds a recipe for Alien Artifacts?

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Re: [MOD 0.12.x] Crafted Artifacts v1.2.1

Post by GotLag »

NateDog wrote:I don't seem to have the recipe for crafting the Alien Artifact. Could it be a compatibility issue with Supreme Warfare, which also adds a recipe for Alien Artifacts?
I see, that mod adds a recipe with the same name.

I can fix that today.

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Re: [MOD 0.12.x] Crafted Artifacts v1.2.2

Post by GotLag »

I've changed the artifact recipe to remove the conflict. After upgrading you will need to select the recipe again in your chemical plants.

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