[Mod 0.15] Omnimatter

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EmperorZelos
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[Mod 0.15] Omnimatter

Post by EmperorZelos »

Name: Omnimatter
Factorio Version: 0.15.x
Download: https://mods.factorio.com/mods/EmperorZelos/omnimatter
Description:
Tired of having many ores? Dealing with oil and such being in bad places? Well look no more! This mod is a dynamic one intended to be usable for other modders that add ores to add compatibility with my mod without me having to deal with it. From my one ore, Omnite, all ores and fluids, except water, is extracted and derived!

Currently it supports bobs, angels and bobs, vanilla, Some minor issues does exist for bob-ores but it is playable but be in for the marathon!

To come: Youki support, increases configurability, less bugs

Report anything to me!
orzelek
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Re: [Mod 0.15] Omnimatter

Post by orzelek »

Using it with angels is like... double ore inception;)
One ore to crate others then one more process to create what you need :D
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Re: [Mod 0.15] Omnimatter

Post by EmperorZelos »

Known Issues:
Lithia water in bob mods alone does not have a pathway
Crushed/Pulverized omnite servers no purpose
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nucleargen
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Re: [Mod 0.15] Omnimatter

Post by nucleargen »

Wrote on mod portal, duplicate here:
2 ideas & suggestions:
1. What about night glowing of infinite omnite version patches (maybe darker, for convenience)?
2. What about liquid requirement for mining infinite omnite ? (maybe water :) ) Cause of condensing all of ores we losing new mining mechanic.
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EmperorZelos
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Re: [Mod 0.15] Omnimatter

Post by EmperorZelos »

nucleargen wrote:Wrote on mod portal, duplicate here:
2 ideas & suggestions:
1. What about night glowing of infinite omnite version patches (maybe darker, for convenience)?
2. What about liquid requirement for mining infinite omnite ? (maybe water :) ) Cause of condensing all of ores we losing new mining mechanic.
Check out the latest version, I think there is a suitible fluid there :P
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nucleargen
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Re: [Mod 0.15] Omnimatter

Post by nucleargen »

EmperorZelos wrote:
nucleargen wrote:Wrote on mod portal, duplicate here:
2 ideas & suggestions:
1. What about night glowing of infinite omnite version patches (maybe darker, for convenience)?
2. What about liquid requirement for mining infinite omnite ? (maybe water :) ) Cause of condensing all of ores we losing new mining mechanic.
Check out the latest version, I think there is a suitible fluid there :P
Nice update, but i talk about other thing.
I talk about mining infinite omnite ore by electric mining drill with some fluid requirement, such as vanilla uranium ore with sulfuric acid.
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Re: [Mod 0.15] Omnimatter

Post by EmperorZelos »

I know what you mean, I'll get to it :)
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Re: [Mod 0.15] Omnimatter

Post by EmperorZelos »

Done for the next version :)
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nucleargen
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Re: [Mod 0.15] Omnimatter

Post by nucleargen »

Minor idea: replace term "extraction" with "omnitraction". It will be more logical and native in your mod. "Omnitraction iron from omnite in omnitractor". With "extractor" Omnitractor is not too logical, more - extractor.
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Re: [Mod 0.15] Omnimatter

Post by EmperorZelos »

Point taken
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Re: [Mod 0.15] Omnimatter

Post by iamwyza »

Posted this on the mod portal, but didn't see a response. Found a bug in Omnilibrary+Omniscience:

I have a rather extensive mod-list, which if necessary I can gather, but it's basically Bobs+Angels+LTN. If I enable omnimatter_science I get an error in omnilib/prototypes/functions.lua:174:attempt to index field '?' (a nil value).

I ended up adding this to the function at 174. Seems to have solved it:

if not tech then return end
if not data.raw.technology[tech] then return end
If I come across a tech that seems absurdly cheap, then I'll know which one broke this :)
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Re: [Mod 0.15] Omnimatter

Post by Exasperation »

Been giving this a try with Bob+Angel's. One suggestion so far: I think the "slag-processing-stone" recipe (slag into crushed stone via ore crusher) should be exempted from being disabled when the sloth option is unchecked. It would give you some choice about what to do with slag, it enables some neat early-game builds, and I don't think having an extra way to get crushed stone would unbalance anything. ;)

Edit - corrected recipe name.
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Re: [Mod 0.15] Omnimatter

Post by Exasperation »

That was fast! I see you also allowed the slag -> slag slurry recipe (which I was thinking of suggesting also, for the sake of making mineral catalysts from it). One little problem, though; you didn't enable the filtering recipes for slag slurry -> mineral sludge, so there isn't actually anything you can make out of the slurry.
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Re: [Mod 0.15] Omnimatter

Post by Irwon »

Suggestion: Bobs tech adds a new lab which isn't supported by omni science yet.

I added this to data.lua

Code: Select all

if mods["bobtech"] then
		table.insert(data.raw["lab"]["lab-2"].inputs, "omni-pack")
	end
Can you add this to the mod?
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Re: [Mod 0.15] Omnimatter

Post by qwerter96 »

To those who care, omnimatter crystals made angels ore sorting facilities redundant, so I made a small mod that makes them required in the crystal pathway. Find it here: https://mods.factorio.com/mods/qwerter96/omnite_fixes
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nucleargen
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Re: [Mod 0.15] Omnimatter

Post by nucleargen »

Another minor idea:
With omnite overhauls all other resources, we miss liquids mining such oil. What about adding liquid omnite patches? Mine with pumpjacks, retrieve solid omnite through some upgradeable recipes.
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Re: [Mod 0.15] Omnimatter

Post by iamwyza »

nucleargen wrote:Another minor idea:
With omnite overhauls all other resources, we miss liquids mining such oil. What about adding liquid omnite patches? Mine with pumpjacks, retrieve solid omnite through some upgradeable recipes.
There is already a linquid omnite thing. You take Omnite, crush it, combine it with steam and I think you get omnic acid which then is converted to things like oil.
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nucleargen
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Re: [Mod 0.15] Omnimatter

Post by nucleargen »

iamwyza wrote:
nucleargen wrote:Another minor idea:
With omnite overhauls all other resources, we miss liquids mining such oil. What about adding liquid omnite patches? Mine with pumpjacks, retrieve solid omnite through some upgradeable recipes.
There is already a linquid omnite thing. You take Omnite, crush it, combine it with steam and I think you get omnic acid which then is converted to things like oil.
I know. I talk about mining already liquid resource.
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Re: [Mod 0.15] Omnimatter

Post by qwerter96 »

nucleargen wrote:Another minor idea:
With omnite overhauls all other resources, we miss liquids mining such oil. What about adding liquid omnite patches? Mine with pumpjacks, retrieve solid omnite through some upgradeable recipes.
I too miss the pumpjacks/liquid mining tools. One option might be to make omnium minable by pumpjack (if possible) and give omnic acid/omnium as the output. (I like the omnic acid idea personally, because you can have fully self contained infinite ore mines). I'm just unsure if you can make one resource minable by both mines and pumpjacks...
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Re: [Mod 0.15] Omnimatter

Post by qwerter96 »

Hi Zelos. Angel's mods were updated today and I think refining updates broke omni-crystals. I'm not sure why but it seems that when omni-crystal tries to load something the data.raw.recipes table is empty?
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