[0.16.x] Strange Matter 0.1.17

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5cript
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[0.16.x] Strange Matter 0.1.17

Post by 5cript »

Type: Mod
Name: Strange Matter
Description: Ever wanted to convert Energy into matter? This mod lets you do this!
License: MIT License
Version: 0.1.5
Release: 2016-07-21
Tested-With-Factorio-Version: 0.16.23
Category: Gameplay
Tags: Textures, Science, Gameplay, Strange, Matter, QCD
Download-Url: https://mods.factorio.com/mods/5cript/StrangeMatter
Website: https://github.com/5cript/StrangeMatter
License
Pictures
A factorio mod that lets you create matter from energy!
Inspired by IC² (Minecraft Mod) UU-Matter.
Now with support for Bob's Ores!

What does it add?
  • A matter fabricator transforming energy into matter.
  • A new purple fluid (liquid matter)
  • New recepies that transform the liquid matter into ores etc
  • Research to unlock all stuff
  • Support for Bob's Ores
How to start?
Research "Quantum Chromodynamics" and you can go about and start crafting a matter fabricator.
To unlock synthesis recipes for the assembler, you need to research it first.

Is it overpowered / A cheat mod?
The goal ist to create a circle of matter -> more power -> more matter -> more power -> ...
Last edited by 5cript on Mon Apr 09, 2018 8:05 am, edited 5 times in total.

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Re: [0.13.x] Strange Matter 0.1.2

Post by zoigo »

Nice idea for small remote bases support, where instead of logistics this fabricator can be used to create that odd resource you need in small quantities and have it far away.
Reminds me of a vanilla efficiency module, creating something out of thin air (though yes, that one is economy, not creation).
Can also be useful to finaly escape those stoneless islands, can it? Yay!

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Re: [0.13.x] Strange Matter 0.1.2

Post by 5cript »

Well, it is very late gamey and to get stone from nothing (no aliens, small space etc), it would take quite some time, but it is possible.
I will add a new version, if I feel like finishing it soonish.
Adding a Mk2 Fabricator (for higher space efficiency) which is a 10 times power comsumption, 10 times more output (or maybe slightly more).

I originally made it for myself to extend the late game. Sinking my resources into something else than space! ->Creating something useful.

EDIT: It is possible, if you have oil to get blue research.

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Re: [0.14.x] Strange Matter 0.1.3

Post by 5cript »

Updated for version 0.14.x

Now featuring a mk2 Matter fabricator, that is faster and more efficient.
(EDIT: And of course ridiculously expensive :D)

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Re: [0.14.x] Strange Matter 0.1.3

Post by ZombieMooose »

Love the custom graphics. The only suggestion I can think of is other mod support e.g. Angel's and Bob's
"men will literally learn everything about ancient Rome instead of going to therapy"

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Re: [0.14.x] Strange Matter 0.1.3

Post by 5cript »

Barrels are also missing.

Mod compatibility: This would boost this mods popularity by a large margin. I might do that somewhere in the future. I am pretty sure that it wouldn't take tooo much time to do.

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Re: [0.14.x] Strange Matter 0.1.3

Post by Kureshendo »

Eh, I don't mean to necro, but think just so you know, the interest in the mod itself and especially the compatibility is still a thing.

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Re: [0.14.x] Strange Matter 0.1.3

Post by 5cript »

To be honest, I am not really into making advancing efforts, I also can't right now, my time is super tight (although I am sure it would just take a day for adding comp.)
I will update it to the next version though as soon as its out.
If anyone wants to contribute, look at github https://github.com/5cript/StrangeMatter - I will see pull request rather fast.

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Re: [0.14.x] Strange Matter 0.1.3

Post by 5cript »

Can someone help me with balance regarding bob's ores and Uranium Power?
I cannot even start on support, if the balance is wacko.

(A Mk2 roughly creates 120 Artifacts/hour with 1000MW, or 1875 Iron/minute)

Iron 1.6
Copper 1.6
Stone 1
Coal 1.6
Artifact 1500
Tin ?
Bauxite ?
Gold ?
Galena ?
Nickel ?
Quartz ?
Titanium ?
Silver ?
Tungsten ?
Zinc ?
Uranite ?
Fluorite ?

(EDIT: I guess, I will have to start a bob's mods world then ;) )

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Re: [0.16.x] Strange Matter 0.1.11

Post by 5cript »

Support for Bobs ores was now added.

Also rebalanced mod, so you can use it earlier to produce matter and to produce stone. Reduced prices for all ores, but reduced production of mark 2 fabricator, so you don't step to mark2 instantly anymore and skip mk1.

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Re: [0.16.x] Strange Matter 0.1.11

Post by ---X-Ray--- »

Starting with version 0.16.23 and higher, the effects of the beacons do not work, respectively, the mod became not interesting, since everything comes down to energy-building, nothing to think about, just tune a bunch.
Payback as such comparatively playing time increasingly tends to minus, about uranium is generally silenced, producing it just does not make sense, both in terms of production time, and from the point of time that it does not pay off in any case.
The mode itself is very interesting, after the 3,000 hours played in the factorio, finally there is a continuation to remove the dependence on opening a card for 500 MB or more, but only to play on the version 0.16.22 =)

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Re: [0.16.x] Strange Matter 0.1.11

Post by 5cript »

Sorry for replying so late, as I am only active when playing myself.

Wait what Beacons worked before?
I would like to enable efficiency modules, but the reduction is way too hardcore.
I dont think that it is tuneable. 1 Module is too much already, because 50% reduction is a lot.
EDIT: Efficiency Modules ofc. Other modules just worsen the Matter/Power ratio, which is dumb.

Hmmm, I might reduce the uranium synthesis cost.
Last edited by 5cript on Sun Apr 08, 2018 5:20 am, edited 1 time in total.

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Re: [0.16.x] Strange Matter 0.1.11

Post by 5cript »

Uranium is now only 30% of the original price.

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Re: [0.16.x] Strange Matter 0.1.11

Post by 5cript »

The matter output can now be configured via the mod options window.
As well as a cheap research mode.

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