Dp77's-Factorioplus:-Ores

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gathe
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Re: Dp77's-Factorioplus:-Ores

Post by gathe »

Bonjour
je n'arrive pas à fabriquer les plaques d'acier il faut quicksilver

Bon MODS :D

Raizune
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Re: Dp77's-Factorioplus:-Ores

Post by Raizune »

I believe the above person is saying what i came here to say. You can't make quicksilver without a chemical lab. You can't make a chemical lab without steel plating. Steel plates require quicksilver...glad the cobalt was fixed though.

Nivix
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Re: Dp77's-Factorioplus:-Ores

Post by Nivix »

Hi, I think I found a little problem with Quicksilver as well.

To build a Factory Mk2 you need 9 Fermium plates, which require Quicksilver to craft, which makes them impossible to craft in the first place. BUT to research Fermium you need to get Advanced Metal Refining which requires Science Packs 3 which require Electrum to begin with, which needs Quicksilver to make again (Factory Mk2 needed). So easiest solution would be to remove the restriction of quicksilver or allow factories Mk1 to process liquids if that is possible at all, put the whole quicksilver stuff into the chemplant.

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Re: Dp77's-Factorioplus:-Ores

Post by Raizune »

That ^ ... Man, people keep beating me to the punch. :D

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DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by DiegoPro77 »

Spoiler!
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I'm working on 5 new types of quarry (this is only the Mk1)...do you have any suggestion?
I'm working on 5 new types of quarry (this is only the Mk1)...do you have any suggestion?
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Splicer9
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Re: Dp77's-Factorioplus:-Ores

Post by Splicer9 »

Nice Ive been waiting for a good quarry mod. The quarry mod never works for me, Deep mine is ok, darkstar utilities has a good one but also has a bunch of other stuff Im not interested in. 5 tiers of Quarry mod sounds great. Will it be compatible with most modded ores or just yours or just yours + vanilla? Thanks!

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Re: Dp77's-Factorioplus:-Ores

Post by Liontamer45 »

Hey I've been having a problem with your advance tech addon. I need quicksilver to make steel, but to make quicksilver I need a chemical plant (which requires steel). What can i do to fix this problem?

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Re: Dp77's-Factorioplus:-Ores

Post by rioultf »

Nivix wrote:Hi, I think I found a little problem with Quicksilver as well.

To build a Factory Mk2 you need 9 Fermium plates, which require Quicksilver to craft, which makes them impossible to craft in the first place. BUT to research Fermium you need to get Advanced Metal Refining which requires Science Packs 3 which require Electrum to begin with, which needs Quicksilver to make again (Factory Mk2 needed). So easiest solution would be to remove the restriction of quicksilver or allow factories Mk1 to process liquids if that is possible at all, put the whole quicksilver stuff into the chemplant.
Same loop problem here : Factory Mk2 <- Fermium <- Advanced metal refining <- Science Packs 3 <- Electrum Plate <- Factory Mk2

Otherwise, your mod seems great but for now I'm stuck.

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DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by DiegoPro77 »

Added 2 new quarries, that are compatible with quarry mod! :D
I'll release soon the mk3-5 and mk2-5 entities.

See FactorioPlus: Machines (https://mods.factorio.com/mod/Dp77s-Fac ... s-Machines)

For that bug, i'm already fixing the problem (Thank you for the support, i appreciate that ;) )
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Re: Dp77's-Factorioplus:-Ores

Post by rioultf »

It's OK, I could make a factory mk2 without fermium.
Thanks.

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Re: Dp77's-Factorioplus:-Ores

Post by Dauragon »

Hey Diego, thanks for fixing the Fermium loop.

I think I may have found another loop with Newtonium.

"Advanced Metal Refining 2" needs "Production Science Pack 2" > "Production Science Pack 2" needs Newtonium > Newtonium is unlocked by "Advanced Metal Refining 2".

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DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by DiegoPro77 »

With the big help of Orzelek, my mods will be soon compatible with RSO mod :!: (i'm starting to do some cross-mod compatibility with other modders for make my mods more flexible with the other ones:) ).

After this, i'll start to make my mods compatible with Bob's mods (i thing that you're waiting for this "upgrade"). :D

If anyone is interested to make a compatibility, tell me in private (i'll see what can we do ;) )

Thank you for the comments and the suggestions in these months, i very appreciated that!
-DiegoPro77
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DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by DiegoPro77 »

Because the mods are very complicated, and i can't play Factorio in these months, i need your help! If you think that a recipe, a technology is too complicated (or not) or something is too "OP" (or not), tell me here! :D
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eFieX
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Re: Dp77's-Factorioplus:-Ores

Post by eFieX »

Hi there

I was just playing around with your modpacks, i found one thing a bit annoying.
The ores are basically all over the place even if I set everything to very small and frequency very low.
I usually use RSO because i do not like the vanilla ore spawing, it would be really awesome if you could make an RSO patch for your modpack,

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Re: Dp77's-Factorioplus:-Ores

Post by orzelek »

eFieX wrote:Hi there

I was just playing around with your modpacks, i found one thing a bit annoying.
The ores are basically all over the place even if I set everything to very small and frequency very low.
I usually use RSO because i do not like the vanilla ore spawing, it would be really awesome if you could make an RSO patch for your modpack,
Take a look two posts above - RSO support is being prepared now by DiegoPro77.
It should be ready soon-ish - it depends a lot on amount of his free time to balance it a bit.

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Re: Dp77's-Factorioplus:-Ores

Post by eFieX »

darn, silly me didn't see that there are 2 pages already.
Well looking forward to it, the mod looks really awesome.

thanks

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DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by DiegoPro77 »

I think that i've finished at doing the ore's balancing.
When it will be the time, Orzelek will update his mod with my ores'-rebalancing.

It will became more competitive and interesting, because: :?
_some ores wouldn't be in the starting area, so you will need to research in order to find them;
_the ores will be divided in 4 new class: common (present in the starting area), rare (rarely present in the starting area), "epic" (not present in the starting area) and "legendary" (very rare in all the map);
_their amount will change too with the same criteria.

You'll be able obliviously to change their amount-per-chunk and their quantity in the generation page of the game before start a new game (as normal).

Well, that's all for now. Enjoy ;) !
-DiegoPro77
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orzelek
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Re: Dp77's-Factorioplus:-Ores

Post by orzelek »

It's out now with small change to allotment. Let me know if that works ok or will need more tweaks.
There are lots of ores there so it might take few tries to get it right :D

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DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by DiegoPro77 »

Thank you again for the collaboration Orzelek, ;) i'll se if there's something to edit or fix but, for now, i think that you've done too much for me :)
-DiegoPro77
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DiegoPro77
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Re: Dp77's-Factorioplus:-Ores

Post by DiegoPro77 »

Now i'm finally testing my mods in a survival session for see where i can rebalance something, so i'll program a bit lower than the normal, but it will be useful for me :).

Obviously i'm using some other mods, but not the big ones for now (i need to fix a lot of thing before ).
-DiegoPro77
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I'm playing since an hour; if you want to know which mods i'm using tell me ;D
I'm playing since an hour; if you want to know which mods i'm using tell me ;D
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