[MOD 0.17] Industrial Revolution

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frugal10191
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by frugal10191 »

I have to say, I am really looking forward to this mod being released. I got halfway through a Krastorio game at the start of the summer. Due to the summer it has fallen fallow. I was debating whether to pick it up again, or start a new game. Now I really want to add Industrial Revolution, because Clockwork Punk Bots!!!

But although I am desperate to play it, please release it when you are happy with it, not to an arbitrary deadline.
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by TheRenegade »

frugal10191 wrote: ↑Mon Sep 02, 2019 3:45 pm I have to say, I am really looking forward to this mod being released. I got halfway through a Krastorio game at the start of the summer. Due to the summer it has fallen fallow. I was debating whether to pick it up again, or start a new game. Now I really want to add Industrial Revolution, because Clockwork Punk Bots!!!

But although I am desperate to play it, please release it when you are happy with it, not to an arbitrary deadline.
This is me 100%. Found Krastorio in May (ish) and played for about 20 hours, then summer... Kids out of school, camping, etc. Just looking forward to getting back at it... And I stumble upon IR... now I gotta wait! Hopefully the early/mid Sept is attainable and not rushed!!
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Deadlock989
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by Deadlock989 »

frugal10191 wrote: ↑Mon Sep 02, 2019 3:45 pmBut although I am desperate to play it, please release it when you are happy with it, not to an arbitrary deadline.
I need this baby out the door. Otherwise it'll have me tinkering with it forever. Some things never finish unless you finish them.

I think what I'll be doing is putting out a "0.9.9" version in time for the weekend and then looking at any bugs/requests that arise as early as possible.

After a couple of weeks or so of that, hopefully by which time Factorio 0.17 will have been declared as stable, I'll push the mod to 1.0.0 and it will proceed at a more stately pace from then on.
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by sidelia »

Deadlock989 wrote: ↑Mon Sep 02, 2019 6:04 pm
frugal10191 wrote: ↑Mon Sep 02, 2019 3:45 pmBut although I am desperate to play it, please release it when you are happy with it, not to an arbitrary deadline.
I need this baby out the door. Otherwise it'll have me tinkering with it forever. Some things never finish unless you finish them.

I think what I'll be doing is putting out a "0.9.9" version in time for the weekend and then looking at any bugs/requests that arise as early as possible.

After a couple of weeks or so of that, hopefully by which time Factorio 0.17 will have been declared as stable, I'll push the mod to 1.0.0 and it will proceed at a more stately pace from then on.
Sounds great! I know I'm eager to fire this up - I've been just fiddling around waiting for this to start a serious game. Also perfectly happy to report anything that comes up :D
frugal10191
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by frugal10191 »

Deadlock989 wrote: ↑Mon Sep 02, 2019 6:04 pm
frugal10191 wrote: ↑Mon Sep 02, 2019 3:45 pmBut although I am desperate to play it, please release it when you are happy with it, not to an arbitrary deadline.
I need this baby out the door. Otherwise it'll have me tinkering with it forever. Some things never finish unless you finish them.
Excellent. From the Looks of things, Krastorio / Industrial Revolution could become the new Bobs / Angels, but for people who like to keep their sanity ;)
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Deadlock989
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by Deadlock989 »

frugal10191 wrote: ↑Mon Sep 02, 2019 9:04 pm for people who like to keep their sanity ;)
No promises.
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by billbo99 »

frugal10191 wrote: ↑Mon Sep 02, 2019 9:04 pm Excellent. From the Looks of things, Krastorio / Industrial Revolution could become the new Bobs / Angels, but for people who like to keep their sanity ;)
I know Angles adds complexity to Bobs ... does Industrial Revolution add to Krastorio or does Krastorio add to Industrial Revolution ?
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Deadlock989
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by Deadlock989 »

billbo99 wrote: ↑Tue Sep 03, 2019 7:19 amdoes Industrial Revolution add to Krastorio or does Krastorio add to Industrial Revolution ?
I don't understand this question. They are completely independent. They add stuff to Factorio. You can play with either one or neither. If you have both then Krastorio loads last and holds the compatibility patch. I don't know or care how that compares to Bangelobs.

This mod wasn't designed as an add-on for any other mod. Nor was Krastorio. They just happen to fit in with each other, to an extent.
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by billbo99 »

Thanks for the clarification .. I havent tried 'Krastorio' yet, and I was not sure based on 'frugal10191' comment if I needed play your new mod with 'Krastorio' or not.
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by Linver »

billbo99 wrote: ↑Tue Sep 03, 2019 7:19 am
frugal10191 wrote: ↑Mon Sep 02, 2019 9:04 pm Excellent. From the Looks of things, Krastorio / Industrial Revolution could become the new Bobs / Angels, but for people who like to keep their sanity ;)
I know Angles adds complexity to Bobs ... does Industrial Revolution add to Krastorio or does Krastorio add to Industrial Revolution ?
If I have understand the question: new Industrial Revolution items override some Krastorio recipe, not all, only what have conflict, some options of Krastorio will be disabled because is incompatible (some rebalance), Krastorio flare stack and liquid evaporator override the Industrial Revolution similar buildings, multifunctional furnace is removed, some buildings buffed and renamed, the tec tree of Krastorio is a little adjusted and if "difficult gold" is enabled there's a early game system to make chlorine, tantalum is adapted with Industrial Revolution graphics, menarite and imersite keeped making some recipe redundant but with two way to create some material(IR or K system)

I think is all...
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by slippycheeze »

NickKsh wrote: ↑Mon Sep 02, 2019 1:21 pm
PTTG wrote: ↑Sat Aug 31, 2019 8:36 am Just checking, but by "early September," you do mean September 1st, right?
The year wasn't specified :D
We live in the september that never ended anyhow, so .... could be any time, really.
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by billbo99 »

Front page has been update to say its coming out on 6th Sept ... just hope that is 2019
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Deadlock989
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by Deadlock989 »

billbo99 wrote: ↑Thu Sep 05, 2019 6:54 pm Front page has been update to say its coming out on 6th Sept ... just hope that is 2019
Who knows ... it will be forever shrouded in an impenetrable mystery
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Airat9000
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by Airat9000 »

Deadlock989 wrote: ↑Thu Sep 05, 2019 6:58 pm
billbo99 wrote: ↑Thu Sep 05, 2019 6:54 pm Front page has been update to say its coming out on 6th Sept ... just hope that is 2019
Who knows ... it will be forever shrouded in an impenetrable mystery

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:) wait!
I think we’ll try to combine with angels and bobs mods
I will be ready then help! with testing!

And the game with your mod :) will become just a bomb.
Given 150 mods :) a fusion computer is already required :)
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by Fishbone5618 »

Deadlock989 wrote: ↑Thu Sep 05, 2019 6:58 pm
billbo99 wrote: ↑Thu Sep 05, 2019 6:54 pm Front page has been update to say its coming out on 6th Sept ... just hope that is 2019
Who knows ... it will be forever shrouded in an impenetrable mystery

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It's the 6th already......
Pi-C
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by Pi-C »

Fishbone5618 wrote: ↑Thu Sep 05, 2019 8:06 pm
Deadlock989 wrote: ↑Thu Sep 05, 2019 6:58 pm
billbo99 wrote: ↑Thu Sep 05, 2019 6:54 pm Front page has been update to say its coming out on 6th Sept ... just hope that is 2019
Who knows ... it will be forever shrouded in an impenetrable mystery

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It's the 6th already......
Still September 5 for about another 342,000 ticks here … :-)
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by Aquaholic27 »

Time zones exist, have a little patience. The mod won’t be going anywhere.
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by Scherazade »

Aquaholic27 wrote: ↑Fri Sep 06, 2019 12:45 am Time zones exist, have a little patience. The mod won’t be going anywhere.
Time what what? Where is the mod already? :lol:
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by NickKsh »

Deadlock989 wrote: ↑Sun Apr 07, 2019 10:20 pm Release date: 6 September 2019
*hype intensifies*
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sidelia
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Re: [MOD 0.17+] Industrial Revolution (WIP)

Post by sidelia »

NickKsh wrote: ↑Fri Sep 06, 2019 1:07 pm
Deadlock989 wrote: ↑Sun Apr 07, 2019 10:20 pm Release date: 6 September 2019
*hype intensifies*
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I'm making murloc noises in anticipation.
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