[MOD 2.0/2.1] C&C harvesters 2.0.0

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daikael
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[MOD 2.0/2.1] C&C harvesters 2.0.0

Post by daikael »

Continued from McSpiffy's mod viewtopic.php?t=3450
https://mods.factorio.com/mod/Red-Alert-Harvester

This Mod was made to Bring the old ore harvester from Red Alert to Factorio.

It comes with two harvesters, one from RA and one fron TD, and a refinery, the harvesters will automatically mine ores it is sitting on top of, and will unload when it nears the refinery. As of right now, it must be manually driven but makes up for this with a relatively high rate of mining.

Additions!
Tiberium Sun harvesters
Red alert 1 harvester + refinery
Buggy necro-code Buggy regular code

KNOWN INCOMPATABILITIES
AAI Vehicles: The AI vehicle form of the harvester no longer interacts with ore or refineries. fixed as of 1.0.2

This is my first factorio mod, so let me know if there are any bugs!
Last edited by daikael on Mon Sep 07, 2026 1:33 pm, edited 3 times in total.
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daikael
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Re: [MOD 2.0] C&C harvesters 2.0.0

Post by daikael »

I can necro my own posts if I update right? Because I updated after 5 years.
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Re: [MOD 2.0/2.1] C&C harvesters 2.0.0

Post by daikael »

Anyway, it's the 2.1.17 and 2.1.18 updates. There's been a lot of changes, so I'm going to just detail some of the most important ones.

The mining system has been reworked before I was using a constantly running script to scan underneath every single miner, which also operated under every single vehicle. This has been changed, so now it is a virtual miner using the regular logic. Meaning, you can also now use... MODULES

I have noticed a slight delay if you're changing ore types while in the miner, but that appears to be a function of vanilla miners, and I don't think it's really that exploitable But on top of all that, I've also verified the operation of all modules. So productivity works properly, quality works properly. Even the efficiency will reduce the draw on the vehicle's power system. It is very nice, caps at the usual 80% too.

Another thing, the hybrid engine module was removed and integrated into the base design of the vehicles. The vehicles with their equipment grid can now recharge their internal fuel capacity up to 75% based on... First, the quality of the vehicle, a higher quality level, will allow it to take more equipment grid energy per second. And, of course, how much power you're generating. There is an upper limit, but it is less than the amount that the vehicle will take driving around and mining when you have even a single efficiency module in it.

Obviously, everything's subject to change, so if anybody has any feedback, let me know and I'll see what I can do about it, or if I'll do something about it.
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Re: [MOD 2.0] C&C harvesters 2.0.0

Post by mmmPI »

daikael wrote: Sun Sep 06, 2026 4:24 pm I can necro my own posts if I update right? Because I updated after 5 years.
Affirmative !

Does it comes with the voice too ? :lol:
Check out my latest mod ! It's noisy !
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daikael
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Re: [MOD 2.0] C&C harvesters 2.0.0

Post by daikael »

mmmPI wrote: Mon Sep 07, 2026 4:12 pm Affirmative !

Does it comes with the voice too ? :lol:
Hmm, I hadn't considered that... But I do have the assets...
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