[MOD 0.11.x] Ore processing
Re: [MOD 0.11.x] Ore processing
oh my.. umm.. wow... umm.. yea..
This is way over my head, I think I'll just stick with trains for now. They are rather simple to me compared to what is going on here.
This is way over my head, I think I'll just stick with trains for now. They are rather simple to me compared to what is going on here.
Re: [MOD 0.11.x] Ore processing
The issue is that nested chain production with nested timing and nested machines can trick you out. You may think it's not much, but in reality everything explodes.
Making recipes output from 1 machine to another 1 machine so you simplify the process. Doing things like from 1 machine to 2 machines (or even 1.5), in the fifth level, everything explodes really, REALLY fast.
Making recipes output from 1 machine to another 1 machine so you simplify the process. Doing things like from 1 machine to 2 machines (or even 1.5), in the fifth level, everything explodes really, REALLY fast.
Re: [MOD 0.11.x] Ore processing
Well, at the moment I think it's best to use only like 1 or two steps, so build only ore washer and pulverizer.
Quite good setup I found is 4 pulverizers into 5 ore washers into 2 furnaces(3-4 without modules), where pulv can be supported by one blue inserter.
This is not fast process, but it's supposed to allow you to help you when you don't have huge deposits of ore.
Simple setup - machines stuffed with modules of speed:
Quite good setup I found is 4 pulverizers into 5 ore washers into 2 furnaces(3-4 without modules), where pulv can be supported by one blue inserter.
This is not fast process, but it's supposed to allow you to help you when you don't have huge deposits of ore.
Simple setup - machines stuffed with modules of speed:
Last edited by Nagshell on Sun Mar 22, 2015 7:45 pm, edited 1 time in total.
Re: [MOD 0.11.x] Ore processing
This is not true. Just think about green and red circuits. How many green circuit assemblers you need to supply 8 assemplers of red? I think less than 3 is sufficient. Another example is green circuits with copper cables. Ratio is 3:2 and there is nothing wrong with it, right?SHiRKiT wrote:The issue is that nested chain production with nested timing and nested machines can trick you out. You may think it's not much, but in reality everything explodes.
Making recipes output from 1 machine to another 1 machine so you simplify the process. Doing things like from 1 machine to 2 machines (or even 1.5), in the fifth level, everything explodes really, REALLY fast.
The whole balancing question is not about how many machines there are, but how much material they need as input per minute and how much they produce per minute.
Re: [MOD 0.11.x] Ore processing
Take a look at Treefarm's Biomass production. If the amount of material output is low (as it is), and the recipes are slow and the ratio is, say, 2:3 for each step, at the fifth step, if you want to have 10 of the first machine to be at full speed, things will explode.
Re: [MOD 0.11.x] Ore processing
I don't really get your point, my modification is not changing whole process, but it's tweaking numbers a little, to simplify amount of building needed to achieve balance.
And because of that "explosion" of machine you are talking about... there is nothing like that in base game, unless you try to like produce rocket defense without any pause.
But this mod is not about producing advanced stuff, but about processing base materia to increase it. What would be use of that if you'd have to pay like 50MW power to make 1 iron ore per minute.
And because of that "explosion" of machine you are talking about... there is nothing like that in base game, unless you try to like produce rocket defense without any pause.
But this mod is not about producing advanced stuff, but about processing base materia to increase it. What would be use of that if you'd have to pay like 50MW power to make 1 iron ore per minute.
Re: [MOD 0.11.x] Ore processing
I'm not bashing, just saying what I think, you don't need to get mad. I like it, but I just think it could be improved to allow it to be built as an inline production as well, instead of just a backup solution when throughput doesn't matter.
Re: [MOD 0.11.x] Ore processing
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Last edited by splooby on Sat Mar 28, 2015 4:01 am, edited 1 time in total.
Re: [MOD 0.11.x] Ore processing
Well, loop is enabled, but it's balanced by low output compared to space / energy.
At point where you are able to even produce required buildings your factory will require so much that ore processing will not make complete infinite resource spawner, but only lessen your need of raw ore. Or you could make infinite production by conquering thousands of chunks on map, but that would you already have everything you need anyway.
At point where you are able to even produce required buildings your factory will require so much that ore processing will not make complete infinite resource spawner, but only lessen your need of raw ore. Or you could make infinite production by conquering thousands of chunks on map, but that would you already have everything you need anyway.
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Re: [MOD 0.11.x] Ore processing
This mod conflicts with Dytech on its researches, and dytech seems to load aftr it, locking away all the unlocks of the first two researches (advanced material processing 3 and 4).
With darkshadow, while testing for his pack, we decided to rename the two conflicting researches to advanced ore processing and advanced ore processing 2, to resolve the conflict.
Changes made to locale:
And the entire content of technology.lua
Please don't take it as an offence, I made these changes so that I could enjoy this mod alongside with dytech (and many others), and I tried to find a ew research name that should fit with what the mod does.
Feel free to use or change this however you like.
With darkshadow, while testing for his pack, we decided to rename the two conflicting researches to advanced ore processing and advanced ore processing 2, to resolve the conflict.
Changes made to locale:
Code: Select all
[technology-name]
advanced-ore-processing = Advanced ore processing
advanced-ore-processing-2 = Advanced ore processing 2
matter-compilation = Matter compilation
[technology-description]
advanced-ore-processing = Unlocks two ore process machines, which give ore multiplication bonuses.
advanced-ore-processing-2 = Unlocks two more ore process machines, which give even more material bonuses.
matter-compilation = Unlocks a machine, which can retransform crystallized dusts back into corresponding ore.
And the entire content of technology.lua
Code: Select all
data:extend({
{
type = "technology",
name = "advanced-ore-processing",
icon = "__base__/graphics/technology/advanced-material-processing.png",
effects =
{
{
type = "unlock-recipe",
recipe = "pulverizer"
},
{
type = "unlock-recipe",
recipe = "orewasher"
},
{
type = "unlock-recipe",
recipe = "small-iron-chunk"
},
{
type = "unlock-recipe",
recipe = "small-copper-chunk"
},
{
type = "unlock-recipe",
recipe = "small-clean-iron-chunk"
},
{
type = "unlock-recipe",
recipe = "small-clean-copper-chunk"
},
{
type = "unlock-recipe",
recipe = "small-stone-chunk"
},
{
type = "unlock-recipe",
recipe = "stone-brick2"
},
{
type = "unlock-recipe",
recipe = "iron-plate2"
},
{
type = "unlock-recipe",
recipe = "iron-plate3"
},
{
type = "unlock-recipe",
recipe = "copper-plate2"
},
{
type = "unlock-recipe",
recipe = "copper-plate3"
},
},
prerequisites = {"advanced-material-processing-2"},
unit =
{
count = 150,
ingredients =
{
{"science-pack-1", 1},
{"science-pack-2", 1}
},
time = 30
},
order = "a-h-c",
},
{
type = "technology",
name = "advanced-ore-processing-2",
icon = "__base__/graphics/technology/advanced-material-processing.png",
effects =
{
{
type = "unlock-recipe",
recipe = "centrifuge"
},
{
type = "unlock-recipe",
recipe = "iron-dust"
},
{
type = "unlock-recipe",
recipe = "copper-dust"
},
{
type = "unlock-recipe",
recipe = "iron-copper-dust"
},
{
type = "unlock-recipe",
recipe = "crystallizer"
},
{
type = "unlock-recipe",
recipe = "crystallized-iron-dust"
},
{
type = "unlock-recipe",
recipe = "crystallized-copper-dust"
},
{
type = "unlock-recipe",
recipe = "stone-dust"
},
{
type = "unlock-recipe",
recipe = "stone-brick3"
},
{
type = "unlock-recipe",
recipe = "iron-plate4"
},
{
type = "unlock-recipe",
recipe = "iron-plate5"
},
{
type = "unlock-recipe",
recipe = "copper-plate4"
},
{
type = "unlock-recipe",
recipe = "copper-plate5"
},
{
type = "unlock-recipe",
recipe = "stone-brick4"
},
{
type = "unlock-recipe",
recipe = "slurry-stone"
},
},
prerequisites = {"advanced-ore-processing"},
unit =
{
count = 90,
ingredients =
{
{"science-pack-1", 2},
{"science-pack-2", 2},
{"science-pack-3", 1}
},
time = 30
},
order = "a-h-c",
},
{
type = "technology",
name = "matter-compilation",
icon = "__oreprocessing__/graphics/technology/mattercompilation1.png",
effects =
{
{
type = "unlock-recipe",
recipe = "matter-compilator"
},
{
type = "unlock-recipe",
recipe = "iron-ore1"
},
{
type = "unlock-recipe",
recipe = "copper-ore1"
},
{
type = "unlock-recipe",
recipe = "stone-ore1"
},
},
prerequisites = {"advanced-ore-processing-2"},
unit =
{
count = 100,
ingredients =
{
{"science-pack-1", 2},
{"science-pack-2", 2},
{"science-pack-3", 1},
},
time = 30
},
order = "a-h-c",
},
})
Please don't take it as an offence, I made these changes so that I could enjoy this mod alongside with dytech (and many others), and I tried to find a ew research name that should fit with what the mod does.
Feel free to use or change this however you like.
Re: [MOD 0.11.x] Ore processing
I'd prefer to have no loop but a faster production. So we can make builds that use this and have a bit of improvement in trade of time spent and energy required. My 2 cents, I like your mod.
Re: [MOD 0.11.x] Ore processing
Hello,
I have rebalanced version 0.5.5 for my play-trough. I guess my balancing is not really in line with your expectations, but I think it could be worthwhile to share it anyway Maybe you get some ideas from it.
Basically the following changes were done:
- changed recipe times, power req., number of items,... (see attached spreadsheet)
- aligned the recipes such that I can build this tileable setup: Note: Each string can roughly keep 2 smelter of both ore types busy
- The ore washing plant produces stone as a side product
- the centrifuge uses lubricant instead of coal
- the matter compilator requires alien science packs but is ridiculous efficient (basically it generates roughly 94 ore for each alien artifact)
- I added an alternative path to create steel (1 coaldust from centrifuge combined with 4 crystallized iron dust in an assembler yields 1 steel dust which can be smelted into one steel bar --> ~25% more efficient but coal is needed)
So far for my taste if feels balanced and the efficiency gain make it worthwhile to use in a normal game
To made the changes affect my current game I had to enter this commands:
/c game.player.force.resettechnologies()
/c game.player.force.resetrecipes()
/c game.player.force.technologies["matter-compilation"].researched = false
/c game.player.force.technologies["matter-compilation"].researched = true
/c game.player.force.technologies["advanced-material-processing-4"].researched = false
/c game.player.force.technologies["advanced-material-processing-4"].researched = true
The same should work to switch back to the unmodified mod, but I strongly advise to test this out on a copied save!
I have rebalanced version 0.5.5 for my play-trough. I guess my balancing is not really in line with your expectations, but I think it could be worthwhile to share it anyway Maybe you get some ideas from it.
Basically the following changes were done:
- changed recipe times, power req., number of items,... (see attached spreadsheet)
- aligned the recipes such that I can build this tileable setup: Note: Each string can roughly keep 2 smelter of both ore types busy
- The ore washing plant produces stone as a side product
- the centrifuge uses lubricant instead of coal
- the matter compilator requires alien science packs but is ridiculous efficient (basically it generates roughly 94 ore for each alien artifact)
- I added an alternative path to create steel (1 coaldust from centrifuge combined with 4 crystallized iron dust in an assembler yields 1 steel dust which can be smelted into one steel bar --> ~25% more efficient but coal is needed)
So far for my taste if feels balanced and the efficiency gain make it worthwhile to use in a normal game
To made the changes affect my current game I had to enter this commands:
/c game.player.force.resettechnologies()
/c game.player.force.resetrecipes()
/c game.player.force.technologies["matter-compilation"].researched = false
/c game.player.force.technologies["matter-compilation"].researched = true
/c game.player.force.technologies["advanced-material-processing-4"].researched = false
/c game.player.force.technologies["advanced-material-processing-4"].researched = true
The same should work to switch back to the unmodified mod, but I strongly advise to test this out on a copied save!
- Attachments
-
- oreprocessing_0.5.5_rebalanced.zip
- (1.02 MiB) Downloaded 206 times
-
- Factorio_OreProcessing.ods.zip
- (48.56 KiB) Downloaded 190 times
Re: [MOD 0.11.x] Ore processing
After playing around with the mod, and doing some math, I came to the conclusion that the mod was causing a net loss of resources. As such, I modified it. Use it as you will.
- Attachments
-
- neworeprocessing_1.0.0.zip
- (919.77 KiB) Downloaded 181 times
Author of Advanced Factorio, a set of mods that add small bits of Advanced functionality to your gameplay
Check it out here: https://mods.factorio.com/user/neomore
Check it out here: https://mods.factorio.com/user/neomore
Re: [MOD 0.11.x] Ore processing
Author can your mod use ores from bob mod? - gold, silver, tin, tungsten, galena, rutile, quartz, bauxite?
Nickname on ModPortal - Naron79