I've noticed at least one spelling error and some other odd word choices that could be cleaned up. Mind if I go through the mod and proofread, etc?
Re: [MOD 0.14.x] HardCrafting 0.5.0
Posted: Thu Oct 27, 2016 5:33 am
by judos
No surely not, you can message me any errors or just send me the updated files if you find several mistakes
Yes the part to integrate other resources is still on my todo list, hope I can get to that soon.
Re: [MOD 0.14.x] HardCrafting 0.5.0
Posted: Sun Nov 13, 2016 1:59 am
by kaldskryke
Hi, Judos
I really enjoy your mod, but I have a few questions:
Is it intentional that the "Big" processing machine
1) Lacks a recipe for processing Rich Iron Ore? The tooltip says it's supposed to do everything the Pulverizer and Crusher can do.
2) Has a faster recipe for processing Iron Ore (in addition to the machine speed)?
In general it seems that the Big machine is not a very attractive upgrade. The extra dirt byproduct is a pain to deal with, since I have to incinerate so much dirt already. It may be four times faster than the smaller machines, but one could simply use four of the smaller machines anyway and not deal with the added recipe complexity. The only advantage the Big machine has is a reduced requirement for productivity modules, but getting high throughput with beacons can be difficult to set up with belts, since there are so many items to I/O. And what shall I do with the hundreds of crushers and pulverizers I have already made? It would be nice if the recipe for the Big machine consumed the smaller ones.
Thanks
Re: [MOD 0.14.x] HardCrafting 0.5.0
Posted: Tue Jan 31, 2017 5:42 am
by bdean20
Angel's infinite coal doesn't produce coal dust with hard crafting enabled. I think the following code should be added to angel_ores_hardcrafting.lua:
if data.raw["resource"]["infinite-coal"] then
data.raw["resource"]["infinite-coal"].minable.result = nil
data.raw["resource"]["infinite-coal"].minable.results = data.raw["resource"]["coal"].minable.results
end
If this is still under active development, is there any support planned for rich ores and byproducts of the ores from bobs with angels (and disabling rich iron and copper ores when angel's refining is active)?
I've recently started with all of bobs/angels, marathon and hardcrafting and it's not game breaking, but there are two different paths for accessing the basic iron/copper resources and so I end up using the rich ores for red science and saving the angel ores for later processing - it seems to ease some of the challenge/complexity during early game rather than add to it.
Re: [MOD 0.14.x] HardCrafting 0.5.0
Posted: Sun Mar 12, 2017 7:52 am
by KepperMIEM
I add some changes according my taste.
English
This mod affects
- mining
- manufacture of copper and iron plates, steel, stone blocks and solid fuel
- alternative recipes: landfull, concrete, rails
It is based on Hard crafting
Differences from Hard crafting 0.5.1
1) no scrap metal, new inserters, big processing machine.
2) added buldings "Hydrocyclone", "Water treatment plants".
4) production chains are lengthened(Stage added "washing") and became more branched.
5) recipes are balanced so that from the buildings it is possible to create a conveyor (without productivity modules).
6) all recipes are collected on one tab.
7) added the ability to insert productivity modules.
8) added infinite fields of minerals.
I recommend to use it with the Resource Spawner Overhaul mod. In this case, infinite minerals will be placed at the center of ordinary minerals.
The possibility is added of copper ores to get an iron plate by processing copper deposit into iron dust.
A copper plate can get processed iron slag.
I'm not an painter.
Native language is Russian. In the English version there may be translation errors.
Further I will think how to integrate into Yuoki Industries and Angel's+Bob's mods.
Most likely, a big alteration will be required.
I will add levels to the buildings, but they will be 2-3 levels(no 4 levels).
Русский
Данный мод затрагивает
- добыча полезных ископаемых
- производство медных и железных плит, стали, каменных блоков и твёрдого топлива
- альтернативные рецепты: отсыпка территорий, бетон, рельсы
В основе лежит Hard crafting
Отличия от Hard crafting 0.5.1
1) нет металлолома, новых манипуляторов, большой машины.
2) добавлены здания "Гидроциклон", "Водоочистное сооружение".
4) цепочки производства удлинены(добавлен этап "промывка") и стали более разветвлёнными.
5) рецепты сбалансированы так, чтобы из зданий можно было создавать конвейер (без задействования модулей продуктивности).
6) все рецепты собраны на одну закладку.
7) добавлена возможность вставлять модули продуктивности.
8) добавлены бесконечные поля полезных ископаемых.
Рекомендую использовать совместно с модом Resource Spawner Overhaul. В этом случае бесконечные полезные ископаемые будут помещены в центр обычных.
Добавлена возможность из медных руд получить железную плиту за счёт переработки медного осадка в железную пыль.
А медную плиту можно получить переработав железный шлак.
Я не художник.
Родной язык русский. В английском варианте могут быть ошибки перевода.
Далее буду думать как интегрировать в Yuoki Industries и Angel's+Bob's mods.
Скорее всего потребуется большая переделка.
Добавлю уровни зданиям, но их будет 2-3(4 уровня не будет).
@kaldskryke
1) Indeed it did. It's now added as well
2) Yes for the better ratio (can put 2 big processing machines beside each other to do the processing easier)
@bdean20
Not 100% active, rather like 50% I would say. I zoom in and out from playing factorio. Also I don't get enough time to do all I would like to while modding for factorio. Because there are so many ideas and options
Updates and changes for 0.5.4 - support Factorio 0.15.9+
- reorder recipes into more meaningful categories fixes #23
- better crafting times for machines fixes #24
- changing base recipes happens in final-fixes (#25)
- fix names of recipes which should produce waste metal
- add rich-iron processing for big-processing-machine
- improve big-processing-machine recipe & energy (400kW instead of 500kW, use crasher and pulverizer for recipe)
+1 for update. Also for next version tech icons with actual background machines.. and ore =)
Re: [MOD 0.15.x] HardCrafting 0.5.4
Posted: Fri May 26, 2017 12:28 pm
by GodricSeer
So, a new release has been created on the github https://github.com/judos/hardCrafting/t ... er/release that has a number of small improvements to it, but it hasn't been uploaded to the mod portal yet. Just so people can update if they want to.
Re: [MOD 0.15.x] HardCrafting 0.5.5
Posted: Thu Jun 01, 2017 10:17 pm
by judos
Fixes and changes for 0.5.5
- remove old migration scripts causing issues
- Don't allow cost values of zero on steel dust
- landfill with dirt requires landfill tech
- multiply fluid by 10 for factorio 0.15.x
- fix calculation of items needed to craft steel-dust
Re: [MOD 0.15.x] HardCrafting 0.5.5
Posted: Fri Jun 02, 2017 3:09 pm
by Degraine
Glad to see you're still alive and working on this one. What's next on the todo list?
Re: [MOD 0.15.x] HardCrafting 0.5.5
Posted: Fri Jun 02, 2017 8:35 pm
by judos
Hehe alive, always. Just I don't get much time for modding lately.
If anyone wants to join and help out with development of my mods, you are welcome! Seriously, contact me!
Currently I'm working on updating the beltSorter to get the latest features of 0.15 in it.
But because modding is quite time consuming I don't get to implement too many features.
Re: [MOD 0.15.x] HardCrafting 0.5.5
Posted: Sat Jun 03, 2017 11:19 am
by Degraine
Sure, I'd love to help out (once my exam on Tuesday's done). I've always had a hunger for something a little more...comprehensive for Bob's Mods ores.
Re: [MOD 0.15.x] HardCrafting 0.5.5
Posted: Sat Jun 10, 2017 2:39 pm
by Asekhan
So, I wanted a bigger challenge than vanilla for a 1000 science/min factory, this is way better, thanks for your mod.
Way too much belt, not ups friendly at all, but I love it
Re: [MOD 0.15.x] HardCrafting 0.5.5
Posted: Tue Jul 04, 2017 7:54 am
by featherwinglove
Heyo! Loving the mod, and have a bunch of crazy ideas for improving it. Support for Bob's ores would be fantastic. Support for Angel's Ore's (there being just four) and Omnimatter (there being just one) are more urgent IMHO, even though I don't play them much. There is a mod out there, SJT Dirty Ore which contains code to mod every ore, including those of Hard Crafting. So, together they produce such abominations as trace rich copper ore and dirty dirt. That might be the key to getting Hard Crafting to screw up mod ores.
I do have a much smaller suggestion though: change the Ferric Chloride Solution recipe in Bob's Electronics to use pulverized iron ore instead of normal iron ore. There's no need to use a lesser ore grade since you should have pulverizers long before you need ferric chloride. There are two rationales for this: rich iron ore is not compatible with the extant recipe, meaning one has to go find standard iron ore if he only has access to rich patches. This could be a really rude surprise if there's anyone who decides not to spawn standard ore patches! The other rationale is that this is how they make the stuff in real life. Other than that detail, the recipe in Bob's is bang on.
Re: [MOD 0.15.x] HardCrafting 0.5.5
Posted: Sat Aug 05, 2017 12:08 am
by elkillo
Hay judos, there appears to be bad interaction with AAI industries and handcrafting. i get this error message upon startup. Can be recreated but having AAI industries and hardcrafting installed and no other mods.
Re: [MOD 0.15.x] HardCrafting 0.5.6
Posted: Sat Aug 19, 2017 2:26 pm
by judos
Hi there,
I just released hardCrafting 0.5.6 with the train related fix:
- fix issue with train related error
You can get it from the mod portal.
Re: [MOD 0.15.x] HardCrafting 0.5.7
Posted: Sun Aug 20, 2017 1:46 am
by judos
Hi there,
I have worked again a bit more on the mod and updated the following:
Please note that I had some helpful Contribution by Degraine who agreed to help me work on the mod
Update to 0.5.7:
- Add integrated settings (Degraine)
- Exchange dried dirt for sand, modify relevant recipes (Degraine)
- remove steam-turbine from scrap metal creation since it causes issues
- fix repair tools can't be incinerated
- remove dirt sifting in big processing machine (the recipe has changed and for the moment the assembling machines are powerful enough to do it
- fix order of rich-ore items in item list (combinators, filter selecting etc)
- fix cheaper trains doesn't work for modded trains
- add compatibility with methane-processing
- update vehicle acceleration values (coal-dust gives +20% acceleration, +5% max speed), also: reduced wood efficiency in vehicles (-30% acceleration, -20% max speed)
some technical:
- updated the lib I used myself to version 3.2 (shared code between beltSorter, robotMiningSite, etc..)
- fixed logging statements not displaying correct filename
Re: [MOD 0.15.x] HardCrafting 0.5.7
Posted: Mon Nov 27, 2017 3:32 am
by Jackalope_Gaming
In 0.15.27, the devs rebalanced science such that every tech had equal ratios of all needed science packs. Would you be willing to add a setting for your mod to do that as well?
And I feel more than a little sheepish for asking about proofreading and never getting back to you... Everything that says "cruel X smelting" might be better off as "crude" instead. In the crusher's description the word "resources" is spelled wrong.
Re: [MOD 0.15.x] HardCrafting 0.5.7
Posted: Mon Dec 25, 2017 8:30 pm
by Sacredd
Thank you again for this great mod.
Could you please update it for 0.16.x?
Thank you.