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Re: [0.11.X] Alien Science
Posted: Wed May 13, 2015 12:47 pm
by matpmag
Koub wrote:There have been changes in the mod API since then. The mod will need some adaptation to work with 0.11.22.
Adaptations made
Here is the new file, credit to the original dev
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Re: [0.11.*+] Alien Science
Posted: Wed May 13, 2015 7:48 pm
by Koub
Updated original post, moved in "non obsolete mods"
Re: [0.11.*+] Alien Science
Posted: Wed May 13, 2015 9:16 pm
by matpmag
Koub wrote:Updated original post, moved in "non obsolete mods"
Fantastic! Cheers bud
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Re: [0.11.*+] Alien Science
Posted: Thu May 14, 2015 12:47 pm
by darkrising
matpmag wrote:Koub wrote:Updated original post, moved in "non obsolete mods"
Fantastic! Cheers bud
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Thanks for fixing it, I've updated the main thread now.
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Re: [0.11.*+] Alien Science
Posted: Thu May 14, 2015 12:57 pm
by matpmag
darkrising wrote:Thanks for fixing it, I've updated the main thread now.
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Nice! Good to hear from you - glad I could help
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Re: [0.11.*+] Alien Science
Posted: Tue Oct 20, 2015 8:56 pm
by Silden
Ah, this is the solution to my Alien Science problem. Thanks very much
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Re: [0.11.*+] Alien Science
Posted: Fri Apr 29, 2016 6:17 am
by svish
Love this for automating without having to run around killing stuff all the time. The recipes could maybe be made more "natural" though?
- Would imagine researching alien science is a bit more cumbersome than taking half a second
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- Also would make more sense (I think) to make alien artifacts from alien science packs rather than red+green+blue ones? And since you have a recipe for making alien science packs from red+green+blue, this could be used to make the necessary alien artifacts without hunting.
So you'd have a chain, red+green+blue and time to "research" alien science packs, and then you can use alien science packs "in a lab" to "grow" alien artifacts
Not sure what it should be balance wise (i.e. actual time and amount needed), but below is a suggestion of what it could look like at least. I've tested it locally by tweaking your mod and it works at least, which I guess is not super surprising
Code: Select all
data:extend(
{
{
type = "recipe",
name = "alien-science-recipe",
enabled = "true",
energy_required = 6,
ingredients = {
{"science-pack-1", 6},
{"science-pack-2", 3},
{"science-pack-3", 1}
},
result = "alien-science-pack"
},
{
type = "recipe",
name = "alien-artifact-recipe",
enabled = "false",
energy_required = 3,
ingredients = {
{"alien-science-pack", 12}
},
result = "alien-artifact"
}
})
Re: [0.11.*+] Alien Science
Posted: Wed Jun 29, 2016 7:47 pm
by Delois
Hey guys, I have uploaded this to the new mod system and updated it. I take no credit for this, but the original mod creator is gone. If anyone else wants to take over the project feel free to PM me. Only uploades to help others use this very helpful mod. I may make small changes if requests happen:
https://mods.factorio.com/mods/Delois/alien-science
If this is against the rules let me know, I added a note of the original mod creator in the comments so I dont take credit.
Also, I am considering making an alternet version of this mod were you dont use the first 3 science packs, but other items.
(Current Idea:
Stack filter
Explosives
Engine Unit (electric Maybe?)
Processing Unit )
Re: [0.11.*+] Alien Science
Posted: Wed Jun 29, 2016 10:59 pm
by darkrising
Delois wrote:Hey guys, I have uploaded this to the new mod system and updated it. I take no credit for this, but the original mod creator is gone. If anyone else wants to take over the project feel free to PM me. Only uploades to help others use this very helpful mod. I may make small changes if requests happen:
https://mods.factorio.com/mods/Delois/alien-science
If this is against the rules let me know, I added a note of the original mod creator in the comments so I dont take credit.
Also, I am considering making an alternet version of this mod were you dont use the first 3 science packs, but other items.
(Current Idea:
Stack filter
Explosives
Engine Unit (electric Maybe?)
Processing Unit )
Feel free to take it over, I only ask for credit which you have done
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Re: [0.11.*+] Alien Science
Posted: Wed Jun 29, 2016 11:49 pm
by Delois
Was not expecting you to reply! I made a second version for those who want a different feel.
I also added icon to yours so if someone installs both of ours, they can tell the research's apart :3
My new 'high end craft' focused one:
https://mods.factorio.com/mods/Delois/A ... %20Science