Re: [MOD 0.17] Industrial Revolution
Posted: Sat Nov 23, 2019 11:34 pm
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Version: 1.0.7
Date: 23. 10. 2019
Crafting:
- Added robotowers, a slimmer, cheaper, smaller range roboport. Allows for personal logistics/trash and automated repairs much earlier in the Steel Age.
- Added racing monowheels, a winged Chrome Age iteration, faster than any other non-rail vehicle but still no weapons. Battery powered.
- Added watchtowers, a form of "burner radar", Stone Age tech. They only reveal the map remotely, they do not provide an active view of the local area.
- Added Iron Age filter inserters. These operate at the same speed as yellow inserters but have filtering capability.
- Sensors are now unlocked with electronics and do not contain steel.
- Car and copper monowheel recipes tweaked.
- Gem cost of field effectors and lasers was multiplied substantially.
- Electric labs no longer have yellow inserters as ingredients (and therefore no longer require them as a research prerequisite).
- Electronics cost of centrifuges and arc turrets moved back a tier. Centrifuges also no longer require chrome-plated components.
- Cables are no longer "derivative" components, i.e. they are only unlocked when first needed, not at the material milestone.
- The "default" crafting speed for any vanilla recipe that left it undefined but has ingredients adjusted by IR is now 1 second rather than 0.5.
- Optical controllers and computers now the same crafting tier as optical circuits, i.e. they only require an electric assembler, not laser.
Science:
- Science pack tier progression was reworked again for a lot of the tech tree, especially military and other "bonus" technologies.
- Ammo turret damage research was removed. Turret bonuses were re-integrated with physical projectile research.
- Rocket and tank cannon firing rate technologies were removed and not replaced.
- Stronger explosives research was reverted to vanilla bonuses.
- Miniguns were moved out of Military 3 into their own technology. They require Projectile Fire Rate 4 research to be completed first.
- Miniguns no longer get a researchable fire rate bonus - they are simply always more rapid than submachine guns, locked to 30 rounds/s.
- Robot battery research was nerfed, but it remains infinite, so, eh.
Military:
- Tanks are now partly constructed from titanium. Electronics removed.
- The cost of rockets, tank cannon shells, artillery shells increased.
- Minigun ammo now has a stack size of 20, affording improved inventory density per round over magazines; but ammo belt crafting time was increased.
- Turrets were given some resistance to fire and acid. The game currently only displays this info in tooltips for turrets belonging to an enemy force.
Tweaks:
- Autogun turrets were re-rendered. The old version had a minor glitch with spinning gears when firing. The new version has a smoother 3-frame firing animation and more efficient atlas usage.
- Due to the improved tooltips introduced in 0.17.75, all IR "fake tooltip" info was removed from basic product items and processing recipe descriptions.
- The extra tooltip info on ammo/guns/turrets was left in. Now uses the same fonts and colours as the new tooltips.
- Long-handed inserter rotation speed was slowed to the same as the normal length inserters of the same tier.
- Inserter icons have an identifier overlay if they are a long-handed or a filter variant.
- Ammo turret alt-mode icons are shifted downwards onto the base of the turret.
- Reinforced steel walls have more appropriate deconstruction and car impact sounds.
- Added a custom icon for the charged battery fuel category.
- Coal and crushed coal icons are a bit lighter.
- Input flow limit removed from laser turrets and arc turrets, which fixes the glitchy energy bar in the new tooltips.
- Filters were added to supported control script event handlers, theoretically giving a very small performance boost during construction/deconstruction.
Fixes:
- Fixed an oversight in the generator manager control script, which triggered an error if the player used a third party mod's vehicle equipment grid while in a characterless state.
- Fixed an oversight in a recipe-parsing function that could cause an error if it encountered a valid third party mod recipe that was only available in expensive mode.
- Fixed some typos in ingredient definitions which could trigger an error with other mods that defined a variable called "item" with global scope.
- Fixed that display plates did not inherit the map marker on/off setting or update any existing map markers when copy-pasting settings from plate to plate.
- Fixed that the display plate gui "rubber grid" for empty slots would light up on mouseover once the display symbol had been changed at least once.
Known issues:
- Minigun turrets fire slower than minigun weapons, at 20 rounds/s. This cannot currently be fixed without reducing the quality of the firing animation. See forum thread 76805.
Compatibility:
- IR now requires Factorio stable release 0.17.79 or above.
- If installed, Deadlock's Larger Lamps version 1.3.0 is now required.
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Version: 1.0.7
Date: 23. 10. 2019
Crafting:
- Added robotowers, a slimmer, cheaper, smaller range roboport. Allows for personal logistics/trash and automated repairs much earlier in the Steel Age.
- Added racing monowheels, a winged Chrome Age iteration, faster than any other non-rail vehicle but still no weapons. Battery powered.
- Added watchtowers, a form of "burner radar", Stone Age tech. They only reveal the map remotely, they do not provide an active view of the local area.
- Added Iron Age filter inserters. These operate at the same speed as yellow inserters but have filtering capability.
- Sensors are now unlocked with electronics and do not contain steel.
- Car and copper monowheel recipes tweaked.
- Gem cost of field effectors and lasers was multiplied substantially.
- Electric labs no longer have yellow inserters as ingredients (and therefore no longer require them as a research prerequisite).
- Electronics cost of centrifuges and arc turrets moved back a tier. Centrifuges also no longer require chrome-plated components.
- Cables are no longer "derivative" components, i.e. they are only unlocked when first needed, not at the material milestone.
- The "default" crafting speed for any vanilla recipe that left it undefined but has ingredients adjusted by IR is now 1 second rather than 0.5.
- Optical controllers and computers now the same crafting tier as optical circuits, i.e. they only require an electric assembler, not laser.
Science:
- Science pack tier progression was reworked again for a lot of the tech tree, especially military and other "bonus" technologies.
- Ammo turret damage research was removed. Turret bonuses were re-integrated with physical projectile research.
- Rocket and tank cannon firing rate technologies were removed and not replaced.
- Stronger explosives research was reverted to vanilla bonuses.
- Miniguns were moved out of Military 3 into their own technology. They require Projectile Fire Rate 4 research to be completed first.
- Miniguns no longer get a researchable fire rate bonus - they are simply always more rapid than submachine guns, locked to 30 rounds/s.
- Robot battery research was nerfed, but it remains infinite, so, eh.
Military:
- Tanks are now partly constructed from titanium. Electronics removed.
- The cost of rockets, tank cannon shells, artillery shells increased.
- Minigun ammo now has a stack size of 20, affording improved inventory density per round over magazines; but ammo belt crafting time was increased.
- Turrets were given some resistance to fire and acid. The game currently only displays this info in tooltips for turrets belonging to an enemy force.
Tweaks:
- Autogun turrets were re-rendered. The old version had a minor glitch with spinning gears when firing. The new version has a smoother 3-frame firing animation and more efficient atlas usage.
- Due to the improved tooltips introduced in 0.17.75, all IR "fake tooltip" info was removed from basic product items and processing recipe descriptions.
- The extra tooltip info on ammo/guns/turrets was left in. Now uses the same fonts and colours as the new tooltips.
- Long-handed inserter rotation speed was slowed to the same as the normal length inserters of the same tier.
- Inserter icons have an identifier overlay if they are a long-handed or a filter variant.
- Ammo turret alt-mode icons are shifted downwards onto the base of the turret.
- Reinforced steel walls have more appropriate deconstruction and car impact sounds.
- Added a custom icon for the charged battery fuel category.
- Coal and crushed coal icons are a bit lighter.
- Input flow limit removed from laser turrets and arc turrets, which fixes the glitchy energy bar in the new tooltips.
- Filters were added to supported control script event handlers, theoretically giving a very small performance boost during construction/deconstruction.
Fixes:
- Fixed an oversight in the generator manager control script, which triggered an error if the player used a third party mod's vehicle equipment grid while in a characterless state.
- Fixed an oversight in a recipe-parsing function that could cause an error if it encountered a valid third party mod recipe that was only available in expensive mode.
- Fixed some typos in ingredient definitions which could trigger an error with other mods that defined a variable called "item" with global scope.
- Fixed that display plates did not inherit the map marker on/off setting or update any existing map markers when copy-pasting settings from plate to plate.
- Fixed that the display plate gui "rubber grid" for empty slots would light up on mouseover once the display symbol had been changed at least once.
Known issues:
- Minigun turrets fire slower than minigun weapons, at 20 rounds/s. This cannot currently be fixed without reducing the quality of the firing animation. See forum thread 76805.
Compatibility:
- IR now requires Factorio stable release 0.17.79 or above.
- If installed, Deadlock's Larger Lamps version 1.3.0 is now required.
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