Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
Long description
Long description
A simple mod which adds alternative recipes for the Oil Refinery and Chemical Plant recipes that want certain liquids on certain inputs.
This mod was created in anger after being sure I put my Oil Refineries in the right location for Advanced Oil Processing.... And then being wrong...
It also allows for some more interesting/compact builds since Chemical Plants can be placed in a tight row
Pictures
Pictures
A couple of examples possible because of this mod .
Version history
Version history
Version 1.1.2 (2016-03-26): Bobs Mods Crude processing, and new Icons.
Version 1.1.1 (2016-01-25): Added Productivity Module support for recipes. Again.
Version 1.1.0 (2015-12-5): Reversed output recipes
Version 1.0.2 (2015-10-21): Factorio 0.12.11 migration
Version 1.0.1 (2015-09-02): Added Productivity Module support for recipes
Version 1.0.0 (2015-08-29): First Release Version
Modpacks
Modpacks
Go ahead. I would be happy for people to use this.
Special Thanks
GotLag, for the new icons that look not-so-team-rocket'y
Rockstar04, for Bobs Mod processing
Re: [MOD 0.12.X] GDIW - GodDamnItWater
Posted: Sat Aug 29, 2015 1:48 pm
by reddutton
this has been one of my enemies in oil processing as well as the outputs on the refiner definatly going in the mods for the new world i am making
thanks
Re: [MOD 0.12.X] GDIW - GodDamnItWater
Posted: Sat Aug 29, 2015 3:13 pm
by bigyihsuan
All of my yes! I always hate it when I have to switch my pipes for my refineries!
Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Posted: Tue Sep 01, 2015 1:38 pm
by Ranakastrasz
Very, very good mod. Absolutely mandatory.
However, none of the recipes are Productivity module compatible.
Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Posted: Tue Sep 01, 2015 7:45 pm
by DaCyclops
Ranakastrasz wrote:Very, very good mod. Absolutely mandatory.
However, none of the recipes are Productivity module compatible.
Huh... i quite literally copied the original prototype definitions, so I thought it should just work the same. I guess Productivity Modules have their own whitelist... I will have a look at this.
I cant be sure if this would work with modded Productivity Modules. It likely depends if it uses the name "productivity-module". If you find a case of modded modules not working, post and I can investigate.
Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Posted: Tue Oct 20, 2015 7:53 pm
by SirRichie
Hi,
it's been a while since 12.11 is out, so I took the liberty to update the mod for compatibility.
It is largely untested though (I could load and create a game though).
I take no credit, I just adjusted a few lines to follow the new modding API.
it's been a while since 12.11 is out, so I took the liberty to update the mod for compatibility.
It is largely untested though (I could load and create a game though).
I take no credit, I just adjusted a few lines to follow the new modding API.
thanks for that. Ive been quite busy with some work stuff, so I haven't had time to sit down and actually update my mods correctly. Best Ive managed is code on Github, but its untested. EDIT: Aaaaand offically Updated AND Tested.
Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Posted: Wed Oct 21, 2015 5:05 pm
by Nudibranch
Thank you!
Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Posted: Mon Nov 16, 2015 1:23 am
by bbgun06
Awesome! Do you think you can revise the recipes so the outputs are reversed also?
Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Posted: Tue Nov 17, 2015 6:27 am
by DaCyclops
Hmm... I never considered reversed fluid outputs. That being said, in the same way cracking opened new layouts, I could see some better layouts for oil processing with GDIW....
It would only be on the Oil Refinery, and would raise the number of icon variations required. Basic Reversed-Output, Advanced Reverse-Input, Advanced Reverse-Output, Advanced Reverse-Both...
I will consider this change. I will get back to you...
Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Posted: Sat Dec 05, 2015 10:19 am
by DaCyclops
So, Today is my birthday, and I just decided "sure, lets just code those reversed outputs".
Latest release is updated to version 1.1.0 with reversed outputs. Happy Birthday! Get it now!
NOTE: This was also the first chance for me to see the new technology icons. Ohgod they are soooooo nice now!
Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Posted: Sat Dec 05, 2015 10:47 am
by SirRichie
Happy Birthday and thanks for the update!
Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Posted: Mon Jan 25, 2016 4:28 am
by DaCyclops
Did you know its possible to make the exact same mistake at the exact same place in the exact same situation?
Thank you very much to Rockstar04 for pointing out my ability to not learn from my mistakes. Productivity Modules would not function for my version 1.1.0 Reversed Output recipes. Because I forgot about the Module Whitelist. Again. ( also, I will admit, I got a little giddy over the idea I had a pull request )
DaCyclops wrote:( also, I will admit, I got a little giddy over the idea I had a pull request )
No problem, I noticed that prod modules wouldn't go in some of my refineries, and when I saw the code was on Github (I'm a web developer by trade so I spend a ton of my work week on Github) I was way easier than posting on the forums for me.
Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Posted: Sat Feb 13, 2016 10:09 pm
by neo_en
Nice mod!
Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Posted: Thu Mar 17, 2016 1:24 pm
by GotLag
DaCyclops wrote:
show indicators on the icons
consider ways of having Sulfur/Flamethrower ammo show alternative icons.
The problem with Sulfur/Flamethrower is it shows the Item icon, not the Recipe icon. Which means I cant show an alternative icon for each recipe. Might report as feature request, since its inconsistent.
EDIT: Oh hey, the Sulfur/Flamethrower behavior is only because it doesn't DEFINE an icon, so it falls back to item icon. *facepalm* Thanks for the code, definitely using it...
Thanks for the alternative icons. I may make use of them in the next release. They look a bit better than my big ugly red R's...
I also have a pull request outstanding that would add in Bobs Mod Crude Oil processing. Gonna get that merged, and get an update with new icons done.