You may only copy, modify and distribute my mod or parts of it with expressed permission.
You may not copy, modify, distribute or pack the mod inside a mod pack without permission first.
Exceptions are changes to the config file or creation of multiple config files.
Any dependent mods should link or clearly list my mod as dependency.
Images
Long description
AnonyMods adds new types of technologies, recipes, ores, items and entities. Comes with Config.lua file in which you can specify which parts of my mod should be disabled and which should be enabled. Dynamicly replaces any disabled items with enabled ones.
New ores include :
Some new technologies :
And recipes :
Changelog
Any Major updates will go here : 0.1.1
Updated resource files to be more consistent
0.1.2
Updated technology files to be more consistent
Fixed a few localizations
Fixed missing or incorrect prototypes to technology dependencies
0.1.3
Fixed some recipes unable to be made
Changed some recipes ( offshore pumps, radars )
Fixed a few localizations
Changed laser weapons to be available when laser turrets are available
0.1.4
Enabled Duplicator modules to be used like Productivity modules
Added fast replacable groups for entities ( ex. storage tanks, steam engines, beacons )
Fixed a few localizations
0.2.0
Added new and higher tiers of mining drills, pumpjacks, furnaces, pumps and compressors
Changed some recipes ( phosphorus white, ... )
0.2.1
Added missing migration files
Fixed some inconsistent techs
0.2.2
Increased stack sizes
Added new recipes ( thermal water electrolysis, wood to coal, coal to solid fuel )
0.2.3
Added new modules and recipes
0.2.4
Added new robots, a lab and a floodlight
Tweaked tech research tree
Changed scripts on some entities to be operable
Decreased consumption and increased production on some quartz related recipes
0.2.5
Fixed incorrect robot colors
New greenhouse graphics
New combat related stuff
0.2.6
Added manual generator
0.3.0
Updated mod for 0.15 and added new features
0.3.1
Fixed low-res textures
0.3.2
Added new recipes, items and research
Tweaked a few recipes and their crafting time
0.4.0
Introduced metallurgy : combined ores into 3 ores from which you can refine other raw ores
0.5.0
Updated for 0.16
0.6.0
Updated for 0.17 and introduced new generator equipments
Please, be aware that some bugs may happen when changing variables in config.lua, if it will throw an error, report it so I can fix it faster.
Also, not much tested in multiplayer but should be compatible there too.
New updates will replace Config.lua files with the ones the update comes with, if you wish to have the same configuration as the last time, save your old Config file and add any missing lines from the new one.
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Dec 23, 2016 11:39 am
by NekoDwarf
It is will be cool. if you will add better description (what technologies ? recipes? entities etc)
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Dec 23, 2016 11:43 am
by AnonymoScoot
NekoDwarf wrote:It is will be cool. if you will add better description (what technologies ? recipes? entities etc)
I am currently working on adding pictures so you have better visualization.
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Dec 23, 2016 1:18 pm
by Cyres
This looks pretty cool, how far this mod is compatible with other big mods (like Bobs, angels etc.)?
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Dec 23, 2016 1:21 pm
by NekoDwarf
And very important question : your mod better than bob's mod ? (I'm not saying that your mod is bad, making any mod is cool thing - just quickspot didnt give me any reason add your mod to my library).
May be it is better focus on unique things (tier N armor etc it is not unique)?
P.S. Anyway, good job M8 !
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Dec 23, 2016 4:24 pm
by AnonymoScoot
NekoDwarf wrote:And very important question : your mod better than bob's mod ? (I'm not saying that your mod is bad, making any mod is cool thing - just quickspot didnt give me any reason add your mod to my library).
May be it is better focus on unique things (tier N armor etc it is not unique)?
P.S. Anyway, good job M8 !
It adds new types of entities ( like burner generators, wind turbines ) and gameplay functions ( inserter, pipe adjustment ), but I'm still developing it and would like to add new entity tiers and new enemies
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Dec 23, 2016 4:53 pm
by kinnom
Is it compatible with bob's and angel's mods?
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Dec 23, 2016 11:31 pm
by AnonymoScoot
kinnom wrote:Is it compatible with bob's and angel's mods?
Not in the current state, after i finish adding more stuff into the mod I can start thinking about that, you can disable parts of my mod to not make duplicates of existing prototypes from other mods, but with other big mods like Bob's it would need a lot of tweaking.
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Sat Dec 24, 2016 6:12 pm
by Catbert
This is a very good mod, reminds me of Narmod. Complex and also trying to be realistic.
Well done!!!
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Sat Dec 24, 2016 6:54 pm
by aklesey1
Very impressive really cool, I have seen that you have paid attention to details
I like new resources - mercury, magnesium, lime, cinnabar, phosphorus
It will be really mega awesome if it will be compatible with all angel mods
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Sat Dec 24, 2016 10:39 pm
by AnonymoScoot
aklesey1 wrote:Very impressive really cool, I have seen that you have paid attention to details
I like new resources - mercury, magnesium, lime, cinnabar, phosphorus
It will be really mega awesome if it will be compatible with all angel mods
After I'm done adding new stuff then I can think of making everything compatible with other mods. I have made Config.lua file just for this reason, you can disable/enable any part of the mod.
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Mon Dec 26, 2016 10:05 am
by Catbert
I think i found a problem: I cannot produce solar panels or large solar panels in an assembly machine, only handcraft them.
Edit: Ok i got it, it needs an assembly machine 3
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Mon Dec 26, 2016 11:14 am
by AnonymoScoot
Catbert wrote:I think i found a problem: I cannot produce solar panels or large solar panels in an assembly machine, only handcraft them.
Edit: Ok i got it, it needs an assembly machine 3
Yeah the ingredient count on assemblers have been tweaked.
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Wed Dec 28, 2016 5:10 pm
by Bluefiremax
Hey, love the mod so far, but maybe add a description of how to use all the new machines? Most are pretty intuitive, but a few not so much. I've been able to figure out a lot through trial and error.
As a side note: I can't figure out for the life of me how to get the Ground Digger and Greenhouse set up. I have water pipes and saplings in the greenhouse, but no matter where I seem to set the ground digger and provide a power line, it will not dig ground, I can't access the inventory, and I can't acquire anything from it. How do I acquire the soil for the greenhouse then?
Note: I am using another mod called Alien Bioimes, not sure if this is affecting the ground digger or I am just setting it up improperly[/stirke]
Anyways, Amazing mod and good response times to everyone's questions! I'm impressed
Edit: I tried to inserter method as well. After some experimenting with disabling Alien Biomes I believe that mod to be the issue. Unfortunately, that is what my current survival world is generated off of, so if I can't find a solution It may mean a total restart for me which would suck.
Edit 2: After experimenting with the Alien Biomes mod, I found that the ground digger does work, but you have to find the right type of soil otherwise it will not operate. I had to go quite a ways to find soil I could dig.
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Wed Dec 28, 2016 5:22 pm
by daniel34
Bluefiremax wrote:As a side note: I can't figure out for the life of me how to get the Ground Digger and Greenhouse set up. I have water pipes and saplings in the greenhouse, but no matter where I seem to set the ground digger and provide a power line, it will not dig ground, I can't access the inventory, and I can't acquire anything from it. How do I acquire the soil for the greenhouse then?
Sometimes it's better not to overthink it: you just put the Ground Digger down and extract soil using an inserter. Depending on the kind of soil (I think it depends on the ground tiles) you set the recipe for the Greenhouse.
My greenhouse setup
factorio-anonymods-greenhouses.jpg (505.24 KiB) Viewed 20377 times
@AnonymoScoot: Nice mod btw, I have really been enjoying the 9 hours I already spent on my anonymods map and the challenges I faced there
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Thu Dec 29, 2016 12:51 am
by AnonymoScoot
daniel34 wrote:
Bluefiremax wrote:As a side note: I can't figure out for the life of me how to get the Ground Digger and Greenhouse set up. I have water pipes and saplings in the greenhouse, but no matter where I seem to set the ground digger and provide a power line, it will not dig ground, I can't access the inventory, and I can't acquire anything from it. How do I acquire the soil for the greenhouse then?
Sometimes it's better not to overthink it: you just put the Ground Digger down and extract soil using an inserter. Depending on the kind of soil (I think it depends on the ground tiles) you set the recipe for the Greenhouse.
My greenhouse setup
factorio-anonymods-greenhouses.jpg
@AnonymoScoot: Nice mod btw, I have really been enjoying the 9 hours I already spent on my anonymods map and the challenges I faced there
The ground digger is an assembling machine which picks up recipe depending on which tile it is placed on, and to prevent players from changing the recipe, the script tells it to not be operable, disallowing players to pick stuff from it, you need to use inserters to pick up items from it, as for other mods that change tiles, it's incompatible with them
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Thu Dec 29, 2016 7:47 pm
by orzelek
AnonymoScoot wrote:
daniel34 wrote:
Bluefiremax wrote:As a side note: I can't figure out for the life of me how to get the Ground Digger and Greenhouse set up. I have water pipes and saplings in the greenhouse, but no matter where I seem to set the ground digger and provide a power line, it will not dig ground, I can't access the inventory, and I can't acquire anything from it. How do I acquire the soil for the greenhouse then?
Sometimes it's better not to overthink it: you just put the Ground Digger down and extract soil using an inserter. Depending on the kind of soil (I think it depends on the ground tiles) you set the recipe for the Greenhouse.
My greenhouse setup
factorio-anonymods-greenhouses.jpg
@AnonymoScoot: Nice mod btw, I have really been enjoying the 9 hours I already spent on my anonymods map and the challenges I faced there
The ground digger is an assembling machine which picks up recipe depending on which tile it is placed on, and to prevent players from changing the recipe, the script tells it to not be operable, disallowing players to pick stuff from it, you need to use inserters to pick up items from it, as for other mods that change tiles, it's incompatible with them
Any idea what will happen if it's placed on tiles added by other mods?
(I'm trying a playthrough with your overhaul and I have alien biomes mod)
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Thu Dec 29, 2016 8:37 pm
by GodFire
orzelek wrote:
AnonymoScoot wrote:
The ground digger is an assembling machine which picks up recipe depending on which tile it is placed on, and to prevent players from changing the recipe, the script tells it to not be operable, disallowing players to pick stuff from it, you need to use inserters to pick up items from it, as for other mods that change tiles, it's incompatible with them
Any idea what will happen if it's placed on tiles added by other mods?
(I'm trying a playthrough with your overhaul and I have alien biomes mod)
I'm guessing that the Alien Biomes Mod adds such tiles that this mod is incompatible with...
EDIT: Probably nothing happens on those. Meaning the ground tiles underneath the ground digger.
Without knowing more about the mod, you might be able to get the ground digger to work with the mod if you find a vanilla forest biome and set up a whole bunch of ground diggers and ship the dirt to your factory
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Dec 30, 2016 11:38 am
by AnonymoScoot
orzelek wrote:
AnonymoScoot wrote:
daniel34 wrote:
Bluefiremax wrote:As a side note: I can't figure out for the life of me how to get the Ground Digger and Greenhouse set up. I have water pipes and saplings in the greenhouse, but no matter where I seem to set the ground digger and provide a power line, it will not dig ground, I can't access the inventory, and I can't acquire anything from it. How do I acquire the soil for the greenhouse then?
Sometimes it's better not to overthink it: you just put the Ground Digger down and extract soil using an inserter. Depending on the kind of soil (I think it depends on the ground tiles) you set the recipe for the Greenhouse.
My greenhouse setup
factorio-anonymods-greenhouses.jpg
@AnonymoScoot: Nice mod btw, I have really been enjoying the 9 hours I already spent on my anonymods map and the challenges I faced there
The ground digger is an assembling machine which picks up recipe depending on which tile it is placed on, and to prevent players from changing the recipe, the script tells it to not be operable, disallowing players to pick stuff from it, you need to use inserters to pick up items from it, as for other mods that change tiles, it's incompatible with them
Any idea what will happen if it's placed on tiles added by other mods?
(I'm trying a playthrough with your overhaul and I have alien biomes mod)
The recipe for ground digger depends on the tile you placed it on, the tiles are hardcoded into the script, and if you place it on an undefined tile, the script can't find matching tile. The reason there are 4 different soils is so you don't need to travel to find grass when you spawn in desert.