Type: Mod
Name: Subterrain
Description: Adds a few tiers of underground belt/pipe that can go much farther than standard underground belts/pipes, and charges the player a number of belts/pipes based on the distance between the entrance and exit belt/pipe.
License: GNU GPLv3
Latest-Version: 0.4.1
Latest-Release: 2017-07-23
Tested-With-Factorio-Version: 0.15.x
Category: Alpha
Tags: Logistics
Download-Url: https://mods.factorio.com/mods/Gangsir/ ... /downloads
Website: https://bitbucket.com/Gangsir/subterrain
Description
Subterrain is a mod that adds a new spin on underground belts, subterranean belts. These belts are unique in that their specialized engineering allows them to travel a whopping 250 tiles underground. However, unlike standard issue underground belts that simply factor the length into the recipe, these belts cost the player belts based on distance, while the underground belt itself is cheap. This means no loss in efficiency by building short subterranean belts. The mod also adds pipes of a similar nature.
For more specialized documentation on the mod, see the wiki page of the github repository, here, and the readme of the repository.
I should note that this is my first mod. While this mod is unlikely to corrupt your save, it is always pertinent to keep backups in the event of issues, when installing any mod.
Added support for Bob's logistics, the mod will now apply it's effects to green underground belts, and purple underground belts if Bob's logistics is installed. Rewrote the scripting to be more dynamic, would allow for easily adding more mod support in the future.
Add unique tech icons (not an artist) and fixed a belt/pipe refund bug.
(38.74 KiB) Downloaded 175 times
Changelog
0.4.1 - Fixed contact field in info being too long; Fixed crash when setting refund multiplier to 0; Corrected localization file
0.4.0 - Added support for Bob's logistics, the mod will now apply it's effects to green underground belts, and purple underground belts if Bob's logistics is installed. Rewrote the scripting to be more dynamic, would allow for easily adding more mod support in the future.
0.3.2 - Fix issue with crash created by how LuaEntity::neighbours was accessed.
0.3.1 - Fix minor issue with settings.
0.3.0 - Updated the mod for 0.15. Settings to configure the mod now use the settings interface.
0.2.0 - Massive removal of redundant and unoptimized code. Additionally, recipes for subterranean belts have been modified to use the previous tier, and the refunding of belts is no longer done on entity destruction, only on mine. The refund is given directly to the player, it never spawns a chest.
0.1.3 - Add unique tech icons (not an artist) and fixed a belt/pipe refund bug.
0.1.2 - Added the ability to be refunded belts and pipes when the pair is destroyed by damage.
0.1.1 - Fix belt duplication bug.
NOTE: This is not my MOD above, Author and current maintainer is Gangsir
But I have heavily modified it, below. And Rewritten control.lua file to work a bit different and removed 100 lines of redundant code.
You can still see bits of the same code, because I reused some algorithms. I'm no modder, any revisions on the code are welcome.
[spoiler=Description of modified version]It no longer makes a wooden box. Belts and pipes goes back directly to your inventory.
All code after being destroyed was removed due to redundancy and probably will be sorted out when Official author of this MOD will appear. It still uses icons of original author and changes he made to entities and prototypes. Author already made the changes.
[attachment=8]Subterrain_modified_0.0.1.zip[/attachment][/spoiler] My own vision: Is to replace default belts and pipes with these and remove all technology that original author added. (Modified version)
But I'll make many or easily customizable to satisfy most people.
Almost done, there is a bug though. If belts or pipes are built between already placed ones and connected to, then almost all amount of belts are lost, because logic returns belts between already connected ones and doesn't take into account (yet) that original belts were cut. Any ideas on how to accomplish it would be awesome
first, thanks for this very useful mod, it has cleared up my rather messy bus and made it look clean and well bare, lol
second i suggest that you make them upgrade from the previous so i am not left with a bunch of the previous when i upgrade
here is the modification i made to the recipe:
Philip017 wrote:not sure if this is the same mod as one posted on portal: https://mods.factorio.com/mods/Gangsir/Subterrain
if it is suggest linking the portal to this forum topic for better discussion.
first, thanks for this very useful mod, it has cleared up my rather messy bus and made it look clean and well bare, lol
second i suggest that you make them upgrade from the previous so i am not left with a bunch of the previous when i upgrade
here is the modification i made to the recipe:
You are in the right place my friend. But I'm not creator of that mod, I don't have an access to change anything in Mod portal. All Credits go to the Author named Gangsir. Since I didn't like the mod itself, I've modified it and posted the modification here and original Mod as a credit to the real author.
Re: [MOD 0.14] Subterrain
Posted: Fri Mar 31, 2017 2:27 am
by Gangsir
Oh hey, I'm the mod creator of Subterrain. I didn't expect someone to do this (and giving me a heads up would have been nice), but it's all cool.
With your permission, I could merge in your fixes to my control scripting code, but I wish to keep the technologies and entities seperate from vanilla.
Re: [MOD 0.14] Subterrain
Posted: Fri Mar 31, 2017 6:10 am
by namek
Gangsir wrote:Oh hey, I'm the mod creator of Subterrain. I didn't expect someone to do this (and giving me a heads up would have been nice), but it's all cool.
With your permission, I could merge in your fixes to my control scripting code, but I wish to keep the technologies and entities seperate from vanilla.
I apologize I haven't contacted you, I assumed that You no longer are into it and if I was wrong You'll find it here. You can use all my code as your own. But we have the same problem, if underground belts and pipes are cut using new underground belts and pipes logic fails for giving the right amount back. 0.1.0 version has the most optimized code, you can merge it using that. 0.0.1 was just to remove the boxes, didn't do much optimization and code isn't clean as you can see.
Also with your permission we can contact Moderators to give you first post in the thread and mine would be second for modified since it's still your idea.
Re: [MOD 0.14] Subterrain
Posted: Fri Mar 31, 2017 8:55 pm
by Gangsir
namek wrote: But we have the same problem, if underground belts and pipes are cut using new underground belts and pipes logic fails for giving the right amount back.
Yeah, that's an issue that I could never find a clean solution to, because of how factorio's underground belt logic works. I guess it's fine though. Thanks for optimizing my code. I'll also fix recipes to use the previous tier, as many have complained.
Re: [MOD 0.14] Subterrain
Posted: Thu May 18, 2017 11:15 pm
by EstebanLB
How come this feature is not in vanilla? Fixed cost underground belt and pipes makes no sense!!!
Re: [MOD 0.14] Subterrain
Posted: Fri May 19, 2017 9:10 pm
by Philip017
EstebanLB wrote:How come this feature is not in vanilla? Fixed cost underground belt and pipes makes no sense!!!
oh i totally love this mod, it just makes so much sense, to me at least. but that is why we have mods!
now we just need to have mods be easily sync-able per server. instead of manual since it's introduction. it usually is too much hassle to download individual mods
Re: [MOD 0.14_0.15] Subterrain
Posted: Tue Jul 11, 2017 10:54 am
by KroshkaRoo
namek wrote:
But I'll make many or easily customizable to satisfy most people. Not Compatible with 0.15 until 0.15 becomes stable, unless someone really needs it, I'll make it upon request.[/i]
Aaaammmm... This is the Request.
I mean, can you update your vision for 0.15?
Re: [MOD 0.14_0.15] Subterrain
Posted: Tue Jul 11, 2017 4:17 pm
by KroshkaRoo
I killed some time for this. But!
This is it. What I would like to see in the game. Subterrain_modified_0.1.1 for Factorio 0.15: https://yadi.sk/d/kk2kspIW3KxP3t
Works perfect for my game.
All credits to namek and Gangsir
Re: [MOD 0.14_0.15] Subterrain
Posted: Tue Jul 11, 2017 5:38 pm
by EstebanLB
KroshkaRoo wrote:I killed some time for this. But!
This is it. What I would like to see in the game. Subterrain_modified_0.1.1 for Factorio 0.15: https://yadi.sk/d/kk2kspIW3KxP3t
Works perfect for my game.
All credits to namek and Gangsir
Awesome! I'll test it later and send feedback if I find something
Thanks!
Re: [MOD 0.14_0.15] Subterrain
Posted: Wed Jul 26, 2017 2:03 pm
by KroshkaRoo
It seems like I fix auto-build and auto-deconstruction of underground belts by drones or by BlueBuild. And now it shows how many more things are needed, if construction fails.
Subterrain_modified_0.2.2 for Factorio 0.15: https://yadi.sk/d/Z3T1YKGI3LRsSo
Works perfect for my game.
All credits to namek and Gangsir
My version works with upgrade planer fine too. Try it.
But they replace original underground belts. (But who do they need???)
Re: [MOD 0.14_0.15] Subterrain
Posted: Fri Aug 11, 2017 8:38 pm
by namek
EstebanLB wrote:
KroshkaRoo wrote:I killed some time for this. But!
This is it. What I would like to see in the game. Subterrain_modified_0.1.1 for Factorio 0.15: https://yadi.sk/d/kk2kspIW3KxP3t
Works perfect for my game.
All credits to namek and Gangsir
Awesome! I'll test it later and send feedback if I find something
Thanks!
Hello, yeah sorry, I'm very busy these days, soon I'll update it.
Edit: Done! Enjoy.
Re: [MOD 0.15] Subterrain
Posted: Wed Dec 27, 2017 9:42 am
by KroshkaRoo
Hello there!
Need update to 0.16.
I have a trouble with underground pipes. They not recognize correct second part.
Re: [MOD 0.15] Subterrain
Posted: Wed Dec 27, 2017 2:40 pm
by Bilka
KroshkaRoo wrote:Hello there!
Need update to 0.16.
I have a trouble with underground pipes. They not recognize correct second part.
I updated the mod because Gangsir gave me permission to do so: 55740
Re: [MOD 0.15] Subterrain
Posted: Fri Dec 29, 2017 8:52 am
by KroshkaRoo
Here is my version of Subterrain_Modified by namek
Simply replaces standard underground belts and pipes with modified.
Subterrain_modified_0.3.2 for Factorio 0.16: https://yadi.sk/d/d9--Ak-93R5cj9
All credits to namek and Gangsir
Re: [MOD 0.15] Subterrain
Posted: Sat Feb 17, 2018 8:17 am
by namek
Sorry Guys, haven't even tried 0.16 yet. I always wait until version is finished, because lots of stuff continues too change over short period of time.
Re: [MOD 0.15] Subterrain
Posted: Wed Oct 09, 2019 9:49 am
by KroshkaRoo
Hello!
Here is my version of Subterrain_Modified by namek
Simply replaces standard underground belts and pipes with modified.
Subterrain_modified_0.4.0 for Factorio 0.17: https://yadi.sk/d/gSjCOjuUbSg0Dw
All credits to namek and Gangsir