Page 1 of 1
[MOD 0.10.x] Ground Sulfur
Posted: Sat Aug 09, 2014 5:13 pm
by Schmendrick
Another simple mod. "Ground Sulfur" adds sulfur that is collectible via a miner. Sulfur processing has been moved up one level in the tech tree to require the prerequisites of its parent, (in vanilla, this means its only prerequisite is steel processing), and can be used to unlock the chemical plants if you haven't already through oil processing.
Sulfur is somewhat rare, and so can't really be counted on to ignore oil (which you'll still need for plastic anyway), but it does allow the creation of batteries (and so, laser turrets and accumulators) before oil if you get lucky enough to find it - and of course will bolster your supplies if/when you are running low on petroleum gas.
- groundsulfur.jpg (50.86 KiB) Viewed 8190 times
- 0.1.0: Updated to be name-compliant with Factorio, added accommodations for Underground Mining, made prereqs slighty more adaptive toward other mods (moves itself up one level in the prerequisites list)
Re: [MOD 0.10.x] Ground Sulfur
Posted: Sat Aug 09, 2014 6:04 pm
by Airat9000
real cool mod thanks!
I have a question ..
why in the generation of a new card does not have a choice and you can not put down the number and size?
Re: [MOD 0.10.x] Ground Sulfur
Posted: Sat Aug 09, 2014 7:09 pm
by Schmendrick
The nice answer? Because I feel the map gen window is already cluttered by mods.
The real answer? Because I'm stingy and mean. This sulfur is a bonus and "free" so I don't feel it should be very plentiful at all, and I kind of don't trust the map gen controls to ensure things stay sane.
The real real answer? Because I was originally thinking of using it as part of a larger mod with geothermal and volcanic stuff, and was going to tie it all into a general "volcanic" area category in map gen (and I still may, eventually), but since I didn't add that I ended up not using it at all.
I can change it if it bothers people.
Re: [MOD 0.10.x] Ground Sulfur
Posted: Sat Aug 09, 2014 8:30 pm
by Vitduo
Hmmm... I was thinking about it but I am too lazy...
What you think about change generation if DyTech installed? Make something like a pseudo volcano made from lava pools and sulfur formations.
Re: [MOD 0.10.x] Ground Sulfur
Posted: Sun Aug 10, 2014 2:54 am
by bobingabout
I was giving serious thought to including sulphur in Bob's Ores mod. Considering Sulfur is already in the game, I decided against it to focus on resources that didn't already exist, while at the same time limiting the number of resources I added.
Try loading Bob's Ores in an existing game, because by default it forces the new ores to be added to an old map, it can take quite a while for your old game to load as it generates new resources.
This is because it is generating 9 noise layers already (Tin, Zinc, Silver, Lead, Bauxite, Gold, Tungsten, Rutile and Quartz).
This is actually the main reason why I decided to Make lead ore fields give Nickel, and rename it to the common real world ore name Galena.
1. It adds an element of difficulty.
2. One less noise layer for it to generate (which would have been needed if I went with a Nickel ore field instead of merged with lead).
3. Galena is a metal Sulfide ore, so gives Sulfur Dioxide or Sulfuric Acid as a byproduct.
Re: [MOD 0.10.x] Ground Sulfur
Posted: Sat May 09, 2015 7:40 pm
by Schmendrick
Updated.
Re: [MOD 0.10.x] Ground Sulfur
Posted: Sat May 09, 2015 10:33 pm
by Trev_lite
is there a way to configure RSO mod so that it works with this mod?
Re: [MOD 0.10.x] Ground Sulfur
Posted: Tue Mar 01, 2016 9:05 pm
by Trev_lite
could someone please update this for 12.2