[MOD 0.17] Industrial Revolution
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
[ replaced ]
Last edited by Deadlock989 on Sun Jul 28, 2019 5:53 pm, edited 5 times in total.
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
(spoiler removed)
Last edited by Deadlock989 on Tue Aug 13, 2019 12:49 pm, edited 3 times in total.
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
Ore washers now show a "crafting tint" based on what they're washing.
Last edited by Deadlock989 on Sat Jul 27, 2019 2:47 am, edited 1 time in total.
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
Looking great! I love how your designs look, keep it up!
My mods: Red Alert Harvesters - Clean Pipes - Filtered Splitters
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
- Mattyrogue
- Inserter
- Posts: 38
- Joined: Wed Feb 11, 2015 2:18 pm
- Contact:
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
I just wanted to say, your Sprite Work is beautiful.
I might have to give your mod a try based on that alone. It feels so in theme with Factorio versus some of the other overhauls I've seen.
I might have to give your mod a try based on that alone. It feels so in theme with Factorio versus some of the other overhauls I've seen.
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
The monitor above was an experiment .. and this is phase 2 of the experiment. The monitor became a hologram projector. Essentially it's just an electric signpost, but because it's a variant of lamp, it's controllable with the circuit and logistics networks and can be coloured. It's a bit dicey because ideally it would use a game entity that doesn't exist yet. This version makes a mess of the power statistics screen. But I'm happy with how it's turning out. Thanks to Staplergun for coming up with the gui interaction.
-
- Smart Inserter
- Posts: 1463
- Joined: Sun Jun 15, 2014 11:39 am
- Contact:
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
those projector/lamps??? are damn beautiful.
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
Does this require special preparation for each sprite, or can it handle any projection?
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
Hologram experiments phase 3.
Map marker option:
Text mode:
Map marker option:
Text mode:
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
Why doesn't this forum have a like option...
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
Someone was complaining about having too much oil, or not the right kind, or they couldn't figure out how to stop something being blocked, or something? Wasn't terribly clear what the problem was, if I'm honest. Oh well, just set fire to it.
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
Time to burn all that excess oxygen.Deadlock989 wrote: ↑Sat Jul 20, 2019 7:36 pm Someone was complaining about having too much oil, or not the right kind, or they couldn't figure out how to stop something being blocked, or something? Wasn't terribly clear what the problem was, if I'm honest. Oh well, just set fire to it.
burn-it-all.png
-
- Filter Inserter
- Posts: 587
- Joined: Sun Jun 09, 2019 10:40 pm
- Contact:
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
Two hundred percent support this strategy, BTW. It demands mods, which is annoying, but is the best strategy for dealing with fluid balancing issues in the oil system. Also the oxygen system, on whatever other mod "fluid" has similar production and consumption balancing issues.mrvn wrote: ↑Mon Jul 22, 2019 9:22 amTime to burn all that excess oxygen.Deadlock989 wrote: ↑Sat Jul 20, 2019 7:36 pm Someone was complaining about having too much oil, or not the right kind, or they couldn't figure out how to stop something being blocked, or something? Wasn't terribly clear what the problem was, if I'm honest. Oh well, just set fire to it.
burn-it-all.png
For oil, clearly, cracking is the first port of call, but eventually that'll backlog on petrogras, so a solution that can never block one output forever is needed. Flare Stack implements a good, decently balanced for vanilla version of this.
Other mods add their own, but at the end of the day, some solution to destroy overproduction of oil that'll block the entire production chain is gonna be needed.
-
- Burner Inserter
- Posts: 17
- Joined: Fri Jan 25, 2019 2:35 am
- Contact:
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
I found out about this Mod-In-Progress from Krastorio's 'Full Compatibility with Deadlock's Industrial Revolution' goal, and I have to say, if that works out, this mod combo will be *incredible*.
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
I hope so. We're talking and it's productive. The mods seem to be a good match - DIR mostly focuses on revamping early and mid game, Krastorio is tilted more towards late game. And some of the base resource additions are the same (gold, sand) so recipe tweaking will be easier than some other mod combos. "Full compatibility" might just mean "the game doesn't halt with an error when you try to load both" or it might be a bit more than that. We'll see how it pans out.Aquaholic27 wrote: ↑Wed Jul 24, 2019 8:51 am I found out about this Mod-In-Progress from Krastorio's 'Full Compatibility with Deadlock's Industrial Revolution' goal, and I have to say, if that works out, this mod combo will be *incredible*.
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
Basic Oil Processing: Requires water like Advanced does
Sulphur processing, spelled the way God intended: inputs green petroleum coke (can be used as fuel with high fuel value but a bad pollutant) and outputs solid sulphur + refined coke (medium fuel value, low pollutant - formerly known as "solid fuel"). Refined coke is also useful as an ingredient (science packs, graphite electrodes).
Advanced Oil Processing: Tilts the outputs towards petro and gives what is essentially a productivity bonus. Requires a platinum-based catalyst (reusable but doesn't last forever) which gates this behind purple science and the final part of the ore processing chain.
Coal liquefaction: is now a chemical plant recipe. Outputs heavy and light only.
Lubricant doesn't change. Sulphuric acid doesn't need iron (there is a new acid that needs metals later in the chain). Plastics already changed before this - the root plastic product is a fluid - but it's still petro and carbon based. Overall there are two fewer recipes (or one fewer if you count the flare stack recipe, which I don't).
Last edited by Deadlock989 on Fri Aug 09, 2019 10:23 am, edited 1 time in total.
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
Isn't Sulphur a side product of 'lightening' oil products? AKA the cracking process? (IRL)
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
Assembling Machines 1 (copper/burner), 2 (iron) and 3 (steel/chrome/gold).
Tier 3 uses attenuated megawatt lasers to precision-cut and weld.
Tier 2 employs an arc welder and finely milled saw to fashion your components.
Tier 1 hits stuff hard with a big lump of copper.
(flickering is mostly from the gif compression)
Tier 3 uses attenuated megawatt lasers to precision-cut and weld.
Tier 2 employs an arc welder and finely milled saw to fashion your components.
Tier 1 hits stuff hard with a big lump of copper.
(flickering is mostly from the gif compression)