deadlock989 / industrialrevolution Goto Github PK
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Industrial Revolution 3 is an overhaul mod for Factorio.
Title
It's half of wood, should be a quarter.
I don't know if it is something you have expected, but starting construction drones (ground based mod) are not working from the beginning of the mod. This work is AWESOME but i would like to start with some drones to use them. (i know this does not feel right, but i really need some help for the beginning of factorio to copy and paste stuff...)
Can you say me if it is a bug? Can you solve this issue?
Played for several hours, expanded to full-electricity. Never saw any diamond, sapphire and ruby. Tried in sandbox (all tech unlocked), mined ~10k coal - no diamonds.
Hi Deadlock!
First of all, you have created an excellent mod. I've been enjoying both IR and IR2 - the slow-paced progression, your graphic style... When I tried Space Exploration, I felt that I am progressing too quickly early on and I didn't like some recipe decisions of AAI Industries, namely the fact that I needed to supply the previous tier machine to create a new one.
I remember that you considered making your mod compatible with SE in the past. Would there be something I could help you with, to make IR2 compatible with SE? (Lua coding, recipe conflicts / balancing, technologies, etc.)
Once again, thank you for your work, it's really appreciated!
Hello,
I get an error if I add Jetpack mod, is it possible to fix this issue?
10.876 Checksum of IndustrialRevolutionStacking: 2703272848
11.130 Error ModManager.cpp:1574: Error while running setup for technology prototype "jetpack-4" (technology): Technology prerequisite "ir2-modules-3" is registered more than once.
p.s. amazing graphics and ideas. one of the best mods in my opinion. great job
Editing vanilla prototypes in data causes issues with mods that depend on vanilla definitions. In the case of Mobile Factory, the pipe-to-ground graphics were altered, which caused issues (hr_version in pipe_covers, and using layers in pictures).
Is there a possibility to move the vanilla prototype edits to data-updates without breaking compatibility (or some other solution)?
Do you have any interest in adding a couple art assets for air pollution removing machines? I've been playing two separate games - one long running game where I added the better-air-filtering mod, and another one I recently started of IR2. I was thinking that I could adjust the filter recipes to take into account the intermediates in IR2, but it would also be nice to have some machines that fit the overall theme of the IR2 visuals.
If the following is intentional, feel free to close this issue.
Currently, you cannot research Cubic Press until you get Yellow Science, but to do so, you need to get Rubies to make Laser Assemblers, which are needed to produce the Blue Circuits which Yellow Science requires. So you are a bit stuck, unless you find enough Rubies to make enough Laser Assemblers to research the Press to get the process going.
The Zone Planner is not unlocked with the Electronics research. Also cant find it in any other research.
Issiue seems to be cause "electronics" got renamed to "ir2-electronics-1". no clue if you can somehow make it compatible from your side. i fixed it for me with renaming it in AAI Zones, but no clue how to make a compat mod. :/
The recipe lists a Revolutionary Computer, which makes no sense, given that it also requires a Stainless Steel Frame, which itself already has a Revolutionary Computer. Given the pattern of other machines only needing the Frame, and never a separate computer in addition, I feel confident in stating that this is a typo, rather than intended.
First of all, thanks for making an absolute blast of a mod to play. I'm at like 120 hours on my latest map with IR2 and it's my favorite play through yet. It's gorgeous, quirky, and so well balanced.
Any chance you could move just the graphics to a separate (required) mod like Space Exploration does? That way bug fix updates like today's don't have to download allllll the graphics again even if nothing changes outside some code. Despite fast-ish internet, IR2 is consistently > 2-3 min to update because of all the images. Not a real problem, but would improve the experience a bit! Thanks.
Mining a fluid wagon filled with sulphurous gas does not release pollution, unlike mining a filled storage tank.
IR 2.1.3, Factorio 1.1.27
I am getting the following error. I am not sure if it is a incompatibility but wanted to pass it on. I am running a fairly heavily modded system with Bob's as a core which I am guessing maybe the issue.
Failed to Load Mods:
Guru meditation error: Industrial Revolution has detected a cycle in the technology tree.
Probable cause: A mod has added an incompatible recipe unlock or technology prerequisite to one of the following:
oil-processing (oil-refinery, pumpjack, chemical-plant, iron-gas-vent, basic-oil-processing, heavy-oil-cracking, light-oil-cracking, solid-fuel-from-heavy-oil, solid-fuel-from-light-oil, solid-fuel-from-petroleum-gas)
fluid-handling(storage-tank, pump, angels-storage-tank-3, check-valve, overflow-valve, underflow-valve, iron-pipe-mr, iron-pipe-lr, empty-canister, bob-overflow-valve, bob-topup-valve, bob-storage-tank-all-corners, small-tank)
chemical-science-pack (chemical-science-pack)
ir2-research-1 (lab)
ir2-electronics-1 (tin-cable, copper-board, copper-foil, copper-gate, electronic-circuit, computer-mk1, iron-frame-small, iron-frame-large, sensor)
ir-concrete-1 (concrete, hazard-concrete)
automation-2 (assembling-machine-2, iron-scapper)
ir2-inserters-1 (inserter, long-handed-inserter, slow-filter-inserter)
ir2-iron-motor (iron-motor)
ir2-steel-milestone (steel-mix, steel-ingot, steel-ingot-from-scrap, steel-plate, steel-plate-heavy, steel-gear-wheel, steel-rod, steel-rivet, steel-repair-tool, steel-piston, steel-beam, steel-cable, steel-chest)
ir2-gold-milestone (gold-ingot, gold-crushed, gold-ingot-from-crushed, gold-ingot-from-scrap, gold-cable, gold-foil)
ir2-mining-1 (electric-mining-drill)
plastics (plastic-bar)
oil-processing (oil-refinery, pumpjack, chemical-plant, iron-gas-vent, basic-oil-processing, heavy-oil-cracking, light-oil-cracking, solid-fuel-from-light-oil, solid-fuel-from-petroleum-gas)
stack traceback:
[C]: in function 'error'
IndustrialRevolution/code/functions/function-datea.lua:2172: in function 'get_ancestors_of_tech'
IndustrialRevolution/code/functions/function-datea.lua:2180: in function 'get_ancestors_of_tech'
IndustrialRevolution/code/functions/function-datea.lua:2180: in function 'get_ancestors_of_tech'
IndustrialRevolution/code/functions/function-datea.lua:2180: in function 'get_ancestors_of_tech'
IndustrialRevolution/code/functions/function-datea.lua:2180: in function 'get_ancestors_of_tech'
IndustrialRevolution/code/functions/function-datea.lua:2180: in function 'get_ancestors_of_tech'
...alRevolution__/code/technology/technology-regenerate.lau:101:in main chunk
[C]: in function 'require'
IndustrialRevolution/code/technology/technology.lua:35:in main chunk
[C]: in function 'require'
IndustrialRevolution/datea-updates.lua:9: in main chunk
Mods to be disabled:
Industrial Revolution (2.1.3) [ ] Reset Mod Settings
It is not possible to build an electric scrapping machine due to the lack of technology to unlock the recipe.
No battery loco technology, no battery loco in sandbox (all tech enabled). Did you decide to remove it? If yes, please modify string in features list:
Trains, vehicles and personal equipment that can run on rechargeable batteries
Factorio 1.1.21 (build 58049, linux64)
Industrial Revolution 2.1.1
Informatron 0.2.1
Larger Lamps 1.5.0
Todo List 19.1.0
Expected behavior: mod pages for Informatron to be shown when playing the game
Observed behavior: Opening the Informatron window displays the Informatron page, with the following text:
Wait a sec, where's all my data? Looks like you don't have any mods installed that are adding any extra pages yet. Don't worry, I'm sure we'll find some soon.
Factorio 1.1.21 (build 58049, linux64)
Industrial Revolution 2.1.1
Informatron 0.2.1
Larger Lamps 1.5.0
Todo List 19.1.0
During multiplayer, several desyncs were observed. Reconnecting was possible, although unreliable.
The window said its either a bug in a mod, or a bug in the base game, so I guess Im not clear if this is in fact an IR issue at all. I thought you might be interested in the report, if it is in fact a bug in IR.
Desync reports:
https://blu3wolf.com/Factorio/IR-Desync/desync-report-2021-02-14_16-52-55.zip
https://blu3wolf.com/Factorio/IR-Desync/desync-report-2021-02-14_16-54-48.zip
https://blu3wolf.com/Factorio/IR-Desync/desync-report-2021-02-14_17-11-23.zip
None of steam inserter, long-handed steam inserter, assembler, crusher, mixer, lab can be flipped, despite having the requisite symmetry.
(all of burner drill, bronze furnace, offshore pump, copper pipes all can be flipped so I guess it's to do with fluid inputs).
Game 1.1.27 / IR 2.1.3 / no other mods
Issue: If a transmat is mined by the player and is then manually replaced in the same exact spot (ie. without using "undo"), the newly placed transmat will retain the same name in the UI, though without showing that name under that transmat in alt-mode. Furthermore, that entry will be duplicated in the transmat UI if you open it from a second transmat.
Expected behavior: Newly placed transmat should not inherit any properties from the previous transmat that was in the same spot. Transmat should not be duplicated in the UI.
Factorio 1.1.25
Industrial Revolution 2.1.2
Editor Extensions 1.9.8
Factorio Library 0.7.0
On a sidenote—thanks for making such a wonderful mod :)
A-lamps are being duped when toggled between modes; also properties aren't being transferred properly like photonic cannons do (e.g. health). Re-write both cannon and lamp toggles to use a generic function.
Please report this error to the mod author.
Error while running event IndustrialRevolution::on_player_left_game (ID 45)
Player does not have a cutscene active
stack traceback:
[C]: in function 'exit_cutscene'
...ustrialRevolution__/code/functions/functions-control.lua:891: in function 'client_quits_during_teleport'
__IndustrialRevolution__/control.lua:174: in function <__IndustrialRevolution__/control.lua:172>
253592.360 Error ServerMultiplayerManager.cpp:91: MultiplayerManager failed: "The mod Industrial Revolution 2 (2.1.4) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event IndustrialRevolution::on_player_left_game (ID 45)
Player does not have a cutscene active
stack traceback:
[C]: in function 'exit_cutscene'
...ustrialRevolution__/code/functions/functions-control.lua:891: in function 'client_quits_during_teleport'
__IndustrialRevolution__/control.lua:174: in function <__IndustrialRevolution__/control.lua:172>"
253592.360 Info ServerMultiplayerManager.cpp:780: updateTick(14007705) changing state from(InGame) to(Failed)
253592.360 Quitting: multiplayer error.
253593.375 Info ServerMultiplayerManager.cpp:140: Quitting multiplayer connection.
Unlocalised "tooltip-shot" string. Pretty sure this worked before 1.1
Request by Pi-C
Rubies require Chromium mineral to make via Cubic Press. This is odd, given that it is Iron which generates it, instead of the Copper where Rubies are found.
Sapphire is found in Iron, but requires Nickel mineral to make more, which derives from Copper. It seems that these have been flipped.
Diamond, for example does not have this issue. It is found in Coal, which, when crushed, produced Carbon, which is exactly what you need to make more Diamonds in the Press.
Electric inserters "point" in the direction of flow, where the side with 2 legs is towards the source and the side with 1 leg is towards the destination. Steam inserters reverse this. If this is intentional, feel free to close this issue. If unintentional, it might have to do with the oddity that Factorio's inserters have their directions reversed: an inserter moving items from north-to-south has direction north
, for example. Enjoying the mod, especially the steam inserters!
hi,
first, big thanks for creating and maintaining this great mod.
with dectorio and ir2 installed (and nothing else) trees start exploding randomly when destroyed (e.g. via gun or by running over with a tank).
easily reproducible by running base mod + ir2 + dectorio, starting a new game, walking up to a tree and 'c'-attacking it with your shotgun, if you destroy it, the explosion animation plays on the destroyed tree :P
(this doesnt happen with only ir or only dectorio installed, so probably a compatibility problem)
oh, and factorio version 1.1.27, ir2 2.1.4 and dectorio 0.12.2
saw this setup on the aforementioned server to get rid of excess fluids, thought about just crushing fluid barrels instead to save the conveyor overhead to simplify it, but they seemingly do not release pollution (text popup) in the same way as pipes/tanks/trains do 🤔 (just pointing it out, kindly keep the ability to crush barrels, but some pollution would be neat)
I've been trying out a game with Alien Biomes, Krastorio 2, and Industrial revolution.
I've walked all over the place - headed waaaayyyy out in to the boonies in all directions away from my base, and I simply cannot find Rubber Trees anywhere.
Is this a potential bug? Is there some debug command I can run to label them on the map?
When pressing shift-E on an aetheric lamp, it not only changes the lamp but also adds one to my inventory. If it matters, I'm on multiplayer.
This could be a design decision or a game limitation but I feel the mod could be improved by turning the air purification towers only when required.
I haven't found any way to detect the pollution level near the air purification towers and, according to the test I've done, the tower consume charcoal/gold foil at the same rate, no matter the pollutions levels.
Is the air purification tower designed as a sink or do you feel that a on-demand activation would be interesting?
Assuming the outcome of 2700 units/min of some primary ingot (copper, iron, tin, gold) the sulphur byproduct from crush > wash > molten > ingots is approx 6 units/min. If a secondary product (nickel, chromium, lead, tellurium) output is unavailable and the molten input is switched to crushed ore, the equivalent sulphur output jumps to 1200/min (not to mention the incredible volume of water produced when converting the sulphurous gas).
That there is more is not necessarily the issue, more that 200 times as much is quite challenging when there's so few inputs for sulphur/sulphurous gas the additional water, again, notwithstanding. This may have been more readily possible when acid washing was 60 units per cycle but that was changed just as this tech was becoming available in my game.
When fuel cells were changed to use a shielded plate, the proportion of steel and lead in the ingredients changed, but the recipe's output of metal scrap wasn't updated.
I'm playing IR2 with K2.. I'm at the stage were I'm starting to use ore washing to get Tellurium and running into problems. Mixing acid and crushed rare metals in the ore washer always gives gold. There's no option to select a recipe. Am I missing something?
Love the IR2 look and feel, the graphics are beautiful.
Not a real issue, but I have no other way to contact you, my issue is that your mining drills are too cool and I can't use them without everything else. So could you make a stand alone mod for your mining drills?
Also this mod is really cool and gives me feelings of GregTech
When compared with the explosive cannon shell recipe of 1 shell + 4 explosives
Or the vanilla explosive rocket recipe of 1 rocket + 2 explosives
If this is as intended, it's easy enough for me to mod it locally.
The arc furnace doesn't have a recipe for "molten tin + silica -> molten glass" (but it does have "molten iron + carbon -> carbon steel" which looks like the same pattern). Is this intentional?
Issue: in upgrade planner, suggested upgrades for steam inserters are not valid upgrades.
Expected behavior: steam inserters should be upgradable to electric inserters, fast inserters, and/or stack inserters
Actual behavior: steam inserters upgrade to long-handled steam inserters and to etheric lamps (!)
To Reproduce:
(Similarly, long-handled steam inserters "upgrade" to steam inserters and etheric lamps, instead of long-handled electric inserters)
Thanks for creating such a great mod!
Hi!
I'm trying go start new IR2 game with marathon settings but it seems:
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