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upgraded-factories's Issues

2x2 void

Why 2x2 incinerator
Incinerator is item void but needs power
Just place more incinerator

unable to import on pc via mod menu(steam version)

When trying to install via the in-game mod menu, i run into a error when importing:

IO: 'java.lang.UnsupportedClassVersionError: upgraded/UpgradedFactories has been compiled by a more recent version of the Java Runtime (class file version 59.0), this version of the Java Runtime only recognizes class file versions up to 52.0)

this is a issue because when steam installs Mindustry, it includes java 8, and you compiled the mod with java 15.
this means to run the mod i would have to go and get the itch,io version and install java 15 at least manually, which can be very hard for non tech literate players to do. which people on steam can be.

edit: added screenshot of error
Screenshot (2)

Coal Synthesizer is Significantly Worse than Coal Centrifuge

I was redesigning one of my older bases to streamline it for certain production lines and needed to redo my power supply, when I noticed that steam engines could use multiple types of fuel, which got me interested in calculating if there was a better fuel source than coal for them (spoiler alert: there isn't). That's when I noticed an anomaly - the Nurturer is better than the Cultivator, and the Spore Compactor better than the Spore Press, which was to be expected from upgraded structures. I then created a hypothetical fully-closed setup and ran the numbers when I noticed... I was getting less than double the amount of coal out as I was putting spore pods in.

Normally, 1 spore pod becomes 6 oil, when then becomes 2 coal, for a 1 : 6 : 2 ratio, and replacing the Press with the Compactor ups that ratio up to 1 : 7.5 : 2.75. However, if you then replace the Centrifuge with a Synthesizer, this ratio drops down to a 1 : 6.43 : 1.64 ratio. That's just abyssmal.

I stopped and thought "yea but maybe it's more energy efficient, or uses up less space, or something", and decided to run those numbers. for a perfectly closed system, the first step of both setups would have 24 Nurturers and 5 Compactors, which require 13020 power and 261 tiles (excluding pipes and conveyors).

For the Centrifuge-based setup (setup C), the next step would require a whopping 75 centrifuges, consuming 3150 power and taking up 300 tiles (producing 165 coal).

Meanwhile, the Synthesizer-based setup (setup S) would require and additional 4 Nurturers and 10 Synthesizers, consuming 3420 power and taking up 126 tiles (producing 100 coal).

While I was surprised that the setup S was actually more power-hungry than setup C, I thought I had finally gotten my answer in regards to space. Setup C needed 561 tiles of space at the minimum, whereas setup S only required 387, roughly 45% bigger. Considering space is a resource of its own, I thought maybe the drastically reduced fuel efficiency was worth it on saving space. That is... until I did my next calculation.

Generally, the main point of turning water into coal is to feed into a steam engine (and making steam setups was the reason for me calculating this in the first place). So, I took the coal generated from these hypothetical setups, threw them into some steam engines, subtracted the energy costs, and... setup C produced 65505 surplus energy, while setup S only produced 33060 surplus energy, only little more than half. Setup C produces 116.76 energy per tile (or 42.18 when factoring in the steam engine tiles), while setup S produces only 85.4 energy per tile (33.5 when factoring in steam engine tiles). Setup C is 36.7% (25.9%) more energy-dense than setup S, meaning you're not actually saving any space on using synthesizers, either.

Naturally, the surplus energy on these gets worse the more pumps and drills you use instead of mechanical pumps, and additional power expenditures hurt setups with a smaller surplus more than those with a larger setup. It doesn't help that setup S also ends up needing more water than setup C....

In summary, Synthesizers are larger blocks that add complications to their inputs while consuming more power while ultimately producing less coal total and coal per tile than their vanilla counterpart. All down-sides, no up-sides.

Unnecessary assets packaged with JAR

image

The assets/ folder includes GitHub README images, which aren't used in the actual mod and increase JAR download size from <1mb to 19+. This isn't particularly significant for PCs with a good internet connection, but on mobile devices with data caps and low storage space, it makes a noticeable difference. Proposed solution: Move the files into a different folder.

(If you're wondering why I'm here, it's because GitHub suggested me this repo and I was slightly bored)

Cryofluid Bug

When I load the mod, it says this:

              An error has ocurred
     -------------------------------------
Errors have occured while loading content
upgraded-factories
----------------------------------------------
cryofluidblender    ฬŒ    Details...

When I opened Details...

File: cryofluidblender.json
[IllegalArgument] Content "cryofluidmixer" isn't in the tech tree, but "upgraded-factories-crofluidblender" requires it to be researched.

So I looked at the Mindustry official TechTree.java and changed cryofluidmixer to cryofluidMixer...
And the same error showed up, except changing the cryofluidmixer's name.

What is happening?!

Liquefier's output is not worth the input at all. (plus "trimming" request)

Currently, the Liquefier uses 20 scrap, and to make 70 slag. This is 20x the Melter's (vanilla version) input, and yet it only has 6x the output, AND adds in pyratite as a requirement. As a result it's waste large of the scrap used compared to vanilla as well as other mods that have a building with double to triple the scrap & slag input/output and are actually efficient.

In order to make Liquefier actually worth using, I'm suggesting one of the following changes be implemented:

A) scrap requirement decreased to 6-8, and removing the pyratite requirement
B) idea A, but production time increased to 2 seconds and the Pyratite is an optional booster that doubles production speed
C) scrap requirement decreased to 12-14 and production time increased to 2 seconds
D) idea B, but the Pyratite is an optional booster that doubles production speed

And on another note, while I really quite like the Furnace, Spore Compactor, Crusher, Coal Synthesizer, Nurturer, and Water/Oil Extorters, I do not care for the other buildings (due to the extra type of resource required) and it would be greatly appreciated if there was a version without the other buildings (the ones I didn't list) as they result in a quite a bit of extra clutter to the build menu. The reason I am asking here on github for such is because I've already invested quite a few hours of my own time (with assistance from the modding channel from the mindustry discord no less), but failed to yield any results (the mod simply doesn't appear in the list of installed mods), and I am honestly low on sanity at this point trying to do such on my end.

V7?

Will you update this mod to v7?

More buildings ideas

Possibly like upgraded water extractor, or even power sources? Or even upgraded oil extractor

can't import mod on mobile

Hi I'm really excited to play your mod but I can't import it on mobile. Didn't try it on PC though. When I try the mod browser option it says error with upgraded factories. Import file option says with zip that there isn't a json file and and unzipped wants to open individual folders. Got hub import says the same error as mod browser. Id like to know how to fix it of you know. Thanks a lot. I'll be happy to play your mod.

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