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Changes the science pack recipes, take it to the next level. Just so it isn't always the same boring vanilla recipes...

License: GNU General Public License v3.0

Lua 100.00%

factoriomod-morescience's Issues

[0.17 release] Science tree 1.1: Red Science

Red Science (Automation science pack)

Basic automation, as the base game will be, early technology. This is basicly to get out of the burner stage.

  • Start of the game [8e9351d d9e9143]

    • burner lab [OK]
    • manual crafting of red science packs (crafting category ms-basic-crafting) [OK]
  • basic-automation to get automation started [8e9351d]

    • inserter [OK]
    • belt [OK]
    • electric miner [OK]
    • electric lab [OK]
  • automation [d9e9143]

    • unlock assembler mk1
      • allow automation of manual crafting of red science packs
  • purification-research [d9e9143]

    • prerequisites: [OK]
      • steel + logistics + automation -> fluid handling
      • automation -> electronics
    • unlocks: [OK]
      • chemical-plant
      • purified-water
      • sand
  • bottling-research [d9e9143 e2e0131]

    • prerequisites: [OK]
      • purification-research
      • automation-2
    • unlocks: [OK]
      • glass
      • cork
      • empty-bottle
      • basic-science-fluid-1
      • science-pack-1 (crafting category ms-advanced-crafting)
  • Other researches [d9e9143 e2e0131]

    • optics [OK]
    • military [OK]
      • bricks -> walls
      • turrets
      • ammo
      • shotgun
      • walls
      • heavy armor
    • research speed 1 [OK]

[0.17 release] Improvements from mod portal

Things that will be implemented:

v0.2.1

wood plantation uses mk2 instead of mk3

[0.17 release] Science tree 1.2: Green Science

Green Science (Logistic science pack)

Basic logistics science, mainly road to setup an initial automated factory.

  • green science packs [4ea8ba5]

    • prerequisites [OK]
      • red science fluid (bottling-research)
    • unlocks [OK]
      • basic-science-fluid-2 (require red fluid)
      • science-pack-2 (crafting category ms-advanced-crafting)
  • other researches [4ea8ba5]

    • research speed 2
    • character
      • toolbelt
    • electric energy interface 1
    • landfill
    • military 2 [TODO]
      • gates
      • bullet damage/speed
      • gun turret damage/speed
      • shotgun damage/speed

Basic electric mining drill missing

Apologies if this is not the preferred channel to file issues. I just started a game with 0.17, Bob's, Angel's, some other mods and Morescience + the addons. I notice that electric mining drill recipe is not available. In FNEI, the icon is there but it cannot be clicked. Drill mk2 is there but a basic drill is one of the ingredients. I tried disabling Morescience mods, after which the drill recipe reappears. It's quite possible I'm missing some mod or I have some mod that is not compatible, here is the list: https://pastebin.com/P5kFEBeq . All should be in their latest versions.

Possible typo in electromagnetism lab research cost

More minor issue: again with Bob's, Angel's, SCT and More Science. All techs requiring only red science have a cost of 1 * X, except for Electromagnetism lab which has a cost of 10 * 15. I suspect this could be a typo, considering the next tier of lab has a cost of only 1 * 30. Just filing this in case it is not intended. I tried disabling MoreScience mods again, and found the recipe is not in the tree without them.

[0.17 release] Science tree 1.4: Orange Science

Orange Science (Advanced automation science pack)

Advanced automation science will be goiing onwards from green science, addition to basic automation. This wil be the bridge towards oil related stuff and increasing speed in your base.

  • orange science packs [e9d64dc 47ceaaa]

    • ingredients [OK]
      • green fluid
      • ingredients would cost 2/5
        • 2 lamps
        • 1 assembling machine 1
        • 10 concrete
    • prerequisites [OK]
      • concrete (note: this will need to have advanced-material-processing away)
      • optics
    • unlocks [OK]
      • advanced-automation-science-fluid (require green fluid)
      • advanced-automation-science-pack (crafting category ms-advanced-crafting)
  • other researches [e9d64dc 47ceaaa]

    • circuit network [OK]
    • logistics-2
    • engine
    • advanced-material-processing -> concrete
    • research speed [OK]
    • oil processing [OK]
      • sulfer -> batteries
      • sulfer -> explosives -> cliff explosives + landmines + ...
      • plastic -> red circuits
    • mining productivity [OK]
    • modules 1 [OK]

With ScienceCostTweakerM, basic lab parts cannot be built

With Bob's, Angel's, MoreScience and ScienceCostTweakerM it seems impossible to build the first type of lab. "Electromagnetism lab burner" requires "Lab construction core" and "Lab mechanization", but these are gated behind the "Electromagnetism lab" tech - the 2nd type of lab in the tree. The lab recipe itself is available but these reagents are not. I am not 100% sure this is a MoreScience bug, but disabling MoreScience mods resulted in the recipe being usable again. Here is my modlist: https://pastebin.com/w6BJ7ZC5 .

Error loading mods

Hello I'm getting the following error when using a combination of Angelbob + aai industry + MoreScience-BobAngelsExtension + LSlib. I've asked the kind people on aai industry and the testers there think that this error has something to do with this mod.
sand missing

[0.17 release] Science tree 3.3: White Science

White science (Space science pack)

  • Rocket assembly [751504c]
    • assembling machine
      • new assembling machine (ms-rocket-crafting) [eb1e64e]
      • recipe
        • probably some rocket intermediates (low density structure)
        • required technology prerequisites
      • no fluid connections [eb1e64e]
    • Rocket parts
    • Rocket silo recipe
  • Satellite stuff with experiments (see this discussion)
    • Recipe
      • send 1000 bottles in a crate to space
      • bottles filled with purified water and gravitational stabilisator
      • load the bottles into a payload crate
      • payload crate part of the satteliite
  • White science as return (experiments returning)
    • (another) payload crate with fullfilled experiments
    • open crate to extract the space science packs

Compatibility with Auto Research

This isn't a bug at all but I was wondering if there was anything that could be done about the missing research icons in the auto research mod. Screenshot: http://prntscr.com/k3nxsw It seems the author has added more compatibility between his mod and others in the past and a few other mods that I personally use have icons in the GUI that do show up but cant get yours' to. I was doing some digging in the code (novice to coding) and I think the problem may have something to do with the fact that the icons folder in your mod has subfolders for the science icons and maybe that his mod only looks at the main folder (tool.icon). This is the file I believe I should be looking at? https://github.com/canidae/factorio/blob/master/auto-research/data-final-fixes.lua Would it be best to specify your mod folders in his mod or to add icons to the main icon folder of your mod? Feel free to ignore/delete this post, wanted to see if you were willing to take a look at it for me briefly but this may not be the right place, thank you.

[0.17 release] Science tree 2.2: Blue Science

Blue science (Chemical science pack)

  • chemical science pack
    • prerequisites
      • flammables (solid fuel)
      • advanced-electronics (red circuits)
      • engines
  • remove chemical-science-pack technology to
    • auto character logistic trash slots
  • add chemical-science-pack technology to
    • research speed 4
    • mining productvity 4
  • fluid-handling-3
    • prerequisites
      • chemical-science-pack
      • fluid-handling-2
    • unlocks
      • fluid-wagon
  • roboport
    • allows construction robots to automaticly repair your base
    • prerequisites
      • construction-bots
      • electric-energy-distribution-2
    • unlock
      • roboport
  • add additional prerequisites
    • advanced-material-processing-2 -> concrete-2
      • unlocks refined concrete
      • refined concrete -> required for centrifuge?
    • LDS to worker robot speed 2
    • explosive-rocketry -> stronger-explosives-5
    • tanks -> physical-projectile-damage-5
    • tanks -> weapon-shooting-speed-5
    • combat-robotics-2 -> energy weapon damage 4
    • military-3 -> laser shooting speed 3

[0.17 release] Science tree 1.3: Gray Science

Gray Science (Military science pack)

Military stuff to attack and defend your base

  • gray science packs

    • prerequisites
      • military-2
      • walls
    • unlocks
      • military-science-fluid
        • require red fluid
        • ingredients would cost 1/2, since it would give 2 packs
      • military-science-pack (crafting category ms-advanced-crafting)
  • other researches

    • bullet damage/speed
    • gun turret damage/speed
    • shotgun damage/speed
    • grenade-damage

[0.17 release] Science tree 3.2: Pink Science

Pink science (Advanced logistics science pack)

  • pink science pack
    • ingredients
      • 1 rocket fuel (compensate those from chemical science pack)
      • 1 RCU
      • 1 eff mod 1
    • prerequisites
      • RCU
      • efficiency module
      • kovarex enrichment process
    • unlocks
      • pink fluid
      • pink potion
  • unlocks tech
    • robot speed 5
    • character logistic slots 5
    • character logistic trash slots 4
    • inserter capacity bonus 7
    • breaking force 7

Option for more intermediates

Extend recipes to require more intermediate steps, without changing the net ingredient counts

Ideas:

  • Assembling machine 1
  • Storage tank
  • Chemical plant
  • Landfill
  • Pumpjack
  • Gun turret
  • Personal battery
  • Nightvision
  • Logistics chests
  • Beacon

contacting

Hi, do you have any personal information where I can contact you, I want to ask you something about the mod, which is more for a conversation/discussion rather than an issue, so i'd like to take it offline if that's oke with you.

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