lovelysanta / factoriomod-morescience Goto Github PK
View Code? Open in Web Editor NEWChanges 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
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
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
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ms-basic-crafting
) [OK]basic-automation
to get automation started [8e9351d
]
automation
[d9e9143
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purification-research
[d9e9143
]
steel
+ logistics
+ automation
-> fluid handling
automation
-> electronics
chemical-plant
purified-water
sand
bottling-research
[d9e9143
e2e0131
]
purification-research
automation-2
glass
cork
empty-bottle
basic-science-fluid-1
science-pack-1
(crafting category ms-advanced-crafting
)Other researches [d9e9143
e2e0131
]
Things that will be implemented:
cd4b886
]
5a2bbb8
]
0d1ba46
]
af6ea27
]wood plantation uses mk2 instead of mk3
Basic logistics science, mainly road to setup an initial automated factory.
green science packs [4ea8ba5
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bottling-research
)basic-science-fluid-2
(require red fluid)science-pack-2
(crafting category ms-advanced-crafting
)other researches [4ea8ba5
]
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.
I would like to make a request for a PyIndustries add-on, if possible.
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.
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
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concrete
(note: this will need to have advanced-material-processing
away)optics
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
-> concreteWith 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 .
TODO
751504c
]
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.
Extra idea in the 0.17 thought process announcement discussion:
An easier game mode: remove science packs from research that are used in higher tier science packs
flammables
(solid fuel)advanced-electronics
(red circuits)engines
chemical-science-pack
technology to
chemical-science-pack
technology to
fluid-handling-3
chemical-science-pack
fluid-handling-2
fluid-wagon
roboport
construction-bots
electric-energy-distribution-2
advanced-material-processing-2
-> concrete-2
explosive-rocketry
-> stronger-explosives-5
tanks
-> physical-projectile-damage-5
tanks
-> weapon-shooting-speed-5
combat-robotics-2
-> energy weapon damage 4military-3
-> laser shooting speed 3Military stuff to attack and defend your base
gray science packs
military-2
walls
military-science-fluid
military-science-pack
(crafting category ms-advanced-crafting
)other researches
Mod is incompatible with assembler-pipe-passthrough. Mod Page
Following up on this discussion - attaching a minimal repro for you. I think the 'Burner Power Phase' setting is the key.
https://mods.factorio.com/mod/MoreScience/discussion/5d40ed34583730000d50cbc7
Repro.zip
Extend recipes to require more intermediate steps, without changing the net ingredient counts
Ideas:
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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