Industrial Revolution 3 Patchset for 2.0 (Unofficial, ALPHA)

by Shemp

Deadlock989's classic overhaul with a unique art-style and age-based progression. This is a command-line script which installs additional code and patches into the original mod files, as well as the add-ons, to make them compatible with Factorio 2.0. Requires manual assembly.

Overhaul
4 hours ago
2.0
284
Transportation Logistics Environment Mining Fluids Manufacturing Power

i [Implemented] Quality

9 days ago

Hi Shemp, could I please ask if you have the time and desire to fix IR3 with the quality mod? There's some problem with the recipe structure, but I'm just not able to fix the scripts. :(

9 days ago

That's funny, I was thinking the same thing. I was even going to ask you but decided not to. My idea is that I would disable the Recycler (and hence auto-recycling recipes for every item), which would force you to use IR3's Scrapping machine instead. The Scrapping machine would be able to accept Quality modules.

Trouble is, once you introduce quality into the game, you have to account for it everywhere in the code. Lots of time was spent dealing with quality when I was making Compact Recipe Pins, although that mod is more focused on runtime scripting than IR3 is.

9 days ago

I'm not a programmer, I learned to mod Factorio at a basic level with practice, when Deadlock decided not to update the mod, I was desperate, in practice I only use this mod to play Factorio, so I recreated it in a traditional way by writing every recipe and every technology by hand and recovering every entity and adapting it by hand. The mod was fully functional except for the scripted parts, the transmat, the fuel management, etc. etc. In that version, however, it was completely compatible with Space Age and quality, I also had disabled the quality scrapping and used the IR3 one.

9 days ago

When you say "compatible with Space Age", I assume you mean purely in the technical sense. The recipes will all load and you can make yourself a space platform, but then you get to Gleba and you can't bootstrap a factory because there's no tin to make basic machines. (Not to mention sour gas and other resources.)

Then you have parts of the mod like "Deep Space Mining" which don't make sense with Space Age. I really should take a look at K2 Spaced Out and see how they approached the problem.

9 days ago

Yes, you're right about everything, my ambition was to continue modding the base game until I had a satisfying gameplay, but in reality I don't like this DLC at all and I'm stuck :D. Now that you've done this fantastic job on the main modification, it would be nice to be able to integrate the quality and use a modification that integrates all the biomes on Nauvis :P

9 days ago
(updated 9 days ago)

I have the game loading with the Quality mod, but none of the machines accept the modules yet. The Patchset still won't officially "support" Quality, but I'm not going to stop you loading it either.

I disabled the recycler and did my best to delete all of the auto-generated recycling recipes. "Quality module" techs are gone, and quality modules have their own formatting/deprogramming recipes in the Module loader.

Uncommon/Rare qualities are unlocked with "Modules 1". Epic is a purple science tech and costs 2000 packs. Legendary still needs space science and costs 3000.

EDIT: What is the refund rate on the Scrapping machine? I'd better make sure it's not too powerful. :O

9 days ago

the scrapping machine returns variably from 70 to 90 percent, the parameters you chose seem good to me, in my version of the mod I used the quality modules completely because I had manually edited the entities :D

9 days ago

Scrapping machine efficiency is now changed to 30-50% (so 40% on average) when Quality mod is enabled. Bearing in mind you're going all the way back to base components, and Quality's Recycler is 25%, that's still really generous.

Modules aren't allowed in the Module loader because you could easily program modules back and forth to increase their quality. Can you think of any other cheaty recipes I should know about?

8 days ago

No, I can't think of anything at the moment, but I'm doing a new run. If I find something that seems unbalanced, I'll let you know. The reason why IR3's recycler is so generous is that, unlike vanilla, it's vastly more resource-intensive. Everything is much more expensive, starting with the technology, and entities aren't integrated into the next-level ones, but must be destroyed every time. Then, keep in mind that, unlike vanilla, which gives you objects, here it gives you scraps that must be reworked from the start. I strongly favor this method, but it's definitely much more difficult.

8 days ago

Do you think 40% is a good rate then? I'm thinking about productivity in particular: in vanilla, it's capped at 300% to match the 25% output from the recycler. I could change the productivity cap myself of course, but I don't really mind if people want to break things...

Also, you'll be able to make quality mining drills with a more efficient resource drain.

8 days ago

You're a fantastic resource, Shemp, it's nice to have your skills! I personally think that a good level for the recycler could be from 50-75, for the reasons I told you, IR3 is a mod that requires enormous quantities of resources in a normal run without wanting to make megabases or useless productions and you have a lot of entities to recycle to move on to those of the next level which in turn require increasingly greater quantities of materials. As for the quality bonus and especially the mining drills, I think that optimizations are always welcome in a game where optimization is everything :D obviously the more important they are, the more difficult they should be to achieve. You could make some of YOUR modifications partially adjustable from the settings so the player can have the right experience for him

8 days ago

Okay, I'll set it to 40-70% (avg 55%). Productivity is capped at 150%, assuming you can even get that high with IR3's machines. If you want the old rate back, turn off Quality. But again, you can save resources with Quality mining drills, Quality prod modules, which is why I lowered the rate.

8 days ago

thank you perfect!

7 days ago

Congratulations on the integration, everything seems to be working fine.

7 days ago

Today I've tried to modify the transfer plate code and the airship station code to work using quality item filters. Be on the lookout for bugs with those.

7 days ago

The transfer plates are one of my favorite things Deadlock did, and the ones I missed the most in my unscripted build. Thanks for fixing and improving them!

5 days ago

the electric derrik accepts quality modules but producing fluids it should not

a day ago

The quality module should be removed from Arc Furnace because it only produces liquids.

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