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

b tech error

4 days ago

technology "coal-liquefaction" asks for production tech even if it shouldn't

ps Flow Configuration It doesn't work even if updated with IR3 dependency

4 days ago
(updated 4 days ago)

Oops, I thought I'd corrected all of the techs.

I'd really like to work out this Flow Config error before I push the next update. You are definitely using the latest version of Flow Config (2.1.5) together with IR3 and no other mods, and you can still reproduce this error? Because I can't reproduce it at all.

EDIT: You didn't happen to leave an errant dependency in IR3's info.json, did you? :P

EDIT: I've been looking over some of the vanilla techs and I've noticed a few of them require military science that didn't in 1.1. (Distractor capsules for example.) I don't know if that's a vanilla change or not, but I think I'm happy to leave that one in.

3 days ago

Tomorrow I'll try disabling all mods except these 2

epic-quality lacks utility-tech, laser-weapons-damage series have wrong cost, uranium-mining have wrong cost less than the previous one ,There are 2 deadlock transponders in the rochet silo tech, military-4 have wrong cost less than the previous one,nuclear-fuel-reprocessing have wrong cost less than the previous one(50 :D)

ps i use inspiration

3 days ago
(updated 3 days ago)

worker-robot-speed-3 have wrong utility tech

ok for me with the distractor

Sorry Shemp Fluid-configuration is my fault!

3 days ago

Thanks a lot for all of those. I should explain, my goal is not to make the tech tree completely identical. Because 2.0 has changed the tech tree, and I've changed it again by using No More Trigger Technologies, and IR3 creates its tech tree dynamically, it's very unlikely to re-create exactly the same tech tree as it did in 1.1.

I just want it to look plausible, things should seem the same to the untrained eye. If a tech cost is off by 100 or 200, that's fine.

Worker robot speed 3+4 I've manually corrected now to be blue science techs. Epic quality is deliberately set by me to be purple. Nuclear fuel reprocessing I'll set back to 1,200.

The Deadlock transponder issue is interesting, I can't reproduce it (with or without Inspiration). It's not like the original IR3 had that item, so how is it being added twice?

3 days ago

I agree on the tech tree, it doesn't matter if it's identical but it's correct in the sense that if a technology comes after the utility tach, it should need it from my point of view, so always in my opinion either you move the quality tech higher or you add the utility to the dependency and this should apply to all technologies, as well as their exponential increase in cost which by the way is easily editable in globals.lua

ps sorry also the tranponder deadlock was my problem, I'm a bit of a mess :P

3 days ago

Ah yes, I neglected to change its prerequisites. They are now "Modules 2" and "Electroplating".

I've had a lot of trouble determining exactly where in the code IR3 decides what kind of science something costs and how many packs, so I've been clumsily doing it all in post.

3 days ago

I definitely would have done worse :DD

Could you post something updated? I'm playing right now so you can correct some of the more obvious errors. Otherwise, if you prefer, I can leave you my email.

3 days ago
(updated 3 days ago)

Here you go, I was going to post this soon anyway.

I've made a master list of mods that you may want to take a look at, see if you have any comments to make about it.

EDIT: Oh, in case you hadn't guessed, I'm trying not to update too often because it's quite annoying for people to update the Patchset compared to normal mods.

3 days ago

you can add Fluid-configuration, it works well ;P and it's very useful in my opinion

Yes, I imagined it, but since I'm testing it now that I'm at home from work, it was convenient for me to have an updated version.

3 days ago

research-speed-6 asks for utility-tech but it shouldn't

3 days ago

And you were wondering why you were in the credits!

I think in the future, I'll post updates more frequently on the Codeberg side, but I won't bother yet for a tiny change like this one. The bugs will for sure keep spawning.

3 days ago

actually you're the one doing me a favor by fixing my game;P

you tell me where to look

3 days ago
(updated 3 days ago)

Shemp a question about uranium-mining technology, you arbitrarily gave 1200 research units with a time of 30 seconds, when it should be 800 with 60s base and 1750 with 60s with inspiration, was it an oversight or a choice?

EDIT If this is something you are interested in, I can make you a file with the corrections for research to align them with the IR3 standard,rather than writing them here one at a time

3 days ago

I must have gotten 1,200 from Fuel reprocessing, I'll lower Uranium mining to 1,000 (the 1.1 value), and I'll set some of the research times to 60 seconds if I spot them.

I'm not really concerned with matching the old values exactly, but at the same time, they're not difficult for me to change. As I said before, the IR3 Tech Tree generator has been given different input, so it's going to spit out a different tree.

It's mostly that I don't want to bloat the code with minute changes that don't matter in the grand scheme of things. But if there are some that don't make sense, or really bother you, I'll take a look at them.

3 days ago

No, don't worry, if these things really bother me, I'll change them myself with an external micro mod without touching your work. From now on, I'll only report major problems.

3 days ago
(updated 3 days ago)

To make things easier for both of us, I've codified this process into a table. So you can post these tweaks as table records and I can copy-paste them in there directly.

The loop which iterates this table is in technology.lua if you want to copy it for your own use.

N.B. These only affect vanilla technologies. I haven't needed to adjust the IR3-created techs yet.

EDIT: There's a new section in the FAQ to address this. Hopefully I don't come across as too condescending... :o

2 days ago

Great idea, I hope I know how to use it! The only problem is that they change depending on whether or not you use inspiration, which increases the weight of the tech considerably. I'll create the ones without it to start with, then we'll see.

2 days ago

I'm making an experimental change and I want your opinion. You can get it here.

When Inspiration is active, trigger techs will no longer contribute to the "depth" of the technology tree. Techs are still a little more expensive than they would be w/o Inspiration, but not by as much as it was before.

2 days ago

You're my savior! :DDDD The research tree with inspiration is deadly. I've manually lowered the cost levels of research in global, but your idea is better. :P

P.S. I'm at utility-tech and everything works perfectly! I didn't remember it being so tough!

2 days ago

I tested it, the idea is great, but it has some problems. Sometimes it doesn't count techs, and sometimes it does. The quickest example is the 40-tech automaton pack. After the ir-bronze-milestone, only heavy armor is at 40, the others jump to 50, and it happens randomly even further along in the tech tree.

This problem has always made me stop using inspiration in the later stages of the game, except this time when I rigged it. ;D. You had a great idea, well done!

2 days ago

This is one of those days where I cannot make heads or tails of the code and I'm getting very confused. After a lot of wrestling, I have some code that works the way I want it to and I don't know why it does. You can get it from the same place as before.

The rocket silo costs 1,000 Science like it does w/o Inspiration, so maybe this is the one?

2 days ago

Congratulations Shemp, perfect! Many of the fixes I noted, both in terms of time, cost, and package types, have been resolved. There are still a few issues: the military-4 costs 700 instead of 1100, and the laser-weapons-damage is completely bugged, with regard to package type prices and dependencies. If I find anything else, I'll note it in the file you indicated.

In this game, I threw away tens of thousands of science packages. :DD

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