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

a Rocket Launched

a day ago

Well done Shemp, rocket launched with the transponder now I'll do it with the satellite, it will take a while because it's really challenging, I'm missing the Arc Furnace and the Transmat which I'll try to do soon but I'd say you can safely move on to BETA ;D

a day ago

That was quick! I'll change the sign when the fire-hose of bugs calms down a bit.

How are you feeling about Inspiration, and the changes that I've made to its technology tree? I get the feeling that you're using it somewhat reluctantly, just to help me test it rather than because you enjoy using it.

I've been debating with myself exactly how much license I should give myself to make changes to IR3, or whether to assume the role of an archivist. You perhaps saw the thread about the Rocket control unit for instance; it was removed from the base game, but Deadlock had made his own recipe for it, so I decided to put it back.

Inspiration's tech costs on the other hand, I genuinely felt like they were a flaw in the original implementation.

a day ago

No, I've always liked the concept of inspiration, but as you say, its technological implementation is truly prohibitive, and in the end, I've never used it fully. Your modification, from my point of view, is perfect and now allows me to use it. To ensure that you don't mess up every change you make to the main mod, except those driven by technical issues, you could allow the player to disable it in the initial menus. I realize it would be a huge amount of work, but my opinion is that your modifications seem correct, and I approve of practically all of them. As for the Rocket Control Unit, I'm also happy you reintroduced it; the rocket recipe would have been too unbalanced without it.

a day ago

PS I practically don't see any bugs anymore anyway.

a day ago

Satellite launched and space technology arrived! Everything perfect, now Arc Furnace

a day ago

Shemp I think I've tried all the deadlock games, Arc Furnace ok, transmat ok and quantum lab ok. if you need to test something in particular let me know, if you're interested in me sending you the file with the technologies to check let me know. thx

20 hours ago
(updated 17 hours ago)

https://drive.google.com/file/d/1Y-9i-Hx1IGK1xpv6xusc-aQFjIxw8sua/view?usp=drive_link

Hi Shemp, I updated the file with a few errors in the technology branch, but the format you prepared has limitations. Some technologies also have incorrect prerequisites and packages that need to be added, not just removed.
I did what I could, but there are some problems. Before continuing, I'd like you to take a look at it.

Sorry I have read only now of "insert" possibility :P

16 hours ago
(updated 16 hours ago)

Okay, I've updated the Codeberg build. I didn't use all of your list, because I think some of it is unnecessary or incorrect.

There are now "ingreds" and "prereqs" fields you can put in the table, which will completely overwrite those properties.

Let me explain the difference between "techTweaks" and "techTweaksFinal". The first table is applied after No More Trigger Technologies, but before IR3 gets to see the tech tree. The second table gets called after IR3 in data-final-fixes. I prefer using the first one so that other mods can inspect the tree and get a more correct picture of it.

Try not to modify data.raw.technology directly in here, because it will get called from the first stage when IR3 techs don't exist yet.

EDIT: Oh yeah, now that you've completed a game (congratulations!), do you have any comments about how that went for you (bugfixes aside)?

15 hours ago

Thanks for the explanation, your file is very practical to use. I'm a maniac, I like having all the techs perfectly in place :D
I've finished IR1-2-3 several times; for me, Factorio is just IR ;P This game, aside from a few minor bugs that you fixed immediately, gave me the same enjoyment as back then, and on build 2.0 and with your fix to inspiration, even better. Obviously, I'd like to have more things to do :D I made your mod compatible with Space Ace and will try moving away from Nauvis and see what happens :D

When you think you're well on your way with the mod, if you want, I'll do a new run, maybe less intense :D

13 hours ago
(updated 13 hours ago)

Since you've never played this mod, I'll explain how it works in the final moments. Almost everything has a biproduct, some you can modulate and others you can't, like sour gas in oil processing. If you're lucky, you can have a balanced factory where you have the right amount of everything. The technologies as Deadlock designed them, when a scientific package unlocks something, everything that comes after uses it. This is because if he didn't do it, as I saw you did for example for the mk2 personal battery by not using the military package, you wouldn't use the excess gas and in this case you would have to ventilate it with devastating effects on pollution or in the case of solid biprots you would have hundreds of chests full, in fact he thought of the hole pit as a cheat for those who had difficulty. I will continue with his philosophy and set up the tech tree in this way.

PS Deadlock is a Genius! :D

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