This "mod" doesn't do anything! It showed a message telling me not to load it.
You don't load this mod into the game, you need to extract it into its own directory and follow the instructions in the Description.
Then you use the patchset to transform IR3 into a new mod.
That seems really awkward. Why can't you just distribute the whole mod?
Due to the license on the original Industrial Revolution 3, I'm not allowed to do that.
With the way I've made the patchset, everything here arguably either belongs to me, or I have permission to use it.
Why is installing on Windows so hard? Why use Git for Windows?
Unfortunately, Windows doesn't have a standard patching tool, so I have to use Git for Windows to make things work. If you have a suggestion for a better way to implement patching on Windows, and it complies with IR3's license, I'd like to hear it.
Does the Patchset support Space Age? Will this be added?
No, not for the near-future at least. Aside from the challenges of implementation, there's also the legal question:
IR3 was designed to work in the base game on the sole planet Nauvis, and if I start adding content to make it work on other planets, it drags the Patchset status from "a compatibility layer to get IR3 working on 2.0" to "definitely a fork and not allowed".
What's the difference between this and the "IR3 Assets" mods? That thumbnail seems familiar...
This patchset is used to recreate the entire overhaul mod, or to put it more simply:
IR3 (1.1) + Patchset = IR3 (2.0)
The "IR3 Assets" mods by 0n0w1c are used to re-skin machines when you have the original assets installed, or add new mechanics in some cases. All of the Lua code is new, whereas the Patchset works by modifying the Lua code in the original.
The thumbnail has been graciously donated by 0n0w1c, to hint that our projects are related.
What about the official IR3 add-ons? Do they work? Which ones should I use?
Yes, they do! I would recommend all of them unconditionally except Inspiration, they are quite harmless and can be added to an existing game. Note that Powered Loaders & Ingot Stacking will re-texture transport belts to black rubber belts.
Inspiration was IR3's attempt at implementing trigger technologies with Lua scripting before it became a real feature in 2.0. It re-configures the whole tech tree, so you'll need to commit to using it before starting a new game.
You will start with literally zero recipes unlocked, and you get your first recipes by gathering items. If you don't mind trigger techs, go ahead and include it.
I need to find sour gas to make sulfur. And gems too! Where are they?
They do spawn in the world, I promise! You will need to explore away from the world centre to find them, and invest in the appropriate transportation technology.
Diamonds will spawn occasionally on iron ore and coal patches. Rubies will spawn occasionally on gold ore patches.
This technology item costs 700 Science when it used to cost 800!
IR3 has a dynamic technology tree generator which is operating on a new base tree from Factorio 2.0, which has then been modified further by No More Trigger Technologies. So it won't be identical to how it was in the past.
My aim is not to reproduce every exact detail from IR3 1.1, but to make a likeness which should seem the same to the untrained eye. Think of it as an unofficial update to 2.0, IR3 "4.0.0" if you will.