Ore Consolidation for BZ/Planetfall/Trikop/Timeken Mods


Too many different ore patches from all your mods got you down? This mod consolidates ores from BZ mods, Planetfall's mods, Trikop's mods, and Timeken's mods into a smaller number of "raw" or composite ores, which can be crafted into whatever ores you need. Built-in support for Space Exploration's core mining.

Tweaks
7 days ago
2.0
13
Mining Fluids
Owner:
Morganni
Source:
N/A
Homepage:
N/A
License:
GNU GPLv3
Created:
7 days ago
Latest Version:
2.0.1 (7 days ago)
Factorio version:
2.0
Downloaded by:
13 users

Based on SE Ore Integration by bluegreen1024.

Purpose (from the original)

I wrote SE Ore Integration after starting a modpack containing Space Exploration, Krastorio 2, BZ Mods, Planetfall's mods, Trikop's mods, and Timeken's mod (see dependencies). With this many mods, there are so many ores that it can be difficult to find planets with all the primary resources that you need, especially within your home solar system. Also, the map is full of ores like a Jackson Pollock painting even with sparse map settings. I didn't like this situation, so I condensed many ores into fewer ores. This also means there are now fewer types of core seams.

Purpose (Morgan's addendum)

Back in the Factorio 1.1 days, I played a game using this mod with the All The Overhauls Modpack, and while I thought it worked well overall, there were a few things that didn't quite suit my tastes or that I felt created balance/playability concerns with ATOM, some of which I modified my local copy to adjust for and some I just endured.

Then came 2.0, and ATOM's update for same, and someone in the discord echoed the "too many ores!" call. I saw it, remembered this, and seeing that it had not been updated, decided to take a shot at it myself... with a few tweaks.

Raw (composite) ores

Raw (composite) ores

It works like this: you will find several raw ores on the ground. A raw ore can be crafted into one of several ores that are actually needed for gameplay (with byproducts, of course). Assuming that all supported mods are in use and all resources are consolidated:

* Raw iron ore is crafted into iron ore, nickel ore, manganese ore, and chromium ore.
* Raw copper ore is crafted into copper ore, ~~gold ore~~, bismuth ore, and indium ore.
* Stone can also be crafted into zircon, wolframite (tungsten ore), and limestone.
* Raw aluminum ore is crafted into aluminum ore, tin ore, and titanium ore.
* Raw lead ore is crafted into lead ore, silver ore, and zinc ore.
* Raw rare metals can also be crafted into tantalum ore and rough diamond ore. (Only if Krastorio 2 is installed.)
* Raw uranium ore is crafted into uranium ore and optionally radon.
* ~~Crude oil can be separated into filtered oil and natural gas. Natural gas can also be made from wood.~~
* Coal can also be crafted into graphite ~~and sulfur~~.
* SE ore deposits, K2 imersite, mineral water, and any other mod-added resources exist unchanged.

As a result, you can access all the ores added by the above mods with just 17 raw resource deposits / core seam types. That is only 2 more than exist in a playthrough of Space Exploration + Krastorio 2 alone. The availability of some resources will be dependent on which other mods are active and what their mod settings are.

(Due to certain features not yet being implemented, the above numbers are not quite correct, but it's pretty close. Consolidations that are not yet supported are struck out in the list above.)

Where applicable, research triggers have been changed from mining to crafting.

Hydrocarbons (Not yet updated for 2.0)

The purpose of this part of the mod is to be able to convert any oil product into any other, hopefully without making a net-positive loop. To that end, I added a cracking recipe that converts petroleum gas into methane, and modified the other cracking recipes to be more consistent. I also added a representation of the Fischer-Tropsch process for converting hydrogen and carbon into heavier oil products. Most of these changes can be toggled in the startup settings.

Core Mining

Core mining has been reworked to output the raw ores where applicable, and the number of core seam types is reduced. There is an optional setting (enabled by default) that further changes core mining to make it more interesting (in my view). This setting will give more output, a greater variety of resources, but also more byproducts to deal with. It also allows obtaining some resources as byproducts that could not previously be core-mined. (Not yet updated.)

Major changes from SE Ore Integration

  • Dependencies on Krastorio 2, Space Exploration, and others have been reworked and removed; this mod should function with any combination of supported mods.
  • Byproduct amounts have been lowered significantly for many sorting recipes, and can also be turned off entirely if you're not into that.
  • Smelting tweaks have been removed. I don't understand what's being gone for well enough to port them properly.
  • Ore sorting time/time cost is now configurable.
  • Copper sorting is enabled from the start if Brass Tacks is installed, because when you need to make a bunch of brass to get your early automation going, having your only copper source being Indium ore sorting is excessively painful.
  • Gold ore sorting is disabled when both BZ Noble Metals and Space Exploration are installed to match design intent. (That is, it will be once gold consolidation is supported at all.)

Known issues/TODO

  • Gold ore and sulfur are not currently consolidated, since they caused errors when trying to change their normal resource placement. Needs further testing to determine fix.
  • Natural gas consolidation, and hydrocarbons in general, will take more time to update both for 2.0 and for the "no specific mods required" changes.
  • Interesting core fragments also need additional time.
  • Plan to add more options to disable consolidation for specific resources. Raw lead and raw aluminum should also be removed if only one or no resources are sorted from them.
  • Space Exploration: Raw aluminum and raw lead patches will not spawn in asteroid zones or on planets other than Nauvis. This is a known issue with the current implementation of SE that affects all modded resources (except a couple from K2), but until the SE devs add a way to handle this, there's nothing that can be done from this mod's end.

A note on Space Age

I have no particular reason to believe this mod will break with Space Age, but on the other hand I have no reason to believe it won't either. Very few of the mods this is designed to work with have been updated for SA, and since I have yet to even play a game with the expansion I have no real idea what changes might need to be made to handle those that have been. I welcome input on this even more than I welcome input on the rest of it. But since my current focus is on ATOM and ATOM-related things, SA is very much "use at your own risk".

Credits

  • bluegreen1024 for the original mod.
  • Repofme1, author of Xander Mod. The raw ore graphics of this mod are derived from Xander Mod ores.