[MOD 0.12.x] HardCrafting 0.3.15

Topics and discussion about specific mods
Terra_Incognito
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Re: [MOD 0.12.24] HardCrafting 0.2.7

Post by Terra_Incognito »

I have a recipe suggestion of creating sulfur dust from sulfur using the pulverizer, makes sense to me and would help solve some balance issues.

As well, something needs to be done with the insane amounts of dirt.

tetryon
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Re: [MOD 0.12.24] HardCrafting 0.2.7

Post by tetryon »

judos wrote: @tetryon: The Inscinerator is an option, but you are right, quite expensive. I will rebalance this soon. One option which helps a lot is the fact that if you use landfill you can create landfill 2x2 items out of dirt. These can then also be burned in the inscinerator (which saves a lot of processing time then of course). That's more like a workaround, I might need to balance this somehow.
A rebalance would be wonderful! =) I created 11 electric incinerators, and they're consuming 6.8 MW of power. They're the biggest consumer of power in the whole base, which in total is consuming about 20 MW.

We are not using landfill on this map, although there's a lot of lakes so I wish we were!

Mind you, the rest of the base is half idle right now because we have literally dozens of warehouses full of dirt. Good job the map is infinite.....!

If the crafting speed was much higher, or amount of materials taken in at a time higher, or power consumption less, then it'd be more balanced. There's also a looot of gravel. We've been playing a solid week and have only just touched upon blue science, with multiple experienced players =)

Please do come join us :)

miturion
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Re: [MOD 0.12.24] HardCrafting 0.2.7

Post by miturion »

Yes same here. I have 2 electric iron mines and 2 electric copper mines, but even 7 incinerators cannot get rid of the dirt quick enough. Also the gravel is a bit too much imo. The pile of gravel is nice but it should take more than 2 gravel to make it.

But great mod nonetheless

Lurkily
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Re: [MOD 0.12.24] HardCrafting 0.2.7

Post by Lurkily »

Came back to browse mods again, and poked my nose in here. Lo and behold, my feedback produced an immediate reply! Definitely going to take this out of the box and try it out. Looks like I'll have to completely rebuild the smelting portion of my factory . . .

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Re: [MOD 0.12.24] HardCrafting 0.2.7

Post by BlakkCooper »

Your recipes are broken!

Iron Slag -> Crushed Iron + Gravel
Crushed Iron -> Iron Slag + Iron Plate

Result: infinite Iron Plates (and Gravel)

judos
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Re: [MOD 0.12.24] HardCrafting 0.2.7

Post by judos »

@BlackCooper, No you are definitely wrong. If you take a close look at the numbers you don't get infinite plates ;) See below edit1 and 2.

@Terra_Incognito: Thanks for the suggestion, I have already thought about that and it will be in the next version.

@Tetryon: Thanks for showing me the map, great server I must say. The problem was mainly that they use a bunch of other hard mods and that makes hardCrafting even harder :D But balancing is in progress.

@Miturion, Lurkily: Also thank you for the feedback!

/edit1:
It depends on the level of your processing factory but it starts with:
1 iron ore -> 0.6 iron plate
1 copper ore -> 0.33 copper plate
And goes up to:
1 iron ore -> 1.2 iron plate
1 copper ore -> 1.25 copper plate

/edit2: If it is actually possible, which other mods do you use? Might be that some other mod changes my recipes ;)

Lurkily
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Re: [MOD 0.12.24] HardCrafting 0.2.7

Post by Lurkily »

Having an issue where it gave me an error message . . . something abbout ore. It's past midnight and I'm zonked, but I highly suspect it's due to the rare earth ore, used in the craftable alien artifacts. (I just wanna build, screw those aliens.) I will poke around more later when I'm not half-dead from exhaustion. Disable the mod to test whether it's the culprit. Record the message. Get you a link to the mod, if it's the culprit.

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Re: [MOD 0.12.24] HardCrafting 0.2.7

Post by akrumbach »

This is definitely an intriguing mod, but trying to mine iron (particularly at the very start of the game)and getting just dirt/gravel is frustrating. As a result, I would suggest tweaking the code (using iron as an example) like this:

Code: Select all

data.raw["resource"]["iron-ore"].minable.results = {
	ressourceItemMinMaxProb("iron-ore",   1, 1, 1), -- 1 item guaranteed --
	ressourceItemMinMaxProb("iron-ore",   1, 4, 0.25), -- but any additional are at a lower % --
I've tested in my install and this works exactly as expected: you will get at least one iron ore "per swing", sometimes a bit more (plus other products).

judos
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Re: [MOD 0.12.24] HardCrafting 0.2.7

Post by judos »

@Akrumbach:
Thanks for the input. I will definitely change this for the next version. Actually I required the low priority since I wasn't able to let the mining drill generate multiple different items at once. See here: (viewtopic.php?f=25&t=20607). Since this is now fixed I will change the probability to make it less frustrating ;)

@Lurkily:
Some more info would be great if the issue is still around. Also just send me your mod list/save if it is not easily reproducable.

Lurkily
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Re: [MOD 0.12.24] HardCrafting 0.2.7

Post by Lurkily »

Actually that will take some time. I'm having a nerve issue that numbs my hands, so this post is taxing, let alone gameplay. Sorry. :/

judos
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Re: [MOD 0.12.26] HardCrafting 0.3.3

Post by judos »

The new update is here :D

Bigest changes are:
- Coal dust (is made by pulverizing Coal, more efficient when burning than coal itself)
- Steel dust (made with Coal dust + Crashed iron or Pulverized iron. Producing steel is therefore a little less expensive and faster)
- Sulfur dust is convertible back to Sulfur (with diminishing returns)
- Incinerators use less energy
- Added belt-sorter (Late game entity to sort your belts instead of using a huge setup with smart-inserters)
- Scrap metal (is produced by some expensive recipes. Scrap metal can be reprocessed to get back iron, copper)
- added Chinese translation (95% complete)
- better icons for Sludge/Slag processing (show process, instead of input items)
- properly ordered Items, Recipes in the GUI
- Dirt can be dried to get rid of some mass (less power used for incinerators)
- Less stone produced as byproduct


Have fun and report any issues you come across.

Dionysos
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Re: [MOD 0.12.26] HardCrafting 0.3.3

Post by Dionysos »

Thank you very much for this GREAT ! Mod. I already had much fun with it.
Looking forward to test the new realease in the evening. Especially the Belt sorter and dirt dryer, should help much :D

Question:
Is it possible to make the raw materials (resources) endless ?

judos
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Re: [MOD 0.12.26] HardCrafting 0.3.3

Post by judos »

Hi Dionysos,

The Dirt-drying can be done in any assembler mk-2.
As for the ressources: No you will not get endless ressources. This is not what I intend and would be a bug otherwise ;)

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Re: [MOD 0.12.26] HardCrafting 0.3.3

Post by Arch666Angel »

Could add support for Hardcrafting to my Ores mod, that would give you infinite patches inside regular ones

Natrin
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Re: [MOD 0.12.26] HardCrafting 0.3.3

Post by Natrin »

It looks like you might have an issue with the zip file generation for 0.3.3. Loading the new version crashes the game at startup on linux. I attached a screenshot showing the zip file contents of both 0.2.7 and 0.3.3
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2016-03-18-160100_1919x1051_scrot.png (212.31 KiB) Viewed 7157 times

judos
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Re: [MOD 0.12.26] HardCrafting 0.3.4

Post by judos »

Hi Natrin,
I fixed some problem in the zip-file generation in my build script.
Please try again with v. 0.3.4. I don't have linux to try it out.
Thanks for the report.

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Re: [MOD 0.12.26] HardCrafting 0.3.4

Post by Natrin »

That fixed it, thanks for the update.

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cpy
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Re: [MOD 0.12.x] HardCrafting 0.3.6

Post by cpy »

Does not work with Bobs mods wagons.

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Re: [MOD 0.12.x] HardCrafting 0.3.6

Post by pieppiep »

I've found the problem with bobs mod.

The cargo-wagon-2 has an inventory_size = 45 that gets divided by 2.
This results in a non integer value.

The fix is to edit the file in the folder prototypes with the name easier-but-more-trains.lua

Replace

-- enforce Smaller inventory for trains
for name,table in pairs(data.raw["cargo-wagon"]) do
table.inventory_size = table.inventory_size / 2
table.weight = table.weight / 2
end

with

-- enforce Smaller inventory for trains
for name,table in pairs(data.raw["cargo-wagon"]) do
table.inventory_size = math.ceil(table.inventory_size / 2)
table.weight = math.ceil(table.weight / 2)
end

judos
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Re: [MOD 0.12.x] HardCrafting 0.3.7

Post by judos »

Thanks for the report. With v. 0.3.7 the smaller cargo-wagons work with bobs mods.

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