[MOD 0.12.x] Stainless Steel wagon - a larger cargo wagon

Topics and discussion about specific mods
Rseding91
Factorio Staff
Factorio Staff
Posts: 13171
Joined: Wed Jun 11, 2014 5:23 am
Contact:

[MOD 0.12.x] Stainless Steel wagon - a larger cargo wagon

Post by Rseding91 »

This mod adds a new cargo wagon and research to unlock it: the Stainless Steel cargo wagon.

It's a small mod I mostly made for myself because I wasn't satisfied with my desire for "more" and the capacity standard cargo wagons have :)
Images
Current version: 1.0.0

Download [0.12.x]:
https://www.dropbox.com/s/9o0obj3koxw8k ... 0.zip?dl=0

Change log:

Code: Select all

1.0.0: initial release
If you want to get ahold of me I'm almost always on Discord.

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7351
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [MOD 0.11.x] Stainless Steel wagon - a larger cargo wago

Post by bobingabout »

I can't help but notice you're using Youki, Dytech, Tree farm, and I think that's F-Mod, as well as some smaller ones like Termites, Liquid station? and Magnet... but you're not using Bob's mods :P
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

Rseding91
Factorio Staff
Factorio Staff
Posts: 13171
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [MOD 0.11.x] Stainless Steel wagon - a larger cargo wago

Post by Rseding91 »

bobingabout wrote:I can't help but notice you're using Youki, Dytech, Tree farm, and I think that's F-Mod, as well as some smaller ones like Termites, Liquid station? and Magnet... but you're not using Bob's mods :P
I do have Bob's assembly :P (and I had to modify it to work with f-mod since f-mod adds titanium plates but no way to make them and assembly sets the recipe for the top assembler to use them regardless of recipe(s) existing for those items). I ended up going with this: http://imgur.com/a/anDAo#0

What do your mods offer? I might add them in if there's something that looks like fun. I can't say I've actually looked over your mods yet to see if there's anything I might like in them.
If you want to get ahold of me I'm almost always on Discord.

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7351
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [MOD 0.11.x] Stainless Steel wagon - a larger cargo wago

Post by bobingabout »

Well, Assembly machines is one thing, so, you know about that. Now that the V0.11.4 changed the ingredient count to 6, my mod is less of the necessity that it used to be, but still has its advantages.

Ores mod adds ores for lots of ores, most of which can also be used in DyTech and F-Mod.

The plates mod, also known as Metals, Chemicals and Intermediates, or MCI for short is effectively my big mod. It adds all the metals from DyTech and F-Mod, including the ones that arn't used in those mods, plus nickel and cobalt, with an alternate, and more realistic method of producing them, instead of Lava magic, except perhaps Tin and Aluminium, because F-Mod's methods are quite realistic to begin with.
It also adds higher tiers of the chemical plant, and some factories of my own, including the Electrolyser chain and 2 types of furnace, Chemical (which adds an input pipe) and Mixing for making alloys. It also adds quite a few alloys, including most that are in DyTech.
it adds a whole new electronics chain, where progression is based on difficulty to make, rather than "throwing more of the same resources at it", and if you use the Electronics Overide Mod will replace the base game electronics with my own globally for an interesting challenge.
Then there's also a few other misc things like Bearings as a new intermediate, and Pipes made from several different materials, that can be used either as ingredients to make some of my things, or be placed in the world with different atributes.
there's also the whole fluid management side, which allows you to barrel or bottle all the base game fluids (except water), and most of the ones I've added, as well as being able to create water, lithia water (used to make lithium ion batteries) and Compressed air (renamed Liquid air as used in tree farm and DyTech).

just to be clear, most of the overlap in this mod with things in other mods, such as the ores, and metal plates being the same ones used in DyTech and F-Mod were done on purpose to prevent item duplication, though I know I did miss a few things like Sodium Hydroxide, F-Mod uses Sodium Hidroxide instead, now that I've had a bit of experience with the electronics overide mod I could probably write a migration script and overide to merge the 2. Also some of the metals like Gun-Metal, Brass and Bronze were basically added to allow you to make them with my more realistic method rather than DyTech lava magic, though since they're there I have started to use them. Others are a bit of a dead end product like Tungsten Carbide, I did plan to use them, but havn't made those items yet.


Power mod adds new solar panels, accumulators, steam engines and boilers. Okay, when you have Youki and DyTech that also add these, it doesn't sound very special, but they're all unique. For example, the Accumulators have a "Fast" and a "High Capacity" variation to suit different needs. Solar Panels have a 2x2 and 4x4 variation as well as higher tiers.

My Modules mod reballances all modules and completely redefines the recipe structure of modules, as well as adding all the modules within DyTech modules mod, and more, the ability to make modules with no negative side effects by combining components of the desired effect, and those of the module to counter it. These refined modules can be made either by building the module from the components directly, or combining 2 already build modules of the same level(more expensive, but gives you something to do with the now obsolete modules)

I also have a newly added Logistics mod that adds upto tier 4 robots, Roboports, and cut down roboports (Robochest, Logistic zone expander, and robot charging pad). These cut down versions are basically a good thing to use in specialised scenarios, you can use the Robochest to store drones in areas that have a heavy fluctuation of activity, charging ports in your busy areas, and LZEs in the quite areas instead of roboports. it also adds 2 more tiers of belt, another tier of inserter, different configurations of most types of inserter (long, short etc), and trains. (MK2, MK3 and armored).
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

n9103
Smart Inserter
Smart Inserter
Posts: 1067
Joined: Wed Feb 20, 2013 12:09 am
Contact:

Re: [MOD 0.11.x] Stainless Steel wagon - a larger cargo wago

Post by n9103 »

Salespitch for Bob's Mods aside ;)
I must say, I think that's the largest cargo car capacity I've seen published.
Also, congrats on making a prototype that played well with all those other large-scale mods at the same time. :P
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

Rseding91
Factorio Staff
Factorio Staff
Posts: 13171
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [MOD 0.11.x] Stainless Steel wagon - a larger cargo wago

Post by Rseding91 »

n9103 wrote:Salespitch for Bob's Mods aside ;)
I must say, I think that's the largest cargo car capacity I've seen published.
Also, congrats on making a prototype that played well with all those other large-scale mods at the same time. :P
"making a prototype that played well with all those other large-scale mods" huh?
If you want to get ahold of me I'm almost always on Discord.

n9103
Smart Inserter
Smart Inserter
Posts: 1067
Joined: Wed Feb 20, 2013 12:09 am
Contact:

Re: [MOD 0.11.x] Stainless Steel wagon - a larger cargo wago

Post by n9103 »

:? I was trying to be positive, damnit. I suppose it's more accurate if taken in reverse:
This mod doesn't stand out as unusual among the others you've got installed. As in it fits.

Take that as you will.
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

Rahjital
Filter Inserter
Filter Inserter
Posts: 435
Joined: Thu May 29, 2014 10:44 am
Contact:

Re: [MOD 0.11.x] Stainless Steel wagon - a larger cargo wago

Post by Rahjital »

That seems to be waaay too cheap for such a huge inventory. Hell, it allows to entire standard trains with a single stainless wagon and still get more cargo capacity. If you are around the point where you have lubricant, 270 steel most likely won't be a problem.

Also, how heavy is the wagon? Does it slow down trains more than normal ones?

Rseding91
Factorio Staff
Factorio Staff
Posts: 13171
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [MOD 0.11.x] Stainless Steel wagon - a larger cargo wago

Post by Rseding91 »

Rahjital wrote:That seems to be waaay too cheap for such a huge inventory. Hell, it allows to entire standard trains with a single stainless wagon and still get more cargo capacity. If you are around the point where you have lubricant, 270 steel most likely won't be a problem.

Also, how heavy is the wagon? Does it slow down trains more than normal ones?

That's the point. The base game cargo wagons aren't worth using in any regard when you compare throughput, cost and setup time to blue belts which is unfortunate because trains are so much fun to use. These wagons are straight upgrades from the base game ones in every regard.
If you want to get ahold of me I'm almost always on Discord.

Boogieman14
Filter Inserter
Filter Inserter
Posts: 770
Joined: Sun Sep 07, 2014 12:59 pm
Contact:

Re: [MOD 0.11.x] Stainless Steel wagon - a larger cargo wago

Post by Boogieman14 »

That's gonna take a while to load and unload :shock:
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.

Rseding91
Factorio Staff
Factorio Staff
Posts: 13171
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [MOD 0.11.x] Stainless Steel wagon - a larger cargo wago

Post by Rseding91 »

Boogieman14 wrote:That's gonna take a while to load and unload :shock:

That's the idea :P the base-game ones can load/unload in < 15 seconds so most of your transport rate is how fast it can move the locomotive.
If you want to get ahold of me I'm almost always on Discord.

n9103
Smart Inserter
Smart Inserter
Posts: 1067
Joined: Wed Feb 20, 2013 12:09 am
Contact:

Re: [MOD 0.11.x] Stainless Steel wagon - a larger cargo wago

Post by n9103 »

I always thought it was a bit silly how much time the trains spent moving vs loading, but on the other hand, it does work as a coal/wood sink, to a degree.
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

delfiler
Inserter
Inserter
Posts: 20
Joined: Tue Feb 10, 2015 1:38 pm
Contact:

Re: [MOD 0.11.x] Stainless Steel wagon - a larger cargo wago

Post by delfiler »

can i add your mod to a modpack?

Rseding91
Factorio Staff
Factorio Staff
Posts: 13171
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [MOD 0.11.x] Stainless Steel wagon - a larger cargo wago

Post by Rseding91 »

delfiler wrote:can i add your mod to a modpack?
yeah
If you want to get ahold of me I'm almost always on Discord.

User avatar
bigyihsuan
Filter Inserter
Filter Inserter
Posts: 299
Joined: Thu Jan 01, 2015 12:57 pm
Contact:

Re: [MOD 0.12.x] Stainless Steel wagon - a larger cargo wagon

Post by bigyihsuan »

Would this be compatible with vanilla Factorio? Because I have none of the mods in your install, but I want to use a larger cargo wagon.

GameCharmer
Inserter
Inserter
Posts: 38
Joined: Tue Oct 20, 2015 2:34 pm
Contact:

Re: [MOD 0.12.x] Stainless Steel wagon - a larger cargo wagon

Post by GameCharmer »

bigyihsuan wrote:Would this be compatible with vanilla Factorio? Because I have none of the mods in your install, but I want to use a larger cargo wagon.
Yes, this is a standalone mod. It also works perfect on 12.16

User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2631
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: [MOD 0.12.x] Stainless Steel wagon - a larger cargo wagon

Post by steinio »

Hello GameCharmer,

do you have plans for more stainless steel products?

Unfortunately i built two electric furnaces for producing it so i have excessively of it now.

I would appreciate it if you have more great using ideas for your stainless steel plates. :)

Greetings steinio
Image

Transport Belt Repair Man

View unread Posts

GameCharmer
Inserter
Inserter
Posts: 38
Joined: Tue Oct 20, 2015 2:34 pm
Contact:

Re: [MOD 0.12.x] Stainless Steel wagon - a larger cargo wagon

Post by GameCharmer »

steinio wrote:Hello GameCharmer,

do you have plans for more stainless steel products?

Unfortunately i built two electric furnaces for producing it so i have excessively of it now.

I would appreciate it if you have more great using ideas for your stainless steel plates. :)

Greetings steinio
I have a set of stainless steel pipes, including an underground variant up to 100 in length and a stainless steel pump. I've also made an advanced stainless steel plate that requires processing units and produces pipes with a higher capacity.

I couldn't com e up with anything to make beyond that using the advanced plating that's not already been done a dozen times over.

benmunday
Manual Inserter
Manual Inserter
Posts: 3
Joined: Tue May 17, 2016 10:28 am
Contact:

Re: [MOD 0.12.x] Stainless Steel wagon - a larger cargo wagon

Post by benmunday »

Great Idea, I'm using this mod now. Is there any chance you could make it compatible with 8L Train Position and Length Fix?

Rseding91
Factorio Staff
Factorio Staff
Posts: 13171
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [MOD 0.12.x] Stainless Steel wagon - a larger cargo wagon

Post by Rseding91 »

benmunday wrote:Great Idea, I'm using this mod now. Is there any chance you could make it compatible with 8L Train Position and Length Fix?
No, the sprites are all changing in 0.13 anyway so I'll just re-do it when 0.13 comes out.
If you want to get ahold of me I'm almost always on Discord.

Post Reply

Return to “Mods”