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@scottdriscoll
Created October 10, 2019 22:51
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Version: 1.0.0
Date: 10. 10. 2019
Locale:
- Traditional Chinese locale added. Thank you very much to Frank-Wu and friends for taking the time to do this work.
- French, Russian, Polish locales updated, thanks to Redstylt, Oceanel51, JSzulakiewicz.
- Note to translators: several key changes in the English locale, see Github for differences.
Crafting:
- Electronics was revamped. Too many changes to list in full. Bottom line: with the change to glass sheets, more tin is used across all electronics tiers.
- Solder was added to high tier electronics and some other intermediates. Solder resembles a cable-type component, but is smelted directly from an alloy of tin and lead.
- Heavy gold cables were removed from the mod.
- Lead rods, a redundant component, were removed from the mod.
- Bronze pistons were removed from the mod. They were replaced with other bronze components in just two recipes.
- Junction boxes are back in. They feature in machines which handle a lot of current.
- The metal cost of iron, steel and chrome pistons was increased slightly, but chrome pistons no longer require lubricant.
- Crafting times for both types of battery were reduced. Steel cost of high capacity batteries was reduced.
- Graphite electrode cost increased. They now require you to pipe in 1000 litres of Discord tears.
- Electric arc turret electronics cost decreased.
- Centrifuge electronics tier increased.
- Roboports are now built around an accumulator. Their buffer capacity (not displayed in-game) was reduced to that of IR accumulators (60MJ, which is 12x a vanilla accumulator).
- The energy usage of electroplating machines was increased.
- Platinum is now used in the highest tier of air filters.
- Electric lab cost substantially increased.
- Numerous other small tweaks to less frequently crafted items.
Fixes:
- Changed the render layers of gravel flooring and vanilla placeable tiles, so that they are not drawn over by landfill edges and by mud decals.
- Fixed that IR non-recipe-unlocking upgrade techs were not being chained level to level.
- Fixed that stack inserter capacity could only be upgraded to 11 instead of 12.
- The uranium fuel cell recipe was producing just 1 cell. Adjusted ingredients and results so that it produces 10 cells and requires a centrifuge to craft. Nuclear fuel reprocessing recipe adjusted to match.
- The titanium-ingot-from-scrap recipe was moved from Ore Crushing 3 to the correct place in Furnaces 3.
- Radar is no longer researchable before you research electricity.
- Fixed that you could lane-toggle inserters from beyond player reach.
- Added "Can't reach" cue to display plates instead of just doing nothing.
Military:
- Magazine and cartridge ammo recipes were rescaled. Low tiers are slightly cheaper, high tiers are more expensive.
- Minigun turrets are now known as autogun turrets.
- New player weapon added: the minigun. It uses specialised titanium ammo belts, each containing 100 bullets.
- The minigun has longer range and fires more rapidly than the submachine gun, but reduces movement speed by 95% for a minimum of 1 second when fired, and has a 1 second reload time per belt.
- The car machine gun was nerfed to have the same stats as a hand-held submachine gun.
- The tank machine gun was replaced with a minigun, effectively buffing it, but it now requires minigun ammo.
- Cartridge ammo now has an additional 0.5 second reload time per cartridge, i.e. every 10 shots. This affects scattergun turrets as well as hand-held shotguns.
- Combat robot capsule costs were increased (slightly for defenders, considerably for distractors and destroyers).
- Electric arc turrets no longer do any damage at all. Their slowdown effect was increased.
Processing:
- New ore processing technology added: diluted acid washing. This is a more expensive form of refining that doubles the chances of getting purification byproducts but destroys some of the main product.
- Alloying (making ingots from other ingots) is now twice as rapid as smelting (making ingots from ore products). Reduces bronze, steel and duranium factory footprints considerably.
- Glass sheets are now produced in batches, like other smelting recipes. Tin ingots were added to the recipe, vaguely referencing float glass.
- Refined ore and powdered ore smelting for titanium and lead were nerfed to the same ingot ratios as the common metals.
- Sulphur production rate was substantially buffed.
- Sulphuric acid production rate is now 1:1 with sulphur.
- Sulphuric and chromic acid volumes were rescaled across all recipes.
- Plastic bar and liquid plastic production rates buffed.
- Lead was lowered to the same crafting tier as iron and gold.
- Copper refining no longer produces any gold.
- Diamonds are no longer obtained from coal crushing, but from powdering instead. The diamond drop rate was reduced.
Productivity:
- Productivity was reviewed. It was decided that only resource processing recipes and a small number of end-of-line products will benefit from productivity in IR.
- As before, this includes all ore/oil refining or processing recipes, from being pulled out of the ground up to and including ingots and "raw" fluids.
- Recipes added, which were not in 0.99.7: sulphuric acid, glass sheets, carbon fibre, natural rubber, solder, low density structures, and the six craftable science packs.
Robotics:
- Bronze punkbots now move faster when first unlocked, at the same speed as construction bots in vanilla.
- Vanilla construction bots now move slightly faster when first unlocked.
- However, if you have Factorio 0.17.70 or above installed, bronze punkbots (should) no longer benefit at all from worker robot speed research.
- Worker Robot Battery research bonuses were increased, and the technology is now infinite.
- All three robot types move at 25% speed when out of energy, instead of vanilla 20%.
Rockets:
- Low density structures now use copper foil instead of rods. The copper cost was doubled. Crafting time increased.
- Low density structures were removed from rocket control units and added back to "rocket parts".
- This means that rocket launches now require four ingredients: LDSs, RCUs, Steel Bulkheads and Rocket Fuel.
- Satellites/probes had their costs adjusted.
Science:
- Utility (yellow) and production (purple) sciences were disentangled, i.e. utility no longer requires production, so there are now QOL techs that only require utility science.
- Tree dependencies and science pack requirements (especially production science) were also adjusted in many places to remove inconsistencies and reduce some of the bigger horizontal planes in the tree.
- After much feedback and debate, the steel cost of production science was left as it is, given that fewer technologies now require it, and also the change to steel production rates (see Processing).
- The titanium cost of production science packs was increased to match the natural iron:titanium ratio.
- The high capacity battery in utility science packs was replaced with 2 standard batteries. This keeps sulphuric acid in the pack but substantially reduces the lead.
- Nuclear fuel was moved from Kovarex Enrichment into its own technology.
Tweaks:
- Rubber trees still prefer damp biomes, but they can also now spawn at very low elevations, i.e. lake shores, even in otherwise dry lands.
- Miniature fission reactor energy output was buffed to 1.6MW, so that it offers a clearer upgrade from battery dischargers.
- Nuclear fuel stack size reduced to 3.
- IR machines larger than 3x3 now stack to 20 or 10. Monowheels stack to 1, like cars.
- Destroyer combat robots now use the default vanilla lightning visuals and sounds - the IR lightning is now used only by arc turrets.
- Some more vanilla icons were replaced with temporary hi-res versions, until the proper base game icon update drops.
- Ammo tooltips expanded to show reload time (if any). Weapon tooltips show the ammo type required and any player movement speed penalties.
- Display plates can now be set to show the icon for lubricant.
- Wooden chests have a fuel value again, like they did in 0.16.
- Adjusted the volume of quantum labs and the position of their module alt-mode overlay.
- Attempted to tidy up the item filter menu for things on the Processing tab.
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