JohnTheCoolingFan / PlutoniumEnergy

Plutonium Energy mod for Factorio
https://mods.factorio.com/mod/PlutoniumEnergy
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Address Deadlock989 suggestions #93

Closed 0n0w1c closed 1 year ago

0n0w1c commented 1 year ago

This is to address the points 1 & 3 in issue #92. Plutonium processing technology prerequisite changed from vanilla fluid-handling to ir-barrelling. Adjusted reprocessing recipes, lower steel scrap by 1 and added concrete scrap and variable product amounts to be more IR3-like.

Point 2, this is your choice. I did move PE recipes to a single row. But as for the tab, I left them as you placed them. Separates PE recipes from vanilla as more advanced process/products. But I can see the point of having all nuclear in one place.

Point 4, I do not use FNEI but rather RecipeBook. If I change the settings to include disabled and hidden recipes they are visible. I think the recipes would need to be set to nil to remove completely, but not sure.

0n0w1c commented 1 year ago

Re-grouped the Pu recipes to follow the vanilla U recipes per, Point 2.

JohnTheCoolingFan commented 1 year ago

Did you account for the breeder fuel cell taking more ingredients per cell for results in reprocessing?

0n0w1c commented 1 year ago

hmm, checking it now.

JohnTheCoolingFan commented 1 year ago

Point 2: I think PE recipes should be moved to where vanilla nuclear recipes are.

Point 4: I think hiding and disabling these recipes is enough, as I don't understand why showing hidden and disabled recipes would be needed. And yes, they can be removed from the game completely by setting the entry to nil

0n0w1c commented 1 year ago

I just doubled the amount of returned scrap items from the breeder fuel cell reprocessing.

I think the first three suggestions have been met and 4 is a pass.

JohnTheCoolingFan commented 1 year ago

Alright then, thanks for the changes!