#Molten Industries - Factorio Mods
1 messages · Page 1 of 1 (latest)
Isnt this basicly my mod?
https://mods.factorio.com/mod/more-casting
???
Like you add a ton of casting recipes, its already been done lol
Yea mine too
so does it check if it has copper/iron/steel in the recipe, and automatically replace it?
Yea, mine does that.
-# i meant their mod too, but makes sense
even things like gears, rods and wires, and stone to lava
but anyway I accidentally reinvented the wheel
If you need lava to stone (or vice versa) there's my mod for it: https://mods.factorio.com/mod/OCs_stone_casting
Also, there is this mod which only adds a few things:
https://mods.factorio.com/mod/foundry-expanded
But I wanted to ask @robust umbra why there is a 10% reduction in price for your mod.
Check the prices for the normal casting and do some math, I tried to have it work very similiat
well I know how the prices for plates, gears, cables etc are a for normal casting and that's what you're using to begin with but I still don't get the reduction.
so this part is just the standard casting price:
local castingIngredients = {
moltenIron = {
["iron-plate"] = 10, --10, 5
["steel-plate"] = 30, --30, 20
["iron-gear-wheel"] = 30, --10, 5
["iron-stick"] = 5, --5, 2.5
["pipe"] = 10 --10, 5
},
moltenCopper = {
["copper-plate"] = 10, --10, 5
["copper-cable"] = 2.5 --2.5, 1.25
}
}```
but then there is some reduction:
```lua
if moltenIronAmount > 0 then
table.insert(ingredients, { type = "fluid", name = "molten-iron", amount = moltenIronAmount * (1 - (moltenIronIngredients / 10)), fluidbox_multiplier = 10 })
end
And that's the part I don't understand why you apply that rule.
So that the recipes are a bit more usable and are a not directly a no for the endgame