Project Zomboid

Project Zomboid

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Industrial Revolution B42
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4. Jan. um 0:06
6. Apr. um 20:09
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Industrial Revolution B42

Beschreibung
Welcome to the Industrial Revolution B42!


Added new functionality for Industrial Revolution Vehicle Parts to spawn vehicles.

Use factory pieces to build an auto-sorting lair, machines that build and repair items, or saw everything down to dust...

This release version uses Factory Pieces add on to run. In order to build the machines you need to find the 5 magazines from Factory Pieces first:

Factory Life Magazine Volume 1: Go Conveyourself!
Factory Life Magazine Volume 2: CNC & Me!
Factory Life Magazine Volume 3: I SAW it all!
Factory Life Magazine Volume 4: Sorting out your life!
Green Oven Silo Generator Design Manual

With these mods combined, you can build factory pieces from scratch and use them to activate existing factories or make a new fresh factory of your own.

The launch version has a limited recipe list with the idea for growth, please drop your ideas for recipes on the discord, discussions or in the comments below. https://discord.gg/W5zapqD9JD

New Exhaust Fans in B42!

Build them in a square where you place your generator to extract the fumes from it out of the building. All automatically, but the fans will not start until power is there and will not extract unless a running generator is under the fans in the same square.

Conveyors

These will push items from place to place and in factories these will come pre loaded with items based on the factory type. Added the ability to push items to the vehicles through the conveyor belts. These now add items to multiple containers in a square.

Conveyor Lifters

These will push items from floor to floor. (You will need to read the magazine if you haven't since the update to get the lifters)

Track Lifters

These will take items from place to place up high and will also fill multiple containers in a square. They can filter by item type. Example: They can pull wood planks only or a list of items.

Robotic Claws

These will take items from vehicles and containers. They can sort into a separate direction items based on conditions and move the rest a different direction.
They will also attack zombies in the target pick up square, strip the bodies of items, place the items into the deliver to square, and dispose of the body. Should one wander in...

UPM - Universal Production Machines

These will sort items based on display categories and is compatible with Better Sorting. There is also a consolidation mode that will hold back partial items until a full item can be created. During the process it also kicks forward any empty containers with version 1.13

Saws

These can be used to cut logs to planks, planks to sticks, sticks to scrap wood. They can also cut metal sheets to small metal sheets, small metal sheets into scrap metal, and scrap metal into unusable metal. With Authentic Z loaded, you can throw corpses onto the belt and the saws will turn them into tainted meat chunks.

Control terminals

These can be configured to control 3 milling machines at once.

Drum and Tower Hoppers

These are used to hold secondary materials that can be used in automated production.

Milling machines

These can have recipes added into them to repair some basic items as well as create new items. The drum and tower hoppers need to be placed alongside the mill for it to find them as seen in the photos. Mills will show the materials needed for the items to be made. The primary item needed should enter via the conveyors and the secondary materials should be in the hoppers or on the conveyor input.

The repair process can now repair items with less than max condition so you don't need to wait for something to break.

Recipes can now include fluid input, with a placeholder item in the recipe and a container of the right fluid in the hoppers.

Industrial Conveyor Ovens

Used to thaw or cook foods with a trip through the machine, one for each step in the process. From frozen to thawed and then room temp to cooked. No chance of burning.

Auto Butcher

Used to attack zombies and animals that wander too close, cutting them up, taking their items and depositing them inside it's storage compartment. Blood from the butchering can be stored in fluid containers placed on the west side of the butcher for collection under the fluid output. It can be configured to push items in a direction of choice which will fill stacked boxes, conveyors, or load into vehicles. Any sprite based containers will do. See video for more information.
https://youtu.be/MhHh-kHEwkw

Volume Slider: All New!

A volume slider for the machines has been added to the mod options screen.

Saws are terrible at perfect component extraction, so a deconstruction option was added to milling machines.

Example: the baseball factory by default can convert logs into baseball bats, add nails into a drum or tower hopper and switch the recipe to spiked baseball bats and it will create them from baseball bats.

Set direction and power on any of the devices. Right clicking on the objects will bring up basic menus to configure them.

One of my favorite parts is coming home and dropping all my loot on a conveyor, the conveyor brings them through the sorters and dumps the materials by category into the boxes or on more conveyors. For instance, you can put a freezer next to the UPM in sorting mode and set food to be pushed into them. You can also configure the directions for the filters to send multiple categories into the same box with one sorter.

Recipe Add-Ons Now Possible!

This new version in v1.17 now unlocks the hard coding between this mod and the recipes it uses. It also pulls in lists using event triggers (Thank you, Elyon!). In the coming days I will explain how to make the add-on mods to pull outside recipes into this mod.

Add-ons already created by other modders:
Industrial Revolution Craftable Projectiles Add-on
https://steamcommunity.com/sharedfiles/filedetails/?id=3364732874
Industrial Revolution Brita Add-on
https://steamcommunity.com/sharedfiles/filedetails/?id=3364732562

Now compatible with Organized Categories.
https://steamcommunity.com/sharedfiles/filedetails/?id=3370707195

**Added an update with a sandbox option to force add-on mod categories to float to the top of the filtered category lists.**

This has been tested in multiplayer and can be added to an existing game. Make sure you have the prerequisites!

[ko-fi.com]

Workshop ID: 3400131934
Mod ID: IndustrialRevolution
77 Kommentare
Lazy Invincible General 28. Mai um 13:38 
I've been using the default time setting of 1 hour days, have not yet tried increasing the time setting yet (I've tried decreasing it once and did not like it) but if they are supposed to appear and then be removed then its fine
Amenophis 28. Mai um 7:36 
Is there a way to disable all generators from automatically starting by default? I can't explore large buildings because the generator starts automatically and fills the building with fumes.
norby007  [Autor] 25. Mai um 18:16 
@Stage 2 hours ago
"Hi there!
I don't know if this is intended, a bug or a mod interaction:
All "boilers" in my game are converted to silo generators."

That is a feature but you can disable them in the sandbox.
norby007  [Autor] 25. Mai um 18:14 
@Bohusu May 10 @ 8:05pm
"Hello, could anyone point me to a guide or help me here? I'm wondering if it's possible to use the saw on its own to cut logs and feeding it manually"

Not in this mod, but there is a mod that will offer things like that in b41 https://steamcommunity.com/sharedfiles/filedetails/?id=3372547930

Alternatively you can set up a saw and a box after it and drop the logs right in the saw container and it will spit it out into a box.
norby007  [Autor] 25. Mai um 18:10 
@Lazy Invincible General Apr 27 @ 11:25pm
"so, I read from the comments section in functional appliances that the silo gen was moved here for b42. as for my question, do you know any reason why the game would occasionally decide that the silo generator was filling the building with fumes then switch its mind to its not making fumes? (for reference I do not have a exhaust fan since it said it already had a exhaust)"

Out of curiosity what timing do you use for the game. 1hr/day is the default. Basically the fumes return and I have a tick that checks and turns it back off. Hoping the new generator options will help this as they build more in 42. Unfortunately this is the only way right now to deactivate the fumes but I will look into a better option if available.
norby007  [Autor] 25. Mai um 18:06 
sorry for the delay in responding... I have been offline for some time with life. Will start updating again today and tomorrow and go through the questions.
Stage 25. Mai um 16:01 
Hi there!
I don't know if this is intended, a bug or a mod interaction:
All "boilers" in my game are converted to silo generators.
Bohusu 10. Mai um 20:05 
Hello, could anyone point me to a guide or help me here? I'm wondering if it's possible to use the saw on its own to cut logs and feeding it manually
Lazy Invincible General 27. Apr. um 23:25 
so, I read from the comments section in functional appliances that the silo gen was moved here for b42. as for my question, do you know any reason why the game would occasionally decide that the silo generator was filling the building with fumes then switch its mind to its not making fumes? (for reference I do not have a exhaust fan since it said it already had a exhaust)
norby007  [Autor] 19. Apr. um 16:05 
@Almahr Apr 18 @ 1:26pm
"Hey, would you be able to add compatibility"

I have an idea that should work and make my mod future compatible with all mods... Its tricky but it means building a dummy sprite duplicated from the vanilla to a texture pack and then after it is built have it revert back to the original vanilla sprite version. It will take some time to code and test. Stay tuned...