Coal Industry

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Author: Ironmonk

Last revision: 21 Apr at 01:02 UTC

File size: 253.82 KB

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Description:
COAL INDUSTRY

This is basically a add-on for my Alternative Machinery mod.

It adds 4 technologies, all blueprint exclusives.


General Notes
  • Changed Carbon to Coal.
  • The basic coal mine uses the stone veins as resource and have a very low efficiency (20%). The idea is that all easy to get coal is already depleted and whatever is left, is in extremely low quantities and dispersed. Up to 3 miners can work simultaneously.
  • The idea to use Coal to Fuel was inspired by Factorio Coal Liquefaction tech. I could have used crude oil instead of coal, but chose coal in the end. So, the recipe is 4 coal + 1 water = 1 fuel. While high cost, the job chain is much simpler than biofuel.
  • The deep coal mine does not require a vein and have much better efficiency (80%), but costs a lot to build. Just like the regular mine, up to 3 miners can work simultaneously.
  • The deep coal drill is the ultimate form of coal extractor, extremely efficient (120%) and automated (no miners). But the building cost is very high and the power consumption too.
  • This mod is specially useful if you want to set up a base on a location that has poor wind and farming.
  • The blueprints are easier to find either on The Great Library (Black Scratch) or the Scraphouse (Black Desert City). There are a small chance to find these blueprints on Construction Shops.


New Technologies

Coal Mining

Requires: T2 + Improved Stone Mining (T1) + Storage Boxes: Crafting (T2)
Cost: Blueprint (20.000 – 25%)
New Buildings: Coal Mine, Storage: Coal

Coal Liquefaction

Requires: T3 + Coal Mining (T2) + Biofuel (T2)
Cost: Blueprint (40.000 – 25%)
New Buildings: Fuel Distillery (Coal)
New Recipes: Fuel (4 Coal + 1 Water = 1 Fuel)

Deep Coal Mining

Requires: T4 + Coal Mining (T2) + Heavy Building Foundations (T3)
Cost: Blueprint (60.000 – 10%)
New Buildings: Deep Coal Mine

Deep Coal Drilling

Requires: T5 + Deep Coal Mining (T4) + Fully Automatic Ore Drill (T5)
Cost: Blueprint (80.000 – 5%)
New Buildings: Deep Coal Drill, Storage: Coal (Large)

SOME OF MY MODS:

Alternative Machinery Allows to craft gears, capacitors, tools, etc and also adds compact machines (built indoors) and deep machines (no vein required).
RESEARCH & DEVELOPMENT It adds machines and recipes for books, AI core, etc.
Backpack Crafting Plus It adds machine to craft backpacks, new thieves large backpack and the new camper’s backpack that comes in many colors.
Fish and Meat Industry Adds fishing, fish farming, insect farming, survival cooking, foul raw meat purification, ration packs recipes and cultured meat.
Advanced Storage It adds dedicated storages to items that had originally a mixed storage (this avoid job clogging) + larger capacity storages.
Authentic Hydroponics It adds Cactus and Cotton Hydroponics at tech level 3, as an early source of indoor food and fabrics for city bases.

Mod Tester Start add a game start designed to test mods, the 10 sized squad of OP characters comes with backpacks that have zero emcumbrance (1⁻20) and thousands of most of the resources you would need to test research, buildings, recipes, etc.
Veteran Game Start add 3 game starts with big squad sizes and high amount of initial funds.
Wandering Assassin for Hire Allows to recruit high level characters for 200.000.
Mercenary Squads with Plastic Surgeon I removed one generic mercenary from mercenay squads and added a surgeon mercenary with same power level as the generic mercenary. Now whenever you hire a merc band, you will have a easily accessible surgeon.