And we need new textures for crotinnium and jivolite - because they are looks like aluminium ore and quartzafk2minute wrote:Will you change bobmonium and rubyte ore?
They are quite similar now, maybe make rubite more red in colour (both in game and icons)?
Development and Discussion
Moderator: Arch666Angel
Re: Development and Discussion
Nickname on ModPortal - Naron79
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Re: Development and Discussion
Last night I figured out a way to handle this case (I'm still on copper and iron, but I don't have processing installed yet; hopefully it will apply to both). If you research alloys 1 (only 25 red science packs) you get alternative stone furnaces that you can select recipes on, which filters mixed input automatically as you'd expect. There aren't as many alloy options as there are straight-up furnace options, but it should get me far enough that I can make filter inserters.mexmer wrote:from bobmonium it sorts quartz and tin, which both go to smelter for those just wait until you have some "extra" sorted ores, after you do, place smelters, then insert stack of ore in each one, it should continue to fill with same ore later, when ore in input drops lows.
Re: Development and Discussion
I have a quick question... It's not a good idea to activate the mod Petrochem on an existing save. I understand why, I activated Angel's Ores on one of my old save, just for fun.
However, what about activating Petrochem it in a game when I didn't start to use oil in my factory yet? Will it mess up too badly the game?
However, what about activating Petrochem it in a game when I didn't start to use oil in my factory yet? Will it mess up too badly the game?
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Re: Development and Discussion
True, but since I don't need tin and lead (or their secondary products) until I'm making electronics I just make enough straight from crushed ore to get production of filter inserters jump-started, which solves the problem (and unless it's changed while I wasn't looking it's nickel, not zinc, from rubyte).mexmer wrote:as for procesing, problem with sorter comes with bobmonium and rubyriu tho, you will need tin and lead for electronics, and those don't have procesing factory until ore procesing 2, which is quite far in chain (if we talking about starting phase, that is). for rubyrium you can put furnace directly after sorter, since it sorts zinc and lead, lead will smel, and zinc will go to box
Re: Development and Discussion
hmm, had not thought about using red furnaces.marginoferror wrote:Last night I figured out a way to handle this case (I'm still on copper and iron, but I don't have processing installed yet; hopefully it will apply to both). If you research alloys 1 (only 25 red science packs) you get alternative stone furnaces that you can select recipes on, which filters mixed input automatically as you'd expect. There aren't as many alloy options as there are straight-up furnace options, but it should get me far enough that I can make filter inserters.mexmer wrote:from bobmonium it sorts quartz and tin, which both go to smelter for those just wait until you have some "extra" sorted ores, after you do, place smelters, then insert stack of ore in each one, it should continue to fill with same ore later, when ore in input drops lows.
still at time you will need tin, you will probly have already ore processing 1, as for alloy 1, i think i researched that, when i needed carbon or something else, that comes from chemical furnace (i think that's the red one, not sure i always mix red and blue ones )
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Re: Development and Discussion
If you use refining and ores anyway and havent started with oil it might be ok to add it in but you maybe have to reset technologies and recipes by hand to have the mod take full effect. The new Gas-Well patches will generate in newly discovered chunks then.Breith wrote:I have a quick question... It's not a good idea to activate the mod Petrochem on an existing save. I understand why, I activated Angel's Ores on one of my old save, just for fun.
However, what about activating Petrochem it in a game when I didn't start to use oil in my factory yet? Will it mess up too badly the game?
Angels Mods
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"should be fixed"
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Re: Development and Discussion
just as i'm about to start a new save, i see that you've uploaded a new mod :O lucky me
i get the following error when starting factorio after installing:
"Error in assignID, technology with name sulfur-processing does not exist."
Am running bobs, all of your other mods as well as bergius.
i get the following error when starting factorio after installing:
"Error in assignID, technology with name sulfur-processing does not exist."
Am running bobs, all of your other mods as well as bergius.
Re: Development and Discussion
Oh... I didn't think about technology. I probably unlock the first tier of oil well so some stuff might be messed up...If you use refining and ores anyway and havent started with oil it might be ok to add it in but you maybe have to reset technologies and recipes by hand to have the mod take full effect. The new Gas-Well patches will generate in newly discovered chunks then.
How can you reset a researched technology? I never did that.
I started mine yesterday... 3h played. That's why I do not really want to start over again .just as i'm about to start a new save, i see that you've uploaded a new mod :O lucky me
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Re: Development and Discussion
I'm changing the sulfur technology replacement to an override, that should do the trick there.
Petrochem
---0.1.5
-fixed an error with the overrides it produced because of replacing sulfur processing
-added more localization strings
Petrochem
---0.1.5
-fixed an error with the overrides it produced because of replacing sulfur processing
-added more localization strings
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Re: Development and Discussion
The newest version should fix the issue with sulfur processing, I changed it to overriding the tech directly instead of removing and replacing it.iceman_1212 wrote:just as i'm about to start a new save, i see that you've uploaded a new mod :O lucky me
i get the following error when starting factorio after installing:
"Error in assignID, technology with name sulfur-processing does not exist."
Am running bobs, all of your other mods as well as bergius.
Bergius is semi useful, because there are 3 ways to crack coal in petrochems, you can still use bergius if you convert its start and endproducts with the converter valve into petrochems fluids and back.
Angels Mods
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II. Development and Discussion
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"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
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"should be fixed"
Re: Development and Discussion
Bug!!Arch666Angel wrote:The newest version should fix the issue with sulfur processing, I changed it to overriding the tech directly instead of removing and replacing it.iceman_1212 wrote:just as i'm about to start a new save, i see that you've uploaded a new mod :O lucky me
i get the following error when starting factorio after installing:
"Error in assignID, technology with name sulfur-processing does not exist."
Am running bobs, all of your other mods as well as bergius.
Bergius is semi useful, because there are 3 ways to crack coal in petrochems, you can still use bergius if you convert its start and endproducts with the converter valve into petrochems fluids and back.
Petrochem angelspetrochem_0.1.5
old version works
mod link
https://www.dropbox.com/s/xdn9mxwxeeuht ... 8.rar?dl=0
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Re: Development and Discussion
Nice to see another release. I have a save from 0.13 with infinte ores, refining and processing. I'll add it to that once everything else the save needs has been updated to 0.14. Last time I looked there were 5 or 6 still. I could start new but I don't want to waste the effort.
Re: Development and Discussion
Nevermind: /c game.player.force.technologies["pumpjack"].researched = false .Breith wrote:How can you reset a researched technology? I never did that.
Adieu my dear achievements (like I cared anyway )
I loaded the mod after I removed the technology from the researched technology and it looks like it works without any bugs (or at least anything that gives me an ugly error that kills the game... yet). I still have the old pumpjack research from Vanilla/Bob's mods... I guess I shouldn't reasearch it, should I?
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Re: Development and Discussion
No that "should" be fine. Havent changed anything about the pumpjacks technology.Breith wrote:Nevermind: /c game.player.force.technologies["pumpjack"].researched = false .Breith wrote:How can you reset a researched technology? I never did that.
Adieu my dear achievements (like I cared anyway )
I loaded the mod after I removed the technology from the researched technology and it looks like it works without any bugs (or at least anything that gives me an ugly error that kills the game... yet). I still have the old pumpjack research from Vanilla/Bob's mods... I guess I shouldn't reasearch it, should I?
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Re: Development and Discussion
Do I see correctly that petrochem adds new resource?
Might need to prod RSO to work with it then.
Might need to prod RSO to work with it then.
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Re: Development and Discussion
It does, but I added the Gas Well ages ago to the RSO fileorzelek wrote:Do I see correctly that petrochem adds new resource?
Might need to prod RSO to work with it then.
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Re: Development and Discussion
Oh... So actually resetting the pumpjack research wasn't even needed since the new research do not depend on it? It would have been problematic only if I had unlock Oil Processing or more advanced researches?Arch666Angel wrote:No that "should" be fine. Havent changed anything about the pumpjacks technology.
I'm just curious to understand how mods interact with researches.
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Re: Development and Discussion
Dependencies on techs only go in one direction. A higher tech can have a dependency on a lower tech in its definition. So adding higher techs depending on lower ones is quiet easy. The other way around is a bit more complicated because you have do modify another tech as well as adding a new one. The problem with what I do between Petrochem and bobs is that I do complete overrides of some techs (namely oil processing, advanced oil processing and sulfur processing), so these ones have to be reloaded or if they are already researched the recipes force activated (this is what a migration script does), or like you did it re-research them after the techs were reset (reset is again something done in migration script (if you keep in mind to add it))Breith wrote:Oh... So actually resetting the pumpjack research wasn't even needed since the new research do not depend on it? It would have been problematic only if I had unlock Oil Processing or more advanced researches?Arch666Angel wrote:No that "should" be fine. Havent changed anything about the pumpjacks technology.
I'm just curious to understand how mods interact with researches.
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
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I. Angel's Mods Subforum
II. Development and Discussion
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Re: Development and Discussion
hello! please help in my bug - thanks! old post oldesArch666Angel wrote:Dependencies on techs only go in one direction. A higher tech can have a dependency on a lower tech in its definition. So adding higher techs depending on lower ones is quiet easy. The other way around is a bit more complicated because you have do modify another tech as well as adding a new one. The problem with what I do between Petrochem and bobs is that I do complete overrides of some techs (namely oil processing, advanced oil processing and sulfur processing), so these ones have to be reloaded or if they are already researched the recipes force activated (this is what a migration script does), or like you did it re-research them after the techs were reset (reset is again something done in migration script (if you keep in mind to add it))Breith wrote:Oh... So actually resetting the pumpjack research wasn't even needed since the new research do not depend on it? It would have been problematic only if I had unlock Oil Processing or more advanced researches?Arch666Angel wrote:No that "should" be fine. Havent changed anything about the pumpjacks technology.
I'm just curious to understand how mods interact with researches.
Re: Development and Discussion
Heh I just noticed that you are reducing amount of oil wells.Arch666Angel wrote:It does, but I added the Gas Well ages ago to the RSO fileorzelek wrote:Do I see correctly that petrochem adds new resource?
Might need to prod RSO to work with it then.
What would be reason for that? They are pretty scarce already:D