Oops - changed for next versionnpuldon wrote:Your mod settings toggle for fortification and equipment groups don't see to work in the off position. FYI
[MOD 0.16] MadClown01's Processing
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- MadClown01
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Re: [MOD 0.16] MadClown01's Processing
Re: [MOD 0.16] MadClown01's Processing
Where we''ll be able to use boric acid? pls tellMadClown01 wrote:Shhhhh don't spoil the surpriseaklesey1 wrote:Found unused boric acid in MadClown's Processing - borax boron have many many applications in py mods
Where do u planing to use boric acid?
Re: [MOD 0.16] MadClown01's Processing
Hi,
made a german (locale\de) locale for this mod: Seems the item group changing doesn't work.
Equipment is enabled but gems still has it's own group.
Fortifications was never seen.
made a german (locale\de) locale for this mod: Seems the item group changing doesn't work.
Equipment is enabled but gems still has it's own group.
Fortifications was never seen.
Re: [MOD 0.16] MadClown01's Processing
Turning off the gem clean up and equipment group still don't work.
Great work by the way.
Great work by the way.
Re: [MOD 0.16] MadClown01's Processing
I love this mod but it has a minor incompatibility with Seablock, there crystalyzation recipes for the base ores are missing, so while all the advanced tech and processing is there, you cannot obtain the base ores.
Any chance of a fix being implemented.
Any chance of a fix being implemented.
- MadClown01
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Re: [MOD 0.16] MadClown01's Processing
Thanks manIanRaven wrote:Turning off the gem clean up and equipment group still don't work.
Great work by the way.
Should be fixed now!
- MadClown01
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Re: [MOD 0.16] MadClown01's Processing
I think that'd be on the Seablock authorOmegaZone wrote:I love this mod but it has a minor incompatibility with Seablock, there crystalyzation recipes for the base ores are missing, so while all the advanced tech and processing is there, you cannot obtain the base ores.
Any chance of a fix being implemented.
Not sure what I can do
Re: [MOD 0.16] MadClown01's Processing
Gem cleanup enabled doesn't do anything. Equipment disabled still shows equipment category.MadClown01 wrote:Thanks manIanRaven wrote:Turning off the gem clean up and equipment group still don't work.
Great work by the way.
Should be fixed now!
Sorry to say it didn't work out. I would certainly love to eliminate these categories given there's too many.
- MadClown01
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Re: [MOD 0.16] MadClown01's Processing
I'm unable to replicate the bugLight wrote:Gem cleanup enabled doesn't do anything. Equipment disabled still shows equipment category.MadClown01 wrote:Thanks manIanRaven wrote:Turning off the gem clean up and equipment group still don't work.
Great work by the way.
Should be fixed now!
Sorry to say it didn't work out. I would certainly love to eliminate these categories given there's too many.
Seems to work for me - are you sure you've downloaded the latest version?
Re: [MOD 0.16] MadClown01's Processing
In my modded game i have magnesium, which i believe to come from Processing mod, which is made by something. However i have no ways to sort anything yielding magnesium ore. Perhaps i'm missing something. This makes using the recipe for Iron+Manganese+Magnesium difficult (impossible?). What could i possibly be missing?
I have included factorio-current.log in pastebin ( https://pastebin.com/DUcYnVJB ).
I have included factorio-current.log in pastebin ( https://pastebin.com/DUcYnVJB ).
- Jackalope_Gaming
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Re: [MOD 0.16] MadClown01's Processing
The only place I'm finding magnesium able to be created is in one of the titanium ingot recipes. However, since it takes magnesium ingots in there's actually no way of creating the ore or using that recipe.nets wrote:In my modded game i have magnesium, which i believe to come from Processing mod, which is made by something. However i have no ways to sort anything yielding magnesium ore. Perhaps i'm missing something. This makes using the recipe for Iron+Manganese+Magnesium difficult (impossible?). What could i possibly be missing?
I have included factorio-current.log in pastebin ( https://pastebin.com/DUcYnVJB ).
But keep in mind some ores and the like are added into the data when the author is experimenting with some things or otherwise adding on and prepping for future work. It's easier to add some ideas in increments than to keep track of everything that doesn't work in the current release and add it in only when it's fully developed. Plus it allows for some feedback if people look at and analyze it.
MadClown, I think it's interesting how you've got the magnesium loop going into the titanium chain. Would love to see how it ends up playing out once the recipes are finished and it becomes obtainable.
Edit: Looking through the mod stuff, it appears magnesium is in the Extended Minerals mod.
- MadClown01
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Re: [MOD 0.16] MadClown01's Processing
A very eloquent way of putting it. Honestly the truth is that I accidentally released my testing copy, so I just went "meh" and kept the changes out there.Jackalope_Gaming wrote:...
I need to add a proper magnesium processing chain etc, but yeah eventually you'll be able to use it in iron & titanium smelting.
Re: [MOD 0.16] MadClown01's Processing
Does this mod work with Bobs and Pyanodon ONLY, aka, NOT including Angel's mods? If so, I'm wondering if the PyTouched by an Angel mod is necessary as well if only playing with BPY + your Processing mod ONLY.
Thanks
Thanks
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Re: [MOD 0.16] MadClown01's Processing
It's got a hard dependency on Angel's mods. Not going to work if Angel's isn't loaded
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Re: [MOD 0.16] MadClown01's Processing
So you just released an update to 0.17 but it depends on "Angel's Bio Processing" Witch has not been updated...Is this intended?
Re: [MOD 0.16] MadClown01's Processing
When bioprocessing is released you don't have to wait for this mod to also be updated, you can play with both straight away.Absolute-Phoenix wrote: ↑Sun Mar 10, 2019 6:19 pm So you just released an update to 0.17 but it depends on "Angel's Bio Processing" Witch has not been updated...Is this intended?
Re: [MOD 0.16] MadClown01's Processing
tl;dr: Incompatibility with alien-biomes, "Error AppManager.cpp:606: Value outside of range in property tree at ROOT.arguments[1].arguments[1].arguments.seed1.literal_value"
Hi everybody,
I know that we should not actually use the updated MadClown's mods yet, as the dependency Angel's Bio Processing is not yet updated.
Anyways, becoming a little bit impatient (no offense intended I tried it out with the patch posted by mrvn (viewtopic.php?f=185&t=65349#p405850)
When I also load the mod alien biomes (0.4.2), I cannot start a new map because of the following error:
Error AppManager.cpp:606: Value outside of range in property tree at ROOT.arguments[1].arguments[1].arguments.seed1.literal_value
The error occurs with the following mod combination:
1) full bob's
2) full angel's
3) clown's processing+minerals
4) alien biomes
Removing either 3 or 4 makes the error disappear.
I could not find out where "literal_value" gets used except in RSO, which is *not* loaded.
Maybe you can iron this out while Angel is still working on Bio Processing? Thank you all for your great work on those mods!
Hi everybody,
I know that we should not actually use the updated MadClown's mods yet, as the dependency Angel's Bio Processing is not yet updated.
Anyways, becoming a little bit impatient (no offense intended I tried it out with the patch posted by mrvn (viewtopic.php?f=185&t=65349#p405850)
When I also load the mod alien biomes (0.4.2), I cannot start a new map because of the following error:
Error AppManager.cpp:606: Value outside of range in property tree at ROOT.arguments[1].arguments[1].arguments.seed1.literal_value
The error occurs with the following mod combination:
1) full bob's
2) full angel's
3) clown's processing+minerals
4) alien biomes
Removing either 3 or 4 makes the error disappear.
I could not find out where "literal_value" gets used except in RSO, which is *not* loaded.
Maybe you can iron this out while Angel is still working on Bio Processing? Thank you all for your great work on those mods!
Re: [MOD 0.16] MadClown01's Processing
So no using the other parts of the MadClown stuff while we wait for Angel then, I guess? I hope Bioprocessing gets updated really soon, I'm suffering from complexity withdrawal.
Re: [MOD 0.16] MadClown01's Processing
I asked Earendel, the author of alien biomes, if he had an idea about the problem mentioned above. Here is what he wrote:
Any idea what to do? I'll try and look into the code myself, but while I do know some coding, I've never been into modding games ...My mod doesn't affect resource or biter placement at all. I actually make a point of that when people ask for things like resources restricted to biomes. Other people are free to make mods that do that though.
anyway, my best guess is that their mod references the autoplace settings of some base game tile, but my mod sets all of those to nil so it can't find something
Re: [MOD 0.16] MadClown01's Processing
Just thought I'd drop a short message that the problem I mentioned before has been fixed by Earendel (quite a while ago). Alien Biomes in its current version is now using less noise layers so they are available for other mods (like this one).