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Re: Development and Discussion

Posted: Fri Dec 09, 2016 10:57 pm
by Dreadicon
So, recently been playing with Petrochem; it's pretty insane, but I kindof like insane. One issue I've encountered however is that there's no obvious path to create plastic without catalysts, it seems. I wouldn't mind catalysts so much if they worked like IRL catalysts (which do not get consumed), but they unfortunately don't seem to work that way. The point at which I typically consider something more bothersome than interesting is when major products (things you need LOTS of, i.e. things used in science packs) require resources from weird sources. Catalysts need a frame plus two raw ores. That means in addition to all the normal chemical raw materials, it needs access to the ore depots, which typically are far removed from chemical processing plants. On top of this the frames seem like a forced barreling mechanic; I'd almost rather the frame get consumed! I'd understand if only the advanced plastics making requires them, but that's not the case.

Oh, and I noticed that a lot of migrations/conversions are still missing; Bob's Sodium Hydroxide, Oxygen, Chlorine, carbon, and many other materials and chemicals are seemingly randomly left out; all recipe inputs are converted, but only some outputs are. Some stockpiles are converted, but many are left as now-useless products. I know that it's intended to start a new game with Angel's, but it wouldn't take much to make it fairly easy to support dropping it in mid-game. I could make a pull request if desired fixing these; it's not a big deal to write them up.

Just my 2 cents on Petrochem so far. Huge thankyou for all the grunt-work involved in putting together such a huge mod. I can script and program circles around most people, but I just don't have the drive or time to make a mod actually happen while still having time to actually play games :( So thank you for your time and effort; modders like you make good games into amazing ones.

Re: Development and Discussion

Posted: Sat Dec 10, 2016 10:00 am
by kinnom
Use stone -> mineralised water -> algae -> methanol -> propane

Re: Development and Discussion

Posted: Sun Dec 11, 2016 9:49 pm
by Arch666Angel
trainbig2.png
trainbig2.png (408.45 KiB) Viewed 7141 times

Re: Development and Discussion

Posted: Sun Dec 11, 2016 11:00 pm
by Nexela
Take my money!

Re: Development and Discussion

Posted: Mon Dec 12, 2016 12:48 am
by Zyrconia
I really can't find anything from bio processing in the game. I tried to search for bio, farm, algae and nothing turns up...

Re: Development and Discussion

Posted: Mon Dec 12, 2016 7:54 am
by kinnom
Zyrconia wrote:I really can't find anything from bio processing in the game. I tried to search for bio, farm, algae and nothing turns up...
https://mods.factorio.com/mods/Arch666A ... processing

Re: Development and Discussion

Posted: Mon Dec 12, 2016 9:28 am
by Arch666Angel
Zyrconia wrote:I really can't find anything from bio processing in the game. I tried to search for bio, farm, algae and nothing turns up...
If you added it to an existing save you might have to reset recipes and technologies by hand.

Re: Development and Discussion

Posted: Mon Dec 12, 2016 9:29 am
by Arch666Angel
Salination Plant
Image

Re: Development and Discussion

Posted: Mon Dec 12, 2016 9:53 am
by Zyrconia
kinnom wrote:
Zyrconia wrote:I really can't find anything from bio processing in the game. I tried to search for bio, farm, algae and nothing turns up...
https://mods.factorio.com/mods/Arch666A ... processing
Thanks, but I checked multiple times to see if I have the mod, if it is up to date and activated.

Also looked inside the zip at the entries to see their name so I could use them in game search function for them. No luck.
Arch666Angel wrote:
Zyrconia wrote:I really can't find anything from bio processing in the game. I tried to search for bio, farm, algae and nothing turns up...
If you added it to an existing save you might have to reset recipes and technologies by hand.
That might be it. Thank you! Is there a way to do this without having to enter console commands? My save is a "legit" one. Need to learn to mod so I can add a keyboard shortcut for this.
Arch666Angel wrote:
trainbig2.png
Wow! Do you model everything yourself?

Re: Development and Discussion

Posted: Mon Dec 12, 2016 11:18 am
by Arch666Angel
Zyrconia wrote:
kinnom wrote:
Zyrconia wrote:I really can't find anything from bio processing in the game. I tried to search for bio, farm, algae and nothing turns up...
https://mods.factorio.com/mods/Arch666A ... processing
Thanks, but I checked multiple times to see if I have the mod, if it is up to date and activated.

Also looked inside the zip at the entries to see their name so I could use them in game search function for them. No luck.
Arch666Angel wrote:
Zyrconia wrote:I really can't find anything from bio processing in the game. I tried to search for bio, farm, algae and nothing turns up...
If you added it to an existing save you might have to reset recipes and technologies by hand.
That might be it. Thank you! Is there a way to do this without having to enter console commands? My save is a "legit" one. Need to learn to mod so I can add a keyboard shortcut for this.
Arch666Angel wrote:
trainbig2.png
Wow! Do you model everything yourself?
Also dont forget that bio-processing is dependent on refining and petrochems.

I make most of them myself yes.

---
Image

Re: Development and Discussion

Posted: Mon Dec 12, 2016 2:15 pm
by QuackerJ4ck
Salination Plant
That would be the best christmas present in years.
I NEED THAT NOW!

Re: Development and Discussion

Posted: Mon Dec 12, 2016 2:16 pm
by mexmer
Arch666Angel wrote:
trainbig2.png
not sure, what is that red stuff on sides of engine car, but otherwise good.

Re: Development and Discussion

Posted: Mon Dec 12, 2016 8:42 pm
by orzelek
Would you consider an option in mod that would do something like the Resized Buildings mod?
It reduces some of the huge buildings to a bit more reasonable size.

Current space requirements for Angels are extreme atm and that would help a bit.

Re: Development and Discussion

Posted: Tue Dec 13, 2016 12:57 am
by pyanodon
Arch666Angel wrote:Salination Plant
Image

Love that one!

Re: Development and Discussion

Posted: Tue Dec 13, 2016 3:08 pm
by aklesey1
Arch666Angel wrote:Salination Plant
Image
O man that's looks really beautiful
Arch666Angel wrote: download/file.php?id=19295
MOAR HI-TECH FOR THE GOD OF HI-TECH MOOOOOAAAAAAARRRRRRRRR!!! :mrgreen: 8-)
Can we change the color of this train? THis end-game train looks like monorail train? and of course i think many people wants monorail railroad in the game, i'm right? 8-)

Re: Development and Discussion

Posted: Tue Dec 13, 2016 5:02 pm
by Sedar
Awesome mod, great thanks to Arch666Angel! :D

Can anyone show me an actual scheme of petrochem mod(0.2.1 version), like in this post, thanks in advance. ;)

Re: Development and Discussion

Posted: Tue Dec 13, 2016 5:28 pm
by Rue99
Arch666Angel wrote:Salination Plant
Image
Looks great, and it would be fantastic to have it in game. I miss salt :).

Re: Development and Discussion

Posted: Tue Dec 13, 2016 6:14 pm
by mexmer
so my friend, when i did send him pic with comment did read "salivation plant" instead, and was wondering what it will do.

maybe new biotech building, put bitters in, and use their "saliva" to produce alien artifacts :D

Re: Development and Discussion

Posted: Tue Dec 13, 2016 10:58 pm
by Arch666Angel
Wasnt happy with the salination plant, remade it:
Image

Re: Development and Discussion

Posted: Tue Dec 13, 2016 11:39 pm
by Wildejackson
Wow angel, you get better and better at modeling / animating with every new entity! Looks much better then the old one.