Page 31 of 190

Re: Development and Discussion

Posted: Mon Sep 05, 2016 3:55 am
by aeros1
Airat9000 wrote:
aeros1 wrote:Airat9000
There is no need to separate resources becuase you get youki resources from those. But if you want create something like processed unprocessed scenario than just get inside "angel's infinite ores" mod(not sure where I think it is either in data or data_finaltweaks , and delete lines which delete bob's and youki's resource tables whatever you need.)

Hmm looked it now it is in angels-override. There are lines
data.raw.resource["iron-ore"]["autoplace"] = nil
data.raw["autoplace-control"]["iron-ore"] = nil
this thing you need to comment ("-- commented line")
You may delete "require" for this file from "data" or deal other ways if you know how lua works.
please example codes in screen

plase help in place map original resources
Goto Agelsinfiniteores_x.x.x.zip you might require unzip archive
than "Agelsinfiniteores_x.x.x/prototypes/generation"

There all lines with

data.raw.resource["<Desired ore>"]["autoplace"] = nil
data.raw["autoplace-control"]["<Desired ore>"] = nil

make into

--data.raw.resource["<Desired ore>"]["autoplace"] = nil
--data.raw["autoplace-control"]["<Desired ore>"] = nil

or just delete them. Those are ores overrides which remove ores.

Re: Development and Discussion

Posted: Mon Sep 05, 2016 11:12 am
by afk2minute
Hello, are you planning to add some higher tier clarifier?
For now i find that using steam engine mk3 of bobs mods is faster than using clarifier.
Maybe some faster sink, so that its becomes more useful?

Re: Development and Discussion

Posted: Mon Sep 05, 2016 1:31 pm
by Airat9000
aeros1 wrote:
Airat9000 wrote:
aeros1 wrote:Airat9000
There is no need to separate resources becuase you get youki resources from those. But if you want create something like processed unprocessed scenario than just get inside "angel's infinite ores" mod(not sure where I think it is either in data or data_finaltweaks , and delete lines which delete bob's and youki's resource tables whatever you need.)

Hmm looked it now it is in angels-override. There are lines
data.raw.resource["iron-ore"]["autoplace"] = nil
data.raw["autoplace-control"]["iron-ore"] = nil
this thing you need to comment ("-- commented line")
You may delete "require" for this file from "data" or deal other ways if you know how lua works.
please example codes in screen

plase help in place map original resources
Goto Agelsinfiniteores_x.x.x.zip you might require unzip archive
than "Agelsinfiniteores_x.x.x/prototypes/generation"

There all lines with

data.raw.resource["<Desired ore>"]["autoplace"] = nil
data.raw["autoplace-control"]["<Desired ore>"] = nil

make into

--data.raw.resource["<Desired ore>"]["autoplace"] = nil
--data.raw["autoplace-control"]["<Desired ore>"] = nil

or just delete them. Those are ores overrides which remove ores.

Code: Select all

data.raw["resource"]["uranium-ore"].stages={sheet=
		{
		filename = "__angelsinfiniteores__/graphics/entity/ores/ore-6.png",
		tint = {r=0.24, g=0.45, b=0.23},
        priority = "extra-high",
        width = 38,
        height = 38,
        frame_count = 4,
        variation_count = 8
        }
}

data.raw["resource"]["uranium-ore"].map_color={r=0.24, g=0.45, b=0.23}
data.raw["item"]["uranium-ore"].icon="__angelsinfiniteores__/graphics/icons/nuc-uranium-ore.png"

if not angelsmods.ores.enablersomode then
data:extend(
not understand who is lines codes?

Re: Development and Discussion

Posted: Mon Sep 05, 2016 6:29 pm
by aeros1
Airat9000 you are looking wrong place, Angel's infinite ores overrides other mods resources. The file is not nuc-Uranium.lua but "Angels-override.lua" Sorry I should read my posts. Btw what you shown is loaded but later overriden after all loading finished, basically, if Angel's ores enabled "Angels-override.lua" launched too remove ores from spawn table.

Re: Development and Discussion

Posted: Mon Sep 05, 2016 6:37 pm
by Airat9000
aeros1 wrote:Airat9000 you are looking wrong place, Angel's infinite ores overrides other mods resources. The file is not nuc-Uranium.lua but "Angels-override.lua" Sorry I should read my posts. Btw what you shown is loaded but later overriden after all loading finished, basically, if Angel's ores enabled "Angels-override.lua" launched too remove ores from spawn table.
and what you have to offer a solution?

Re: Development and Discussion

Posted: Mon Sep 05, 2016 9:29 pm
by Arch666Angel
afk2minute wrote:Hello, are you planning to add some higher tier clarifier?
For now i find that using steam engine mk3 of bobs mods is faster than using clarifier.
Maybe some faster sink, so that its becomes more useful?
I dont have much time at the moment for adding to the mods, since I'm still having an exam to do/write but there should be other uses for the water resources later on, only problem is time since I have to come up with graphics and tie in to the base game and bobs.

Re: Development and Discussion

Posted: Mon Sep 05, 2016 9:33 pm
by aklesey1
Thanks for your answers Arch666Angel we'll wait for news about all your mods :)

Re: Development and Discussion

Posted: Mon Sep 05, 2016 10:24 pm
by aeros1
Airat9000 wrote:
aeros1 wrote:Airat9000 you are looking wrong place, Angel's infinite ores overrides other mods resources. The file is not nuc-Uranium.lua but "Angels-override.lua" Sorry I should read my posts. Btw what you shown is loaded but later overriden after all loading finished, basically, if Angel's ores enabled "Angels-override.lua" launched too remove ores from spawn table.
and what you have to offer a solution?

There all lines with

data.raw.resource["<Desired ore>"]["autoplace"] = nil
data.raw["autoplace-control"]["<Desired ore>"] = nil

make into

--data.raw.resource["<Desired ore>"]["autoplace"] = nil
--data.raw["autoplace-control"]["<Desired ore>"] = nil

or just delete them. Those are ores overrides which remove ores.

Re: Development and Discussion

Posted: Thu Sep 08, 2016 5:33 pm
by yesimon
aklesey1 wrote:
hoho wrote:
aklesey1 wrote:Why not to burn hydrogen in furnaces or another special machine
We all know that if hydrogen burns he creates weater - because water? oxygen and water is base foundation of our nature
You can get rid of hydrogen by using it to craft solid fuel (unless that was a change made by Bobs mods).
In bob mods soiled creation need 3 coal + 25 hydrogen
This creation gives small profit because - 1 cola have 8 Mj, 3 coal together = 24 mj
Solid fuel gives 25 Mj requires a lot of effort and brings small profit
In bob mods before this recipe of creation of solid fuel required only 25 hydrogen and no coal
Now i need coal for carbon, for plastics in early game and for coal filters
I think that's a modification of CMHmod to require 3 coal. Otherwise Bob's is still 1 coal + 25 hydrogen.

Re: Development and Discussion

Posted: Fri Sep 09, 2016 3:19 pm
by steinio
How about an update to 0.14 for Triggermod, Petrochem and Processing please?
Want to update the game to 0.14.

Re: Development and Discussion

Posted: Fri Sep 09, 2016 6:20 pm
by Arch666Angel
steinio wrote:How about an update to 0.14 for Triggermod, Petrochem and Processing please?
Want to update the game to 0.14.
Next week probably, after my last exam for this semester :)

For everyone who didn't already see this: Arumba startet playing an Angel Bob game
Image

This is his second try though, the day before he also streamed and tried it for the first time and going in blind. The VOD is on twitch:
https://www.twitch.tv/arumba07/v/87907954 (Starts somewhere at the one hour mark)

Re: Development and Discussion

Posted: Sat Sep 10, 2016 2:05 am
by EmperorZelos
will you update the chemical one for 13?

Also have you looked into the dark-matter-replicator mod? It''d be awesome if your mods supported it :)

Re: Development and Discussion

Posted: Sat Sep 10, 2016 7:17 am
by steinio
Tenemuth seems to be supported because it's in the code.

BTW: Good luck Arch666Angel.

Re: Development and Discussion

Posted: Sat Sep 10, 2016 1:17 pm
by aklesey1
What is the trigger mod that u talking about Steinio? :?:

Re: Development and Discussion

Posted: Sat Sep 10, 2016 1:35 pm
by steinio
aklesey1 wrote:What is the trigger mod that u talking about Steinio? :?:
They are mentioned here: https://mods.factorio.com/mods/Arch666A ... finiteores

With them you don't need to edit the mod config itself.
I use for example the DisableInfiniteOres because with RSO - in my opinion - it makes no sense to have infinte ores in starting area if you want to build a rail network.

They seem to not be uploaded to the mod portal in general but on GitHub instead.

Greetings steinio

Re: Development and Discussion

Posted: Sat Sep 10, 2016 1:58 pm
by Arch666Angel
steinio wrote:
aklesey1 wrote:What is the trigger mod that u talking about Steinio? :?:
They are mentioned here: https://mods.factorio.com/mods/Arch666A ... finiteores

With them you don't need to edit the mod config itself.
I use for example the DisableInfiniteOres because with RSO - in my opinion - it makes no sense to have infinte ores in starting area if you want to build a rail network.

They seem to not be uploaded to the mod portal in general but on GitHub instead.

Greetings steinio
The trigger will disable all infinites not only the ones in starting area. But I have to rework the triggers a bit, I really prefer this method over making a config mod like bob, since most options will stay at default anyway.

Also: Thanks :)

Re: Development and Discussion

Posted: Sat Sep 10, 2016 2:22 pm
by steinio
Well my writing was a bit unclear but between the lines i mean the same like you :)

Re: Development and Discussion

Posted: Sun Sep 11, 2016 8:51 pm
by iceman_1212
Hi there, I am loving the mod! One question - what are the fissures used for? I see that there is an option at hydro plant to produce some kind of thermal lithia water (icon is blue water drop with pink underline) but I'm not sure where to go after that.

Re: Development and Discussion

Posted: Sun Sep 11, 2016 9:19 pm
by aklesey1
Lithia water from termal water.......... in bob mods i could get lithia water from vanilla water an that was conveniently
Yes angel mods provides more realistic chains, but it is far from perfect

I offered some new improvments:
1) Getting water via burning hydrogen - because we can get very big counts of hydrogen and we need at least simple water
2) Drilling holes for getting oil, water or gas

I'm still waiting for any answers from our respected talanted modder Arch666Angel :)

Re: Development and Discussion

Posted: Sun Sep 11, 2016 9:42 pm
by iceman_1212
actually, i think i just figured it out! the thermal water can be used as an alternative to slurry for generating mineral sludge in the filtration unit. when done with ceramic filtering, it's like free money in the ground :O *quickly runs over to fissure and starts laying down pipeline*