Development and Discussion

Infinite Ores, Refining, Ore Processing ...

Moderator: Arch666Angel

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BlueTemplar
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Re: Development and Discussion

Post by BlueTemplar »

(0.16) Seablock has changed the recipes to :
seablock_carbon.png
seablock_carbon.png (138.65 KiB) Viewed 7568 times
(Both Carbon and Charcoal are used in various smelting recipes,
also, Wood Bricks are made unburnable for some reason, and a requirement for wood poles...)
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ukezi
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Re: Development and Discussion

Post by ukezi »

Arch666Angel wrote:
Tue Mar 19, 2019 7:18 pm
Yeah the recipe to make wood from basically wood is a bit stupid indeed. Will be removed and I have to think about something else instead.
Didn't this used to make the vanilla wood boards not the wood logs?

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Re: Development and Discussion

Post by arbarbonif »

If I'm reading it right, the specialized tree creation still isn't worth it, even with the changes. You are giving up ~3 resin worth of wood to gain 1 resin (same with plastic). It needs to either not lose the wood or make more resin/rubber/plastic or something. Unless the thought is that not needing 1/2 of an iron is of sufficient value (from the bio-resin not needing to chop a tree up), which I'm not really seeing.

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Re: Development and Discussion

Post by mrvn »

I just got caught by the change to arboretums in a SeaBlock game. My whole power plant broke down because instead of wood I now get trees. And even if I fix that I think creating one iron takes close to or more power than 7 wood give. So arboretums as power plants seem to be a thing of the past. But that's a SeaBlock problem.

What I really want to discuss is that using one iron to make one saw to cut down one tree is just unrealistic. A saw is usually more durable than that and worst case you have to sharpen it.

Why not make the tree cutting recipe return a saw with 80% probability? So every 5 trees you need a new saw on average. And then add a recipe for a steel saw with 98% probability or something. Maybe in Bobs you could have a diamond saw that simply lasts.

I could also see a recipe that takes 10 dull blades + 1 stone => 10 sharp blades.

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Re: Development and Discussion

Post by babioraz »

is it intended that angel's bio processing algae mk2 farm crafting speed is the same as mk1?

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Re: Development and Discussion

Post by Ommand »

babioraz wrote:
Thu Mar 21, 2019 4:26 pm
is it intended that angel's bio processing algae mk2 farm crafting speed is the same as mk1?
That seems to only be the case in Seablock.

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Re: Development and Discussion

Post by Molay »

mrvn wrote:
Thu Mar 21, 2019 10:30 am
What I really want to discuss is that using one iron to make one saw to cut down one tree is just unrealistic. A saw is usually more durable than that and worst case you have to sharpen it.

Why not make the tree cutting recipe return a saw with 80% probability? So every 5 trees you need a new saw on average. And then add a recipe for a steel saw with 98% probability or something. Maybe in Bobs you could have a diamond saw that simply lasts.

I could also see a recipe that takes 10 dull blades + 1 stone => 10 sharp blades.
I'd like to second this motion. Some form of recuperating the saws and getting them in working condition again (loop like coal filters) would be very interesting, and higher tiers lasting longer and needing less refits. 1 iron for 7 wood is really prohibitive, but wouldn't be so bad if there were higher tech alternatives yet to come.

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Re: Development and Discussion

Post by Harag »

Arch666Angel wrote:
Sat Mar 09, 2019 1:24 pm
Next up on the List is bio and then industries, but industries will probably just get a plain update to 0.17 cause the other changes are not yet ready for release and will take some extensive fixing with all the vanilla changed
I made the effort to get Angel's Industries running under 0.17. I would have just attached my proposed changes here but your "No Derivatives" license clause prohibits me from doing so. This is what I did:
  • Fixed startup errors (updated science pack names and removed obsolete entity-flags)
  • Removed all traces of intermediate components and research entities (Lua, graphics, l10n). They've always been incomplete and disabled, so my thought was to remove them now while they prevent the functional parts of the mod from being updated. You can always re-introduce them later or put them in a separate mod. This has the nice benefit of reducing the download size and making Industries stand-alone (no dependencies besides base).
  • Added two settings to disable the crawler and the crawler train (they are enabled by default). This might help people struggling with VRAM usage.

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Re: Development and Discussion

Post by BlueTemplar »

Are you talking about these intermediate components ?
Arch666Angel wrote:
Sun Nov 18, 2018 8:28 pm
Image
But yeah, these look like they should really be in a mod separate from the extra vehicles / drones... like it's the case for AAI Industry ? (Resurrecting Angel's Components and Tech ?)
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Re: Development and Discussion

Post by ukezi »

Harag wrote:
Sun Mar 24, 2019 4:51 pm
I made the effort to get Angel's Industries running under 0.17. I would have just attached my proposed changes here but your "No Derivatives" license clause prohibits me from doing so. This is what I did:
If you make a mod just changeing some stuff in angels and building on it that is not a problem, I think. Seabocks, MadCow's, PetroChemPlus and a few others do that. You just can't ship stuff from Angel's independently from Angel's.

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Re: Development and Discussion

Post by Harag »

BlueTemplar wrote:
Sun Mar 24, 2019 6:16 pm
Are you talking about these intermediate components ?
Yes those.
ukezi wrote:
Sun Mar 24, 2019 7:48 pm
If you make a mod just changeing some stuff in angels and building on it that is not a problem, I think.
https://creativecommons.org/licenses/by-nc-nd/4.0/ clearly states that one must not distribute derivatives. And I've not been okay'ed to do otherwise. ;)

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Re: Development and Discussion

Post by Arch666Angel »

New resource system has been pushed to the portal, happy bug hunting. It includes the ore in ore functionality for vanilla.

I'll take a look at industries and the issues with bio processing next.

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Re: Development and Discussion

Post by DaleStan »

After updating, Angel's Refining refuses to load without Angel's Infinite Ores:
Failed to load mods: Path __angelsinfiniteores___/graphics/entity/ores-particle/ore-particle-1.png does not match any enabled mod.: __angelsinfiniteores___/graphics/entity/ores-particle/ore-particle-1.png

Mods to be disabled
  • angelsrefining
If, instead of enabling Infinite Ores, I try to solve this by rolling back Angel's Refining (Now I have Angel's Petro Chemical Processing 0.8.2 and Angel's Refining 0.10.4, which may be expected to be broken) I get this:
Failed to load mods: __angelspetrochem__/data.lua:19: ...petrochem__/prototypes/generation/angels-natural-gas.lua:1: attempt to call field 'add_resource' (a nil value)
stack traceback:
...petrochem__/prototypes/generation/angels-natural-gas.lua:1: in main chunk
[C]: in function 'require'
__angelspetrochem__/data.lua:19: in main chunk
stack traceback:
[C]: in function 'require'
__angelspetrochem__/data.lua:19: in main chunk

Mods to be disabled:
  • angelspetrochem
Rolling Refining and Petrochem back, or enabling Infinite Ores, will make the game load again.

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Re: Development and Discussion

Post by Light »

Nothing loads without infinite ores installed. That's the only bug I've been encountering at this point.

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Re: Development and Discussion

Post by igorhgf »

DaleStan wrote:
Sun Mar 24, 2019 10:31 pm
After updating, Angel's Refining refuses to load without Angel's Infinite Ores:
Failed to load mods: Path __angelsinfiniteores___/graphics/entity/ores-particle/ore-particle-1.png does not match any enabled mod.: __angelsinfiniteores___/graphics/entity/ores-particle/ore-particle-1.png

Mods to be disabled
  • angelsrefining
Same here.

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Re: Development and Discussion

Post by Harag »

I guess a workaround would be to add Infinite Ores and then to reduce the size of infinite ore patches to "None".
ChangeMapSettings can do that retroactively for an existing map.

But it's probably wise to backup your savegame before doing that ;)

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Re: Development and Discussion

Post by Harag »

Angel's Smelting also dies with only bobsores and bobsplates enabled (the only optional bob dependencies of Angel's Smelting). It also needs bobselectronics to actually work. Dunno if the last one auto-enables an ore that would otherwise be missing or not.
Error ModManager.cpp:1294: Failed to load mod "angelssmelting": __angelsrefining__/prototypes/override-functions.lua:503: bad argument #1 to 'insert' (table expected, got nil)
stack traceback:
[C]: in function 'insert'
__angelsrefining__/prototypes/override-functions.lua:503: in function 'execute'
__angelssmelting__/data-updates.lua:5: in main chunk

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Re: Development and Discussion

Post by The5thRider »

Hello

After updating angelsrefining and angelspetrochem, I got a load error like this
https://ibb.co/BzMyG2W

so I reverted to refining v10.4, and still got a load error
https://ibb.co/72zp39w

so I reverted the petrochem to previous 8.1, and got my game working fine.

look into that please, I'll be monitoring, but for now I"m using the old versions of these files.
my game's modlist is quite long, but still mainly all the most popular (Trending) ones.
I'm not using Infinite ores

Code: Select all

 17.986 Checksum for core: 2126933501
  17.986 Checksum of base: 1967292039
  17.986 Checksum of railloader: 2268167061
  17.986 Checksum of AfraidOfTheDark: 3234853960
  17.986 Checksum of angelsaddons-cab: 1992982769
  17.986 Checksum of auto-research: 2958201390
  17.986 Checksum of AutoDeconstruct: 2582707891
  17.986 Checksum of bobinserters: 985220932
  17.986 Checksum of boblibrary: 1591833824
  17.986 Checksum of Bottleneck: 3138809866
  17.986 Checksum of CleanestConcrete: 2588940844
  17.986 Checksum of clock: 3722216337
  17.986 Checksum of ClosestFirst: 132630935
  17.986 Checksum of Enhanced_Map_Colors: 852423496
  17.986 Checksum of even-distribution: 13940297
  17.986 Checksum of EvoGUI: 3279161307
  17.986 Checksum of factorio-reach: 223169401
  17.986 Checksum of Fill4Me: 4262085054
  17.986 Checksum of Flare Stack: 2374449
  17.986 Checksum of Flow Control: 3821924777
  17.986 Checksum of FNEI: 3393476267
  17.986 Checksum of helmod: 111155820
  17.986 Checksum of Infinizoom: 3200612880
  17.986 Checksum of LandMover: 1870420404
  17.986 Checksum of manual-inventory-sort: 286220899
  17.986 Checksum of minime: 1159618618
  17.986 Checksum of nicefill: 539078972
  17.986 Checksum of OpteraLib: 1315444285
  17.986 Checksum of Power Armor MK3: 434612122
  17.986 Checksum of qol_research: 3650033342
  17.986 Checksum of Squeak Through: 3677677690
  17.986 Checksum of stdlib: 68667574
  17.986 Checksum of VehicleSnap: 710606590
  17.986 Checksum of Warehousing: 1492909043
  17.986 Checksum of WaterWell: 4254977431
  17.986 Checksum of YARM: 3223135320
  17.986 Checksum of bobores: 3626124899
  17.986 Checksum of bobtech: 4164274838
  17.986 Checksum of bobvehicleequipment: 2728567119
  17.986 Checksum of LightedPolesPlus: 3995734
  17.986 Checksum of PickerAtheneum: 1611271208
  17.986 Checksum of StorageTank2: 3685718469
  17.986 Checksum of bobplates: 4004719936
  17.986 Checksum of Nanobots: 3857221098
  17.986 Checksum of PickerDollies: 1558162778
  17.986 Checksum of PickerExtended: 3207011339
  17.986 Checksum of rso-mod: 83009251
  17.986 Checksum of bobassembly: 24878518
  17.986 Checksum of bobelectronics: 1833912833
  17.986 Checksum of bobgreenhouse: 2485507801
  17.986 Checksum of boblogistics: 4065682039
  17.986 Checksum of bobmining: 1214531256
  17.986 Checksum of bobpower: 3196011748
  17.986 Checksum of bobrevamp: 2595430217
  17.986 Checksum of angelsrefining: 1057544930
  17.986 Checksum of bobmodules: 20345667
  17.986 Checksum of bobwarfare: 92452554
  17.986 Checksum of GDIW: 3345880964
  17.986 Checksum of LoaderRedux: 1640857962
  17.986 Checksum of miniloader: 1446169822
  17.986 Checksum of angelsaddons-warehouses: 3231986341
  17.986 Checksum of angelspetrochem: 53573367
  17.986 Checksum of BlueprintExtensions: 1908590405
  17.986 Checksum of vanilla-loaders-hd: 938382035
  17.986 Checksum of angelsaddons-pressuretanks: 1932015836
  17.986 Checksum of angelssmelting: 1845490153
  17.986 Checksum of reverse-factory: 2582271063
  17.986 Checksum of angelsbioprocessing: 2855003852
  17.986 Checksum of AngelsUsedCoolant: 2523585842
  17.986 Checksum of ShinyAngelGFX: 2616363950
If You need anything more to help to fix this let me know.

Love your work
Highest regards.

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Re: Development and Discussion

Post by Vlad0s163 »

Crash then start the game
Factorio v.0.17.25 mod`s version: 0.6.1
failed to load the following modes: error while running setup for recipe prototype "temperate-garden-cultivating-b" (recipe): Duplicate item products are not allowed {temperate-garden exists 2 or more times}
Angel`s Bio Processing

problem`s Screenshot

https://disk.yandex.ru/client/disk/Скри ... -56-10.png

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Arch666Angel

Post by Vlad0s163 »

Crash then start the game
Factorio v.0.17.25 mod`s version: 0.6.1
failed to load the following modes: error while running setup for recipe prototype "temperate-garden-cultivating-b" (recipe): Duplicate item products are not allowed {temperate-garden exists 2 or more times}
Angel`s Bio Processing

problem`s Screenshot

https://disk.yandex.ru/client/disk/Скри ... -56-10.png
mod crashed in v. 0.17.25, but not chashed in 0.17.24

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