Development and Discussion

Infinite Ores, Refining, Ore Processing ...

Moderator: Arch666Angel

Dreadicon
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Re: Development and Discussion

Post 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.

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Re: Development and Discussion

Post by kinnom »

Use stone -> mineralised water -> algae -> methanol -> propane
no yes yes no yes no yes yes

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Arch666Angel
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Re: Development and Discussion

Post by Arch666Angel »

trainbig2.png
trainbig2.png (408.45 KiB) Viewed 6349 times

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Re: Development and Discussion

Post by Nexela »

Take my money!

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Re: Development and Discussion

Post 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...

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Re: Development and Discussion

Post 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
no yes yes no yes no yes yes

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Arch666Angel
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Re: Development and Discussion

Post 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.

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Re: Development and Discussion

Post by Arch666Angel »

Salination Plant
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Re: Development and Discussion

Post 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?

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Re: Development and Discussion

Post 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.

---
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Re: Development and Discussion

Post by QuackerJ4ck »

Salination Plant
That would be the best christmas present in years.
I NEED THAT NOW!

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Re: Development and Discussion

Post by mexmer »

Arch666Angel wrote:
trainbig2.png
not sure, what is that red stuff on sides of engine car, but otherwise good.

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Re: Development and Discussion

Post 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.

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Re: Development and Discussion

Post by pyanodon »

Arch666Angel wrote:Salination Plant
Image

Love that one!
pY Coal processing mod
Discord: Pyanodon #5791

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Re: Development and Discussion

Post 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-)
Nickname on ModPortal - Naron79

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Re: Development and Discussion

Post 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. ;)

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Re: Development and Discussion

Post by Rue99 »

Arch666Angel wrote:Salination Plant
Image
Looks great, and it would be fantastic to have it in game. I miss salt :).

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Re: Development and Discussion

Post 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

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Re: Development and Discussion

Post by Arch666Angel »

Wasnt happy with the salination plant, remade it:
Image

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Re: Development and Discussion

Post by Wildejackson »

Wow angel, you get better and better at modeling / animating with every new entity! Looks much better then the old one.

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