Page 3 of 5

Re: [0.14.x] Petrochem Plus

Posted: Fri Apr 21, 2017 4:29 pm
by quenenni
Orib0ck wrote:
aklesey1 wrote:
kinnom wrote:phosgene is among the chlorine recipes
I know, but its not active, how to make it active? I don't remember may i'm stared this game before i installed ur mod? and chlorine processing was researched before
Most players don't have that problem because they don't add mods to a running game.

I know, it's maybe a little bit late, but for the future:
This will reset that specific research and if you "re-research" it, the new recipes will show up in the inventory:

Code: Select all

/c game.player.force.technologies["HERE_TECHNOLOGY_NAME"].researched = false
For example with chlorine processing 1 from Angel's Petrochem:

Code: Select all

/c game.player.force.technologies["chlorine-processing-1"].researched = false
@kinnom
(I'm using full Bob's and Angel's)
I found two bugs: One in the locale at advanced chemistry 5 and another one at the cyan-metal-catalyst, where you should increase the stack size to 100.
Are you releasing PCP 0.0.5 when Factorio 0.15 will be released (And Angel's and Bob's be updated)? Pls, I like the mod :)
I too am late, but I just had this problem..
When you don't know the internal name of the recipe (or technology), and you need to be precise to be able to (de)activate it, it's quite tricky.
I did a small script to help find it:
viewtopic.php?p=256425#p256425

Re: [0.14.x] Petrochem Plus

Posted: Mon Apr 24, 2017 5:04 pm
by Shenpen
[item-name]
solid-pmma=Polymethyl Methacrylate
solid-pc=Polycarbonate
solid-ammonium-sulphate=Ammonium Sulphate
solid-sodium-nitrate=Sodium Nitrate
solid-bisphenol-a=Bisphenol A
catalyst-metal-cyan=Cyan Metal Catalyst
solid-abs= Solid ABS
solid-pvc= Solid PVC


Added the last two lines in PCP.cfg (locale).
Gets rid of the "unknown item" label.

Re: [0.14.x] Petrochem Plus

Posted: Mon Apr 24, 2017 5:33 pm
by kinnom
Shenpen wrote:[item-name]
solid-pmma=Polymethyl Methacrylate
solid-pc=Polycarbonate
solid-ammonium-sulphate=Ammonium Sulphate
solid-sodium-nitrate=Sodium Nitrate
solid-bisphenol-a=Bisphenol A
catalyst-metal-cyan=Cyan Metal Catalyst
solid-abs= Solid ABS
solid-pvc= Solid PVC


Added the last two lines in PCP.cfg (locale).
Gets rid of the "unknown item" label.
Thank you. I'm playing through 0.15 now to see the changes, after that I will start on the 0.15 version of PCP in which I will add that.

Re: [0.14.x] Petrochem Plus

Posted: Thu May 04, 2017 5:19 pm
by sbadkins4@yahoo.com
How is it looking, Sir?

Re: [0.14.x] Petrochem Plus

Posted: Thu May 04, 2017 7:02 pm
by kinnom
sbadkins4@yahoo.com wrote:How is it looking, Sir?
I think I've gotten a good look at 0.15. I'll begin updating soon.

Re: [0.14.x] Petrochem Plus

Posted: Thu May 04, 2017 7:54 pm
by sbadkins4@yahoo.com
Excellent Sir. :)

Re: [0.14.x] Petrochem Plus

Posted: Fri May 05, 2017 4:24 am
by aklesey1
kinnom wrote:
sbadkins4@yahoo.com wrote:How is it looking, Sir?
I think I've gotten a good look at 0.15. I'll begin updating soon.
I hope u will add something brand new and interesting, I like a variety and innovations

Re: [0.14.x] Petrochem Plus

Posted: Wed May 10, 2017 7:15 pm
by kinnom
released version 0.0.5:
-updated to factorio 0.15
-fixed several bugs
-added 9 kb of disabled code

Side note:
Any help on the chemical thrower is appreciated.

Re: [0.15.x] Petrochem Plus

Posted: Fri May 12, 2017 1:10 am
by Zombiee
Small Bug Report

Installing of PCP 0.0.5 seems to remove the ability to unlock Liquifier Mk 4 recipe via tech.

Adding

{type = "unlock-recipe", recipe = "liquifier-4"},

to /prototypes/updates.lua with the angels-advanced-chemisty-3 group fixed it.

I don't know if this is just a clunky fix or the actual problem though.

Many thanks.

Re: [0.15.x] Petrochem Plus

Posted: Fri May 12, 2017 6:08 am
by Arch666Angel
If you use something like

Code: Select all

data.raw.technology["angels-advanced-chemistry-3"].effects = {{type = "unlock-recipe", recipe = "angels-electrolyser-4"}, {type = "unlock-recipe", recipe = "separator-3"},...}
you override the whole effects table, most of the time you dont need this because you just want to add one recipe as unlock.
In this case you could use the following instead, it adds the unlock to the existing table

Code: Select all

table.insert(data.raw.technology["angels-advanced-chemistry-3"].effects,{type = "unlock-recipe", recipe = "cumene-process"})
In most cases you want to use this along with a save check so it wont error out.
The other more convinient way is to use the override functions, since you have a dependency on Petrochem anyway they are available to use, that would reduce it to

Code: Select all

angelsmods.functions.OV.add_unlock("angels-advanced-chemistry-3", "cumene-process")
Up to you, just makes it a bit easier to maintain the mod and react to changes. Appreciate the work and addition to Petrochem :)

Re: [0.15.x] Petrochem Plus

Posted: Fri May 12, 2017 5:55 pm
by sbadkins4@yahoo.com
Sir,
Just to ask. I know that mods like Angel's and Bob's automatically un-research altered techs, to make sure that new recipes / etc. are added if mod is updated / added during play. Does / will this mod have this feature?
Thank you for your time.

Re: [0.15.x] Petrochem Plus

Posted: Fri May 12, 2017 7:37 pm
by kinnom
sbadkins4@yahoo.com wrote:Sir,
Just to ask. I know that mods like Angel's and Bob's automatically un-research altered techs, to make sure that new recipes / etc. are added if mod is updated / added during play. Does / will this mod have this feature?
Thank you for your time.
Not yet.

Re: [0.15.x] Petrochem Plus

Posted: Sat May 13, 2017 2:03 am
by sbadkins4@yahoo.com
Sir,
In that case, though I do not wish to be a bother, might it be possible to get a full list of console commands to reset all of the research affected by this mod?
Thank you for your time.

Re: [0.15.x] Petrochem Plus

Posted: Sat May 27, 2017 8:52 pm
by Chaos234
Will there be a "long description" post like it can be found in the old PCehm thread? Eventually with the same flow chart like it can be found in the refining mods thread?

I am a bit confused what building is for what and how I canget the highest potential out from it :(

Re: [0.15.x] Petrochem Plus

Posted: Thu Jun 01, 2017 3:18 pm
by aklesey1
Conflict with new Angel's Petrochem 0.5.9
Arch666Angel added liquid plastic and liquid resin
Here's error

Re: [0.15.x] Petrochem Plus

Posted: Thu Jun 01, 2017 4:46 pm
by kinnom
will fix

Re: [0.15.x] Petrochem Plus

Posted: Sat Jun 03, 2017 6:25 am
by Zombiee
Short term fix till Kinnom has an opportunity to fix correctly.

pcp_0.0.5/prototypes/updates.lua:
Replace "solid-plastic-3" with "liquid-plastic-3" on lines 54 and lines 59

If you're feeling froggy, you can dive into /prototypes/recipes.lua:

and everytime "plastic-bar" appears, replace it with "liquid-plastic", on the same line change the type to "fluid" and add a 0 to the amount value.

Lines 56, 74, 355, 389 should be the only ones needed.

These changes seemed to work for me for now, no guarantees.

Re: [0.15.x] Petrochem Plus

Posted: Sun Jun 04, 2017 12:36 pm
by aklesey1
Zombiee wrote:Short term fix till Kinnom has an opportunity to fix correctly.

pcp_0.0.5/prototypes/updates.lua:
Replace "solid-plastic-3" with "liquid-plastic-3" on lines 54 and lines 59

If you're feeling froggy, you can dive into /prototypes/recipes.lua:

and everytime "plastic-bar" appears, replace it with "liquid-plastic", on the same line change the type to "fluid" and add a 0 to the amount value.

Lines 56, 74, 355, 389 should be the only ones needed.

These changes seemed to work for me for now, no guarantees.
Big thanks it works, it is only need to fix a contradiction with recipe icons :)
Some fixes will needed for these recipes, in compliance with the established liquid multiplier (x10) from 0.15 update:
20 butadiene + 50 styrene gas + 30 acrylonitrile = 10 liquid plastic - now - must be 20 butadiene + 50 styrene gas + 30 acrylonitrile = 100 liquid plastic
5 Naphtha + 30 vinyl chloride =1 liquid plastic - now - must be 50 naphtha + 30 vy=inyl chloride = 10 liquid plastic
1 Polymethyl Mrethacrylate = 1 liquid plastic - now - must be 1 Polymethyl Mrethacrylate = 10 liquid plastic
1 Polycarbonate = 1 liquid plastic - now - must be 1 Polycarbonate = 10 liquid plastic

Re: [0.15.x] Petrochem Plus

Posted: Sun Jun 04, 2017 4:01 pm
by Mella
Hi Kinnom, you did nice mod i like it
But where to use this tons (!!!) of plastic and glass - I do not invest in development of military technologies, and on an electronics I need not really many plastic, and the same is for glass

Re: [0.15.x] Petrochem Plus

Posted: Sun Jun 04, 2017 8:40 pm
by Zombiee
aklesey1 wrote: Big thanks it works, it is only need to fix a contradiction with recipe icons :)
Some fixes will needed for these recipes, in compliance with the established liquid multiplier (x10) from 0.15 update:
20 butadiene + 50 styrene gas + 30 acrylonitrile = 10 liquid plastic - now - must be 20 butadiene + 50 styrene gas + 30 acrylonitrile = 100 liquid plastic
5 Naphtha + 30 vinyl chloride =1 liquid plastic - now - must be 50 naphtha + 30 vy=inyl chloride = 10 liquid plastic
1 Polymethyl Mrethacrylate = 1 liquid plastic - now - must be 1 Polymethyl Mrethacrylate = 10 liquid plastic
1 Polycarbonate = 1 liquid plastic - now - must be 1 Polycarbonate = 10 liquid plastic
Yes, for the values of liquid plastic you need to x10 them all (or add a 0 to them as I mentioned) however your change of 5 Naphtha to 50 Naphtha is incorrect. It was 0.5 in pre-0.15 factorio so the value of 5 is correct.