[MOD 0.16] MadClown01's Processing

Infinite Ores, Refining, Ore Processing ...

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Bizobinator
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Re: [MOD 0.16] MadClown01's Processing

Post by Bizobinator »

I started getting this error on load (started happening after some other mods updated; I didn't pay attention to which ones though.
Factorio mod error 05122019.PNG
Factorio mod error 05122019.PNG (33.99 KiB) Viewed 9468 times

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Re: [MOD 0.16] MadClown01's Processing

Post by Tron842 »

I am also getting the error with only angel's mods and bob's warfare and it's prerequisites.

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Re: [MOD 0.16] MadClown01's Processing

Post by lamoxd »

Bizobinator wrote:
Sun May 12, 2019 10:00 pm
I started getting this error on load (started happening after some other mods updated; I didn't pay attention to which ones though.
Bob's Warfare moved equipment to a separate mod. You need to DL it

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Re: [MOD 0.16] MadClown01's Processing

Post by pezzawinkle »

once the personal equipment mods have been finalised, i will take a look at patching this, it is a mildly silly thing to be looking for the mod, and not the item... old habits die hard i guess...

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Re: [MOD 0.16] MadClown01's Processing

Post by Inoom »

Is it ok that chemical processing of madclown ores doesn't need acids?

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Re: [MOD 0.16] MadClown01's Processing

Post by pezzawinkle »

no... no it is not ok... it "should" default to use sulfuric acid, unless the acid use button on angels settings is checked...

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Re: [MOD 0.16] MadClown01's Processing

Post by Inoom »

Remove acid button check. Now all basic ores use sulfuric acid but madclowns not use any.
Any way it can be fixed for use acids (and use diffrent like in angel)?

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Re: [MOD 0.16] MadClown01's Processing

Post by Inoom »

Ou. It was needed Angel infinite ores mod. Now all works ok.
But now i think how disable infinite ores...

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Re: [MOD 0.16] MadClown01's Processing

Post by archi9 »

@pezzawinkle
Two weeks ago i updated 4 MadClowns mod for my private modpack.

Fix compatibility with Bob's and some other stuff + add RU locales (more in archive changelog). You can freely use it to update original mods.
Attachments
Clowns-Processing_1.3.3.zip
(820.34 KiB) Downloaded 195 times
Clowns-Nuclear_1.3.5.zip
(261.95 KiB) Downloaded 188 times
Clowns-Extended-Minerals_1.1.4.zip
(3.5 MiB) Downloaded 171 times
Clowns-AngelBob-Nuclear_1.1.6.zip
(221.65 KiB) Downloaded 179 times

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Re: [MOD 0.16] MadClown01's Processing

Post by pezzawinkle »

ill take a look at those 4, i should have checked before i did my latest round of updates.
I will see if i can integrate these in the next patch cycle.

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Re: [MOD 0.16] MadClown01's Processing

Post by mutkanum »

Full Angel + Bob Works properly. With clown's the error is:

"Error in assign, ítem-subgroup with 'petrochem-raw' does not exist

Source: catalyst-metal-void(ítem)

mod a desactivar: clown-processing"

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Re: [MOD 0.16] MadClown01's Processing

Post by killwort »

Quick and dirty fix for loading clowns_processing along with BA in .18 attached.
Changes:
[*] violet catalyst moved to uranium category
[*] icons for centrifuges are explicitly set to 32px size

This changes allow mod to load, yet IDK if it will work well or look nice :)
Attachments
Clowns-Processing_1.3.7.zip
(836.42 KiB) Downloaded 159 times

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Re: [MOD 0.16] MadClown01's Processing

Post by pezzawinkle »

ah, i didn't see those issues... i hope the most recent version works well...
Please let me know on the mod portal if you find any more issues, i tend to visit that location more often.

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Re: [MOD 0.16] MadClown01's Processing

Post by Magnatix »

Новый точечный рисунок.jpg
Новый точечный рисунок.jpg (51.56 KiB) Viewed 7935 times

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Re: [MOD 0.16] MadClown01's Processing

Post by canisdirusleidy »

Magnatix wrote:
Sat Mar 21, 2020 8:09 am
Новый точечный рисунок.jpg
Quick and dirty fix: add property "icon_size = 32" to "data.raw.recipe["solid-salt"].icons" and "data.raw.recipe["solid-salt-from-saline"].icons" in file "Clowns-Processing_1.3.8/prototypes/overrides.lua" and uncomment this property for recipe "intermediate-salination" (in file "Clowns-Processing_1.3.8/prototypes/recipes/salination.lua").

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Re: [MOD 0.16] MadClown01's Processing

Post by Magnatix »

canisdirusleidy wrote:
Sat Mar 21, 2020 8:45 am
Magnatix wrote:
Sat Mar 21, 2020 8:09 am
Новый точечный рисунок.jpg
Quick and dirty fix: add property "icon_size = 32" to "data.raw.recipe["solid-salt"].icons" and "data.raw.recipe["solid-salt-from-saline"].icons" in file "Clowns-Processing_1.3.8/prototypes/overrides.lua" and uncomment this property for recipe "intermediate-salination" (in file "Clowns-Processing_1.3.8/prototypes/recipes/salination.lua").
its worked

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Re: [MOD 0.16] MadClown01's Processing

Post by pezzawinkle »

Thanks for the quick fix, i have done a more substantial fix for the portal version, i did get to it as quick as it could.

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Re: [MOD 0.16] MadClown01's Processing

Post by gxceb0t »

So is there any way to get platinum other than sluicing? Makes it hard to get much for violet catalyst.

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Re: [MOD 0.16] MadClown01's Processing

Post by orzelek »

I'm getting this error on 1.0:

Code: Select all

  27.777 Mods to disable:Failed to load mods: Error while loading item prototype "centrifuge-mk2" (item): Key "icon_size" not found in property tree at ROOT.item.centrifuge-mk2
Modifications: MadClown01's Processing › Big Bags › Extended Descriptions
No idea why it appeared now and didn't show up before but icon_size seems to be missing when referencing base game icon for centrifuge.
I have bob's, Angels and Clowns set (I think it's a full set without angel addon parts).
Edit:
It can be fixed by adding icon_size and mipmap info from base game centrifuge icon to centrifuge 2/3 icon definitions.

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Re: [MOD 0.16] MadClown01's Processing

Post by jokru »

Hey!
The mod seems to include the recipe for generating gardens from sand and water etc. but there is no place to craft those recipes, am I the only one with this issue? Perhaps one of my other mods messes this up.
I couldn't find a setting to enable it either.

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