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Re: [MOD 0.16] MadClown01's Processing

Posted: Sun May 12, 2019 10:00 pm
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 8441 times

Re: [MOD 0.16] MadClown01's Processing

Posted: Mon May 13, 2019 12:50 am
by Tron842
I am also getting the error with only angel's mods and bob's warfare and it's prerequisites.

Re: [MOD 0.16] MadClown01's Processing

Posted: Mon May 13, 2019 1:33 am
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

Re: [MOD 0.16] MadClown01's Processing

Posted: Mon May 13, 2019 4:21 am
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...

Re: [MOD 0.16] MadClown01's Processing

Posted: Thu Jun 06, 2019 6:16 pm
by Inoom
Is it ok that chemical processing of madclown ores doesn't need acids?

Re: [MOD 0.16] MadClown01's Processing

Posted: Fri Jun 07, 2019 4:39 am
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...

Re: [MOD 0.16] MadClown01's Processing

Posted: Fri Jun 07, 2019 3:30 pm
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)?

Re: [MOD 0.16] MadClown01's Processing

Posted: Sun Jun 09, 2019 5:55 pm
by Inoom
Ou. It was needed Angel infinite ores mod. Now all works ok.
But now i think how disable infinite ores...

Re: [MOD 0.16] MadClown01's Processing

Posted: Fri Jul 19, 2019 10:02 pm
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.

Re: [MOD 0.16] MadClown01's Processing

Posted: Sat Jul 20, 2019 12:48 pm
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.

Re: [MOD 0.16] MadClown01's Processing

Posted: Sun Feb 09, 2020 6:10 pm
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"

Re: [MOD 0.16] MadClown01's Processing

Posted: Mon Feb 10, 2020 3:21 am
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 :)

Re: [MOD 0.16] MadClown01's Processing

Posted: Sun Feb 16, 2020 6:26 am
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.

Re: [MOD 0.16] MadClown01's Processing

Posted: Sat Mar 21, 2020 8:09 am
by Magnatix
Новый точечный рисунок.jpg
Новый точечный рисунок.jpg (51.56 KiB) Viewed 6908 times

Re: [MOD 0.16] MadClown01's Processing

Posted: Sat Mar 21, 2020 8:45 am
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").

Re: [MOD 0.16] MadClown01's Processing

Posted: Sat Mar 21, 2020 8:56 am
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

Re: [MOD 0.16] MadClown01's Processing

Posted: Mon Mar 23, 2020 12:04 am
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.

Re: [MOD 0.16] MadClown01's Processing

Posted: Fri Aug 07, 2020 10:38 pm
by gxceb0t
So is there any way to get platinum other than sluicing? Makes it hard to get much for violet catalyst.

Re: [MOD 0.16] MadClown01's Processing

Posted: Sun Aug 16, 2020 11:50 am
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.

Re: [MOD 0.16] MadClown01's Processing

Posted: Mon Nov 02, 2020 12:40 am
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.