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Re: [MOD 0.16] MadClown01's Processing

Posted: Sat Apr 07, 2018 11:40 pm
by MadClown01
npuldon wrote:Your mod settings toggle for fortification and equipment groups don't see to work in the off position. FYI
Oops - changed for next version

Re: [MOD 0.16] MadClown01's Processing

Posted: Mon Apr 09, 2018 1:24 pm
by Mella
MadClown01 wrote:
aklesey1 wrote:Found unused boric acid in MadClown's Processing - borax boron have many many applications in py mods ;)
Where do u planing to use boric acid? :?:
Shhhhh don't spoil the surprise ;)
Where we''ll be able to use boric acid? pls tell ;)

Re: [MOD 0.16] MadClown01's Processing

Posted: Fri Apr 13, 2018 6:01 pm
by steinio
Hi,

made a german (locale\de) locale for this mod:
Clowns-Processing.cfg
(4.65 KiB) Downloaded 213 times
Seems the item group changing doesn't work.
Equipment is enabled but gems still has it's own group.
Fortifications was never seen.

Re: [MOD 0.16] MadClown01's Processing

Posted: Mon May 14, 2018 8:32 pm
by IanRaven
Turning off the gem clean up and equipment group still don't work.

Great work by the way.

Re: [MOD 0.16] MadClown01's Processing

Posted: Wed May 16, 2018 1:38 am
by OmegaZone
I love this mod but it has a minor incompatibility with Seablock, there crystalyzation recipes for the base ores are missing, so while all the advanced tech and processing is there, you cannot obtain the base ores.
Any chance of a fix being implemented.

Re: [MOD 0.16] MadClown01's Processing

Posted: Thu May 24, 2018 6:58 am
by MadClown01
IanRaven wrote:Turning off the gem clean up and equipment group still don't work.

Great work by the way.
Thanks man :)

Should be fixed now!

Re: [MOD 0.16] MadClown01's Processing

Posted: Thu May 24, 2018 6:59 am
by MadClown01
OmegaZone wrote:I love this mod but it has a minor incompatibility with Seablock, there crystalyzation recipes for the base ores are missing, so while all the advanced tech and processing is there, you cannot obtain the base ores.
Any chance of a fix being implemented.
I think that'd be on the Seablock author :(

Not sure what I can do

Re: [MOD 0.16] MadClown01's Processing

Posted: Thu May 24, 2018 10:47 pm
by Light
MadClown01 wrote:
IanRaven wrote:Turning off the gem clean up and equipment group still don't work.

Great work by the way.
Thanks man :)

Should be fixed now!
Gem cleanup enabled doesn't do anything. Equipment disabled still shows equipment category.

Sorry to say it didn't work out. I would certainly love to eliminate these categories given there's too many.

Re: [MOD 0.16] MadClown01's Processing

Posted: Sat Jun 02, 2018 5:35 am
by MadClown01
Light wrote:
MadClown01 wrote:
IanRaven wrote:Turning off the gem clean up and equipment group still don't work.

Great work by the way.
Thanks man :)

Should be fixed now!
Gem cleanup enabled doesn't do anything. Equipment disabled still shows equipment category.

Sorry to say it didn't work out. I would certainly love to eliminate these categories given there's too many.
I'm unable to replicate the bug :(
Seems to work for me - are you sure you've downloaded the latest version?

Re: [MOD 0.16] MadClown01's Processing

Posted: Wed Jun 06, 2018 9:58 pm
by nets
In my modded game i have magnesium, which i believe to come from Processing mod, which is made by something. However i have no ways to sort anything yielding magnesium ore. Perhaps i'm missing something. This makes using the recipe for Iron+Manganese+Magnesium difficult (impossible?). What could i possibly be missing?

I have included factorio-current.log in pastebin ( https://pastebin.com/DUcYnVJB ).

Re: [MOD 0.16] MadClown01's Processing

Posted: Thu Jun 07, 2018 4:50 pm
by Jackalope_Gaming
nets wrote:In my modded game i have magnesium, which i believe to come from Processing mod, which is made by something. However i have no ways to sort anything yielding magnesium ore. Perhaps i'm missing something. This makes using the recipe for Iron+Manganese+Magnesium difficult (impossible?). What could i possibly be missing?

I have included factorio-current.log in pastebin ( https://pastebin.com/DUcYnVJB ).
The only place I'm finding magnesium able to be created is in one of the titanium ingot recipes. However, since it takes magnesium ingots in there's actually no way of creating the ore or using that recipe.

But keep in mind some ores and the like are added into the data when the author is experimenting with some things or otherwise adding on and prepping for future work. It's easier to add some ideas in increments than to keep track of everything that doesn't work in the current release and add it in only when it's fully developed. Plus it allows for some feedback if people look at and analyze it.

MadClown, I think it's interesting how you've got the magnesium loop going into the titanium chain. Would love to see how it ends up playing out once the recipes are finished and it becomes obtainable.

Edit: Looking through the mod stuff, it appears magnesium is in the Extended Minerals mod.

Re: [MOD 0.16] MadClown01's Processing

Posted: Sat Jun 16, 2018 11:33 am
by MadClown01
Jackalope_Gaming wrote:...
A very eloquent way of putting it. Honestly the truth is that I accidentally released my testing copy, so I just went "meh" and kept the changes out there.
I need to add a proper magnesium processing chain etc, but yeah eventually you'll be able to use it in iron & titanium smelting.

Re: [MOD 0.16] MadClown01's Processing

Posted: Sun Nov 11, 2018 4:42 pm
by npuldon
Does this mod work with Bobs and Pyanodon ONLY, aka, NOT including Angel's mods? If so, I'm wondering if the PyTouched by an Angel mod is necessary as well if only playing with BPY + your Processing mod ONLY.

Thanks

Re: [MOD 0.16] MadClown01's Processing

Posted: Mon Nov 12, 2018 9:00 pm
by kingarthur
npuldon wrote:
Sun Nov 11, 2018 4:42 pm
Does this mod work with Bobs and Pyanodon ONLY, aka, NOT including Angel's mods? If so, I'm wondering if the PyTouched by an Angel mod is necessary as well if only playing with BPY + your Processing mod ONLY.

Thanks
It's got a hard dependency on Angel's mods. Not going to work if Angel's isn't loaded

Re: [MOD 0.16] MadClown01's Processing

Posted: Sun Mar 10, 2019 6:19 pm
by Absolute-Phoenix
So you just released an update to 0.17 but it depends on "Angel's Bio Processing" Witch has not been updated...Is this intended?

Re: [MOD 0.16] MadClown01's Processing

Posted: Sun Mar 10, 2019 7:10 pm
by Light
Absolute-Phoenix wrote:
Sun Mar 10, 2019 6:19 pm
So you just released an update to 0.17 but it depends on "Angel's Bio Processing" Witch has not been updated...Is this intended?
When bioprocessing is released you don't have to wait for this mod to also be updated, you can play with both straight away.

Re: [MOD 0.16] MadClown01's Processing

Posted: Tue Mar 12, 2019 1:24 pm
by jooe
tl;dr: Incompatibility with alien-biomes, "Error AppManager.cpp:606: Value outside of range in property tree at ROOT.arguments[1].arguments[1].arguments.seed1.literal_value"

Hi everybody,

I know that we should not actually use the updated MadClown's mods yet, as the dependency Angel's Bio Processing is not yet updated.

Anyways, becoming a little bit impatient (no offense intended ;) I tried it out with the patch posted by mrvn (viewtopic.php?f=185&t=65349#p405850)

When I also load the mod alien biomes (0.4.2), I cannot start a new map because of the following error:
Error AppManager.cpp:606: Value outside of range in property tree at ROOT.arguments[1].arguments[1].arguments.seed1.literal_value

The error occurs with the following mod combination:
1) full bob's
2) full angel's
3) clown's processing+minerals
4) alien biomes

Removing either 3 or 4 makes the error disappear.
I could not find out where "literal_value" gets used except in RSO, which is *not* loaded.

Maybe you can iron this out while Angel is still working on Bio Processing? Thank you all for your great work on those mods! :)

Re: [MOD 0.16] MadClown01's Processing

Posted: Tue Mar 12, 2019 3:53 pm
by kenlon
Light wrote:
Sun Mar 10, 2019 7:10 pm
When bioprocessing is released you don't have to wait for this mod to also be updated, you can play with both straight away.
So no using the other parts of the MadClown stuff while we wait for Angel then, I guess? I hope Bioprocessing gets updated really soon, I'm suffering from complexity withdrawal.

Re: [MOD 0.16] MadClown01's Processing

Posted: Tue Mar 12, 2019 4:58 pm
by jooe
I asked Earendel, the author of alien biomes, if he had an idea about the problem mentioned above. Here is what he wrote:
My mod doesn't affect resource or biter placement at all. I actually make a point of that when people ask for things like resources restricted to biomes. Other people are free to make mods that do that though.
anyway, my best guess is that their mod references the autoplace settings of some base game tile, but my mod sets all of those to nil so it can't find something
Any idea what to do? I'll try and look into the code myself, but while I do know some coding, I've never been into modding games ...

Re: [MOD 0.16] MadClown01's Processing

Posted: Sat Mar 30, 2019 11:48 am
by jooe
Just thought I'd drop a short message that the problem I mentioned before has been fixed by Earendel (quite a while ago). Alien Biomes in its current version is now using less noise layers so they are available for other mods (like this one).