That worked. After upgrading and replacing everything seems to work. Thanks for the tip.TheSAguy wrote: Can you load a save before the update and mine the Cannons? Maybe download 1.8.2 and load, mine the cannons and then update.
MOD [ 0.18.x / 1.1 ] Bio-Industries
Re: MOD [ 0.15.x] Bio-Industries 1.8.7
Re: MOD [ 0.15.x] Bio-Industries 1.8.9
Hi TheSAguy
I have one wish for recipe where we can get sulfur from ash
In bob's mods we need 5 sulfur to get 50 sulfur dioxide and after that get sulfuric acid
In angel's mods we need 1 sulfur to get 50 sulfur dioxide and after that get sulfuric acid
To keep balance for sulfuric acid production I suggest to enter detection of angel mods - dynamic changing recipe, so 2 varinats
1) If only bob's mods only ur recipe remains the same - 10 ash + 10 sulfuric acid
2) If bob's mods + angel mods ur recipe will changed - 10 + 50 sulfuric acid bcuz we can spend sulfur in smaller quantities -and we can produce sulfuric acid infinitely repeating this cycle with ashes processing
I have one wish for recipe where we can get sulfur from ash
In bob's mods we need 5 sulfur to get 50 sulfur dioxide and after that get sulfuric acid
In angel's mods we need 1 sulfur to get 50 sulfur dioxide and after that get sulfuric acid
To keep balance for sulfuric acid production I suggest to enter detection of angel mods - dynamic changing recipe, so 2 varinats
1) If only bob's mods only ur recipe remains the same - 10 ash + 10 sulfuric acid
2) If bob's mods + angel mods ur recipe will changed - 10 + 50 sulfuric acid bcuz we can spend sulfur in smaller quantities -and we can produce sulfuric acid infinitely repeating this cycle with ashes processing
Nickname on ModPortal - Naron79
Re: MOD [ 0.15.x] Bio-Industries 1.8.9
I believe the first recipe you mention is already in there:aklesey1 wrote:Hi TheSAguy
I have one wish for recipe where we can get sulfur from ash
In bob's mods we need 5 sulfur to get 50 sulfur dioxide and after that get sulfuric acid
In angel's mods we need 1 sulfur to get 50 sulfur dioxide and after that get sulfuric acid
To keep balance for sulfuric acid production I suggest to enter detection of angel mods - dynamic changing recipe, so 2 varinats
1) If only bob's mods only ur recipe remains the same - 10 ash + 10 sulfuric acid
2) If bob's mods + angel mods ur recipe will changed - 10 + 50 sulfuric acid bcuz we can spend sulfur in smaller quantities -and we can produce sulfuric acid infinitely repeating this cycle with ashes processing
I'll make it dynamic in a future update to be like you describe when Angels is installed.
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Re: MOD [ 0.15.x] Bio-Industries 1.8.9
Hello, I have a question about the bob's greenhouse optional dependency. What does it change, and what is the functionality between the two? Is it just compatibility or does it add extra stuff?
Cheers
Cheers
"men will literally learn everything about ancient Rome instead of going to therapy"
Re: MOD [ 0.15.x] Bio-Industries 1.8.9
It's been so long since I even loaded Bob's green house...diongham wrote:Hello, I have a question about the bob's greenhouse optional dependency. What does it change, and what is the functionality between the two? Is it just compatibility or does it add extra stuff?
Cheers
I think it was just to update his icons to match mine.
Re: MOD [ 0.15.x] Bio-Industries 1.8.9
are the dart turrets and ammo supposed to benefit from research for bullet damage and fire rate? this is what I see when I mouse over the techs in the tech tree. no other mods besides bio industries installed, version 1.8.9 for mod and latest experimental update listed on steam for game.
Re: MOD [ 0.15.x] Bio-Industries 1.8.9
Oops, did not know I had to give those descriptions.deathblob wrote:are the dart turrets and ammo supposed to benefit from research for bullet damage and fire rate? this is what I see when I mouse over the techs in the tech tree. no other mods besides bio industries installed, version 1.8.9 for mod and latest experimental update listed on steam for game.
Fixed in 1.9.0. Thanks for the report.
Re: MOD [ 0.15.x] Bio-Industries 1.9.0
Thank you:) fix works, should help out with making them last a bit longer.
Re: MOD [ 0.15.x] Bio-Industries 1.9.1
there is an issue with the latest version 1.9.2 ; it crashes factorio to desktop with an invalid path.. i opened an issue on github for you ![Smile :)](./images/smilies/icon_e_smile.gif)
but putting this here also.. just realizing that there is a ton of whitespace on that ss :-p
![Smile :)](./images/smilies/icon_e_smile.gif)
but putting this here also.. just realizing that there is a ton of whitespace on that ss :-p
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Re: MOD [ 0.15.x] Bio-Industries 1.9.1
Should be fixed in 1.9.3.pleauser wrote:there is an issue with the latest version 1.9.2 ; it crashes factorio to desktop with an invalid path.. i opened an issue on github for you
but putting this here also.. just realizing that there is a ton of whitespace on that ss :-p
Thanks for the report.
Re: MOD [ 0.15.x] Bio-Industries 1.9.3
bug bug! 1/9/3
Re: MOD [ 0.15.x] Bio-Industries 1.9.3
Hmm, that's weird. Wonder if it's another mod causing this, since it does have a fuel value:Airat9000 wrote:bug bug! 1/9/3
Code: Select all
---- Seedling
{
type = "item",
name = "seedling",
icon = "__Bio_Industries__/graphics/icons/Seedling.png",
flags = {"goes-to-main-inventory"},
subgroup = "intermediate-product",
order = "x[bi]-b[bi-seedling]",
place_result="seedling",
fuel_value = "1MJ",
fuel_category = "chemical",
stack_size= 400
},
Thanks.
Re: MOD [ 0.15.x] Bio-Industries 1.9.3
mods? save file?TheSAguy wrote:Hmm, that's weird. Wonder if it's another mod causing this, since it does have a fuel value:Airat9000 wrote:bug bug! 1/9/3
Could you please send me a save?Code: Select all
---- Seedling { type = "item", name = "seedling", icon = "__Bio_Industries__/graphics/icons/Seedling.png", flags = {"goes-to-main-inventory"}, subgroup = "intermediate-product", order = "x[bi]-b[bi-seedling]", place_result="seedling", fuel_value = "1MJ", fuel_category = "chemical", stack_size= 400 },
Thanks.
Bug with disabled Bio-Cannon
Hi,
when disabling the Bio-Cannon, the game can't start any more because of the missing Bio_Cannon_Ammo category. This might be easy to fix by edit the data-upates.lua file: At line 67, where you adjust the technologies for the ammo bonus, you have to check if the Bio_Cannon is enabled. E.g:
Kind regards,
Gerhard
when disabling the Bio-Cannon, the game can't start any more because of the missing Bio_Cannon_Ammo category. This might be easy to fix by edit the data-upates.lua file: At line 67, where you adjust the technologies for the ammo bonus, you have to check if the Bio_Cannon is enabled. E.g:
Code: Select all
if BI.Settings.Bio_Cannon and (not (mods["Natural_Evolution_Buildings"] or data.raw["item"]["TerraformingStation"] ~= nil)) then
-- Don't duplicate what NE does
if not mods["Natural_Evolution_Buildings"] then
require("prototypes.Bio_Cannon.technology-updates")
end
end
Gerhard
Re: Bug with disabled Bio-Cannon
Thanks for the report! Fixed.gheift wrote:Hi,
when disabling the Bio-Cannon, the game can't start any more because of the missing Bio_Cannon_Ammo category. This might be easy to fix by edit the data-upates.lua file: At line 67, where you adjust the technologies for the ammo bonus, you have to check if the Bio_Cannon is enabled. E.g:
Kind regards,Code: Select all
if BI.Settings.Bio_Cannon and (not (mods["Natural_Evolution_Buildings"] or data.raw["item"]["TerraformingStation"] ~= nil)) then -- Don't duplicate what NE does if not mods["Natural_Evolution_Buildings"] then require("prototypes.Bio_Cannon.technology-updates") end end
Gerhard
Can you send me a save. If you can't start the game, remove Bio Industries, start, save and send that to me, I'll add it back in.Airat9000 wrote:
mods? save file?
Also try reinstalling Bio Industries, since you are the only one with this game breaking issue, it's or a bad install or a mod conflict.
Thanks.
Re: MOD [ 0.15.x] Bio-Industries 1.9.4
I really appreciate the concept and the work behind this mod, the decorations, the recipes and I use it all the times, the only complaints I ever had are regarding some of the building textures, for example the wooden pipes look just fine unless it touches a iron pipe or a machine from the top side, which causes some weird texture overlapping to show up. I really wish I had the skill to help fix that, unfortunately I can only report it.
Re: MOD [ 0.15.x] Bio-Industries 1.9.4
Yeah, That will unfortunately happen with any mod that adds two colored items. The game has to choose one of the two. Don't get hung-up on small denials like that! Enjoy the game. Get me improvements/new items to addBaccalon wrote:I really appreciate the concept and the work behind this mod, the decorations, the recipes and I use it all the times, the only complaints I ever had are regarding some of the building textures, for example the wooden pipes look just fine unless it touches a iron pipe or a machine from the top side, which causes some weird texture overlapping to show up. I really wish I had the skill to help fix that, unfortunately I can only report it.
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: MOD [ 0.15.x] Bio-Industries 1.9.4
Hi, I'm not 100% sure that it is your mod that is causing the problem but I cannot use your mod with the Omnimatter mod as the recipe to turn crushed stone into normal stone seems to get removed, would you know of anything i could do to get around this somehow? or if there is a way to disable this?
Re: MOD [ 0.15.x] Bio-Industries 1.9.4
Bio Industries does not have a Crushed stone to Normal Stone recipe. Or have any reason to remove that recipe from another Mod...Elith wrote:Hi, I'm not 100% sure that it is your mod that is causing the problem but I cannot use your mod with the Omnimatter mod as the recipe to turn crushed stone into normal stone seems to get removed, would you know of anything i could do to get around this somehow? or if there is a way to disable this?
Sorry.
Re: MOD [ 0.15.x] Bio-Industries 1.9.4
When i activate bio industries after i start a game with omnimatter i got this message inGame:TheSAguy wrote:Bio Industries does not have a Crushed stone to Normal Stone recipe. Or have any reason to remove that recipe from another Mod...
Sorry.
The message is in german but i think you know that window