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Re: MOD [ 0.16.x] Bio-Industries 2.2.2

Posted: Sun Apr 01, 2018 4:23 pm
by Kenira
The cause of the bug i had in my random recipes mod (see: viewtopic.php?p=353898#p353898) is interesting.

The issue was that the crafting speed of "bi-Arboretum" is now something ridiculously small like 0.0000000001 which then, for some weird reason, gets treated by lua as a string and not a number. That's why comparing it with a number caused an error.

EDIT: Actually nevermind, it's only a string after my mod does something to it.

Re: MOD [ 0.16.x] Bio-Industries 2.2.6

Posted: Tue Apr 03, 2018 8:26 pm
by TheSAguy
Version 2.2.6 is out.

Like to get some feedback on how the new stuff and mod in general is doing.
I think I'm going to create a Specific Crafting Menu for the next release to group all Bio Industries stuff together.

Re: MOD [ 0.16.x] Bio-Industries 2.2.6

Posted: Sat Apr 07, 2018 6:07 am
by NDaveo
The algae-biomass recipes seem to be wrong..

#1 50 algae-biomass = 10 fertaliser + 100 watrer
#2 100 algae-biomass = 10 ash + 90 water + 10 air + 10 algae-biomass
#3 10 algae-biomass = 90 water + 10 liquid air + 10 algae-biomass

#1 and #3 used to be swapped right?

Edit: Apologies. Updated to the newest release and problem solved. Thanks :D

Re: MOD [ 0.16.x] Bio-Industries 2.2.6

Posted: Mon Apr 09, 2018 3:54 pm
by TheSAguy
NDaveo wrote:The algae-biomass recipes seem to be wrong..

#1 50 algae-biomass = 10 fertaliser + 100 watrer
#2 100 algae-biomass = 10 ash + 90 water + 10 air + 10 algae-biomass
#3 10 algae-biomass = 90 water + 10 liquid air + 10 algae-biomass

#1 and #3 used to be swapped right?

Edit: Apologies. Updated to the newest release and problem solved. Thanks :D
I did switch recipe 1 & 3, sorry if that caused any issues. I thought it was confusing that the first two needs Algae-Mass to make more Algae-Mass. So now recipe 1 produces the initial Algae-Mass and 2 & 3 are boosters.
Also, I did fix recipe 3 to 50 algae-biomass = 90 water + 10 liquid air + 10 algae--biomass

Thanks.

Re: MOD [ 0.16.x] Bio-Industries 2.5.0

Posted: Thu Apr 26, 2018 9:51 pm
by TheSAguy
Just released Version: 2.5.0
Date: 4. 26. 2018
Bugfixes:
- Powered rail does not lose it's power when placing a tile over the rail
Features:
- Tweaked Bio Cannon Recipe, can now be build earlier
- Tweaked Solar Boiler Recipe and stats
- Changed names of some Recipes, Technologies, Entities and Items
- Tweaked Solar Farm Build Time
- Added more Darts and tweaked recipes
- Added Russian locale thanks to IgorLutiy

Pretty big update, so there will probably be some bugs.
Also, any other mods that use any of my recipes might have to update the names.

Thanks

Re: MOD [ 0.16.x] Bio-Industries 2.5.2

Posted: Fri May 11, 2018 4:16 am
by NeilN
Does powered rail not work with F.A.R.L? Take a look at the attached screenshot. The powered rail sections were laid by hand, the unpowered sections (which still use the powered rail item) were laid by F.A.R.L., with the powered rail option selected.
shot_003.jpg
shot_003.jpg (24.2 KiB) Viewed 6663 times

Re: MOD [ 0.16.x] Bio-Industries 2.5.2

Posted: Thu May 17, 2018 8:55 pm
by TheSAguy
NeilN wrote:Does powered rail not work with F.A.R.L? Take a look at the attached screenshot. The powered rail sections were laid by hand, the unpowered sections (which still use the powered rail item) were laid by F.A.R.L., with the powered rail option selected.
shot_003.jpg
We are going to have to wait for FARL's author to return :(
I use FARL all the time myself.

Re: MOD [ 0.16.x] Bio-Industries 2.5.4

Posted: Thu May 17, 2018 8:56 pm
by TheSAguy
Version: 2.5.4
EXPERIMENTAL Features:
- You have an option to make fluids not be infinite.
- You can now also prospect/drill for these fluids.

I need your help to test this out.
Will need a new game, not sure it will work on existing games...

Need balancing input please!
New_Stuff
Thanks.

Re: MOD [ 0.16.x] Bio-Industries 2.5.4

Posted: Fri May 18, 2018 11:22 pm
by ShinoHarvest
posible add setting for disable huge electric build (station, pole, accu, solar farm) because it is cheated compare to bob mk1-4 and to easy recherche & craft

Re: MOD [ 0.16.x] Bio-Industries 2.5.4

Posted: Sat May 19, 2018 12:11 am
by TheSAguy
ShinoHarvest wrote:posible add setting for disable huge electric build (station, pole, accu, solar farm) because it is cheated compare to bob mk1-4 and to easy recherche & craft
I'd rather alter the recipe when bob's stuff is present to offset the imbalance.
I'm open to what the altered recipes should be.
I can move the recipe to a different tech also.

Thanks.

Re: MOD [ 0.16.x] Bio-Industries 2.5.4

Posted: Sat May 19, 2018 5:21 am
by fishycat
Just tried out the new alien-water and saw that the saline-water color is white in pipes. Would look better with color adjusted imho. I tried {r = 0.3, g = 0.4, b = 0.9}, and looked nice.

Re: MOD [ 0.16.x] Bio-Industries 2.5.4

Posted: Sat May 19, 2018 10:07 am
by ShinoHarvest
probaly need new tech after mk4 pole & station & solar pannel, recipe use gold wire, electronic processing board, silver-zink accu, and bob item d(pole, acu ... mk4 x5, x10, x15)

Re: MOD [ 0.16.x] Bio-Industries 2.5.4

Posted: Sat May 19, 2018 11:46 am
by ShinoHarvest
bug on 2.5.3 power rail resolved but on new builded rail "rail power conector" no work if him build after powered rail, need unbuild rail near him and rebuild

Re: MOD [ 0.16.x] Bio-Industries 2.5.4

Posted: Sat May 19, 2018 4:06 pm
by TheSAguy
fishycat wrote:Just tried out the new alien-water and saw that the saline-water color is white in pipes. Would look better with color adjusted imho. I tried {r = 0.3, g = 0.4, b = 0.9}, and looked nice.
Done!

ShinoHarvest wrote:bug on 2.5.3 power rail resolved but on new builded rail "rail power conector" no work if him build after powered rail, need unbuild rail near him and rebuild
I'll look into this a little more, but sounds like there is a temp fix :), just re-place the pole. On Map view, you can toggle the power grid and see if it's connected.

ShinoHarvest wrote:probaly need new tech after mk4 pole & station & solar pannel, recipe use gold wire, electronic processing board, silver-zink accu, and bob item d(pole, acu ... mk4 x5, x10, x15)
ShinoHarvest, I'd like to do this, but need more help from you please. I don't have a ton of time these days and need help with these changes. Can you tell me a little more specifics of what you think we should change.

I.E. Large Accumulator: More from tech a to tech b. Remove recipe item x, and replace with recipe item y.
Again, I just don't have much time and could use the help.

Re: MOD [ 0.16.x] Bio-Industries 2.5.4

Posted: Sun May 20, 2018 4:08 am
by fishycat
Found a little bug. Change {{r = 0.3, g = 0.4, b = 0.9}} to {r = 0.3, g = 0.4, b = 0.9} in data-final-fixes. With double { the color in pipes is black. :)

Re: MOD [ 0.16.x] Bio-Industries 2.5.4

Posted: Sun May 20, 2018 3:22 pm
by TheSAguy
fishycat wrote:Found a little bug. Change {{r = 0.3, g = 0.4, b = 0.9}} to {r = 0.3, g = 0.4, b = 0.9} in data-final-fixes. With double { the color in pipes is black. :)
Thanks, fixed in 2.5.7.

Re: MOD [ 0.16.x] Bio-Industries 2.5.7

Posted: Sun May 20, 2018 6:21 pm
by ShinoHarvest
conflit with morebob (https://mods.factorio.com/mod/morebobs) him modify you recherche "fertilizer", in tech tree see only "bio farm" in dependance of "fertilizer" but him apear red, probaly need call this moder

for huge element with bob you can create new recherche with all huge electric element named "Huge electric suply" dependance (Substations 4, Electric pole 4, Electric energy accumulators 4, Solar energy 4)
craft:
huge pole
6x big wooden pole ->2x Big electric pole mk 4

bio solar farm
50x solar pannel -> 12x large solar pannel mk3

huge substation
4 electric substation -> 4 substation mk4
10 steel plate -> 10 electrum plate

huge accumulator
50 accumulator -> 15 hight capacity accumulator mk3
50 cooper wire -> 15 glinded coopper wire

Re: MOD [ 0.16.x] Bio-Industries 2.5.7

Posted: Sun May 20, 2018 8:27 pm
by aklesey1
Hi TheSAguy
1) PY coal processing also using saline water its conception was taken Angel's Refining and its fully compatible was angel's mods when PY Coal touched by angel patch is installed
Can ur mod use saline water if only PY coal processing is installed but not angel mods

2) What do u think about support for mineralized water from Angel's Refining? :?: Its conception was taken from angel's mods too

3) Py Coal processing also allows to grow wood in botanic nursery - but its a little bit more complicated bcuz we are getting wood logs but not common wood
Can u replace result for ur Greenhouses to get wood logs but not wood, but only first its need to clarify that one log gives 5 units of the tree - the log is sawn at the sawmill - may be u can decrease result from greenhouses in 5 times to level the balance

4) PY High Tech has its own version of fertilizer -can i ask u to overwrite ur version of fertilizer to py version when PY detected?

Re: MOD [ 0.16.x] Bio-Industries 2.5.7

Posted: Tue May 22, 2018 6:51 pm
by TheSAguy
aklesey1 wrote:Hi TheSAguy
1) PY coal processing also using saline water its conception was taken Angel's Refining and its fully compatible was angel's mods when PY Coal touched by angel patch is installed
Can ur mod use saline water if only PY coal processing is installed but not angel mods

2) What do u think about support for mineralized water from Angel's Refining? :?: Its conception was taken from angel's mods too

3) Py Coal processing also allows to grow wood in botanic nursery - but its a little bit more complicated bcuz we are getting wood logs but not common wood
Can u replace result for ur Greenhouses to get wood logs but not wood, but only first its need to clarify that one log gives 5 units of the tree - the log is sawn at the sawmill - may be u can decrease result from greenhouses in 5 times to level the balance

4) PY High Tech has its own version of fertilizer -can i ask u to overwrite ur version of fertilizer to py version when PY detected?
aklesely,
Everything you ask for is possible, but I don't play with PY coal and it will take a lot of time to get this coded.
Maybe if I have some more time in the future I'll look at this again...
ShinoHarvest wrote:
for huge element with bob you can create new recherche with all huge electric element named "Huge electric suply" dependance (Substations 4, Electric pole 4, Electric energy accumulators 4, Solar energy 4)
craft:
huge pole
6x big wooden pole ->2x Big electric pole mk 4

bio solar farm
50x solar pannel -> 12x large solar pannel mk3

huge substation
4 electric substation -> 4 substation mk4
10 steel plate -> 10 electrum plate

huge accumulator
50 accumulator -> 15 hight capacity accumulator mk3
50 cooper wire -> 15 glinded coopper wire
Great, I'll add some of these when I get a moment.

Re: MOD [ 0.16.x] Bio-Industries 2.5.7

Posted: Thu May 31, 2018 8:35 am
by Redstylt
Hey !
Could be possible to use your mod as main to do a sea block pack ? (also i would like to use cargoships)