MOD [ 0.18.x / 1.1 ] Bio-Industries

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MrGrim
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Re: MOD [0.13] Bio-Industries 1.0.2 - (Formally Bio-Farm)

Post by MrGrim »

Qon wrote:What's the point of a Bio-Cannon if it only attacks spawners? Turret creeping for offence is easy enough with normal turrets I think. Don't think it needs a buff.

Please don't say defence. It can't really be used defensivly with a range of 75 since spawners will not really get that close anyway (victory pole range is 64-96 tiles and is cheaper).
Pretty sure victory poling no longer works in 0.13 (at least 0.13.0). Doesn't work for me anymore, and I've seen a couple of youtube videos showing surprisingly aggressive biter expansion in long running series.

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Re: MOD [0.13] Bio-Industries 1.0.2 - (Formally Bio-Farm)

Post by TheSAguy »

MrGrim wrote:
Qon wrote:What's the point of a Bio-Cannon if it only attacks spawners? Turret creeping for offence is easy enough with normal turrets I think. Don't think it needs a buff.

Please don't say defence. It can't really be used defensivly with a range of 75 since spawners will not really get that close anyway (victory pole range is 64-96 tiles and is cheaper).
Pretty sure victory poling no longer works in 0.13 (at least 0.13.0). Doesn't work for me anymore, and I've seen a couple of youtube videos showing surprisingly aggressive biter expansion in long running series.
The Bio Cannon is mostly for expansion when using mods like Bob Enemies and my other Mod Natural Evolution Enemies. When playing with those two and maybe Swarm on hard map settings, turret creeping is not enough, you need a Cannon, or in this case a Bio-Cannon :)

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Re: MOD [0.13] Bio-Industries 1.0.2 - (Formally Bio-Farm)

Post by TheSAguy »

New Features with 0.13 release:

Seedlings can be planted and will grow into trees. Remember though that trees don't easily grow in deserts.
Wood floors, fence and walls.
Bio Fuel if you play with Natural Evolution Buildings
Bio Cannon
Rail split into Wood rail and Concrete Rail.
Fertiliser tweaks, works much better with Bob's mods now.

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Re: MOD [0.13] Bio-Industries 1.0.4 - (Formally Bio-Farm)

Post by Leosmellsgood »

Nitrogen production wont work on 1.0.4. I have it set up like i think it should be with liquid air being produced in a chemical plant then flowing through pipe into where another chemical plant is told to make nitrogen but the liquid air wont go into the inventory of the nitrogen chemical plant, 95% sure this is a bug because Im not sure theres any other way to do set it up

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Re: MOD [0.13] Bio-Industries 1.0.4 - (Formally Bio-Farm)

Post by TheSAguy »

Leosmellsgood wrote:Nitrogen production wont work on 1.0.4. I have it set up like i think it should be with liquid air being produced in a chemical plant then flowing through pipe into where another chemical plant is told to make nitrogen but the liquid air wont go into the inventory of the nitrogen chemical plant, 95% sure this is a bug because Im not sure theres any other way to do set it up
Thanks Leosmellsgood, I guess somewhere there was a change and fluid temp needed to be correct to use. Not sure when that happened :)
Version 1.0.5 Fixes this.

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Re: MOD [0.13] Bio-Industries 1.0.6 - (Formally Bio-Farm)

Post by TheSAguy »

V1.0.6 - Made Crushed Stone match Angel's Refining Crushed Stone.

Started playing with Angels Mods :)

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Re: MOD [0.13] Bio-Industries 1.0.6 - (Formally Bio-Farm)

Post by IgorLutiy »

Hello, TheSAguy

I see the bug. If plant many seedlings (maybe more than 200 or 360) and they not transform in to tree - if in this moment save game - save is broken. If seedlings transform in tree - all good.
Мир друзьям - смерть врагам!

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Re: MOD [0.13] Bio-Industries 1.0.6 - (Formally Bio-Farm)

Post by tofuSCHNITZEL »

I really like your mod! Is it possible that you implement a check for what is already researched and unlock the respective items? I installed your mod after I researched everything and now I cannot build e.g. the bio solar panel. And I don't want to use console commands to reset and research the necessary technologies again.

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Re: MOD [0.13] Bio-Industries 1.0.6 - (Formally Bio-Farm)

Post by TheSAguy »

Try:

Code: Select all

/c game.player.force.recipes["bi_bio_Solar_Farm"].enabled = true

Code: Select all

/c game.player.force.recipes["bi-rail-wood"].enabled = true

Code: Select all

/c game.player.force.reset_recipes()
Let me know if that works.
Last edited by TheSAguy on Sun Jul 03, 2016 1:47 pm, edited 2 times in total.

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Re: MOD [0.13] Bio-Industries 1.0.6 - (Formally Bio-Farm)

Post by tofuSCHNITZEL »

TheSAguy wrote:
tofuSCHNITZEL wrote: Still no luck?
unfortunately executing the commands changes nothing. the recipes of technologies I have already researched (e.g. solar) do not appear in my buildlist.

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Re: MOD [0.13] Bio-Industries 1.0.6 - (Formally Bio-Farm)

Post by TheSAguy »

I edited the above post,m and not a new one.. see below.

Code: Select all

/c game.player.force.recipes["bi_bio_Solar_Farm"].enabled = true

Code: Select all

/c game.player.force.recipes["bi-rail-wood"].enabled = true

Code: Select all

/c game.player.force.reset_recipes()
Let me know if that works.

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Re: MOD [0.13] Bio-Industries 1.0.6 - (Formally Bio-Farm)

Post by tofuSCHNITZEL »

The first two commands add the two recipes. the third one does not change anything. When setting the filter for an inserter I can see the following items for selection but I have no recipe option to build them: bio-reactor, advanced fertilizer, cellulose

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Re: MOD [0.13] Bio-Industries 1.0.6 - (Formally Bio-Farm)

Post by TheSAguy »

tofuSCHNITZEL wrote:The first two commands add the two recipes. the third one does not change anything. When setting the filter for an inserter I can see the following items for selection but I have no recipe option to build them: bio-reactor, advanced fertilizer, cellulose
You are probably going to have to do that for every recipe in the mod... You can open the recipe.lua files and copy the names.

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Re: MOD [0.13] Bio-Industries 1.0.7 - (Formally Bio-Farm)

Post by TheSAguy »

V1.0.7 up. Just a few MP compatibility tweaks.

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Re: MOD [0.13] Bio-Industries 1.0.6 - (Formally Bio-Farm)

Post by tofuSCHNITZEL »

TheSAguy wrote: You are probably going to have to do that for every recipe in the mod... You can open the recipe.lua files and copy the names.
is there no way you can implement a check, for what has already been researched and unlock the corresponding recipes automatically?

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Re: MOD [0.13] Bio-Industries 1.0.7 - (Formally Bio-Farm)

Post by Ranakastrasz »

The wooden Floor is missing localization. The floor tile itself needs a name too.

Also, is there actually a difference aside from asthetically and cost between rail types?
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: MOD [0.13] Bio-Industries 1.0.7 - (Formally Bio-Farm)

Post by Leosmellsgood »

Another bug with the current update, bio solar farm entity is bugged, something about it being set to zero or false

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Re: MOD [0.13] Bio-Industries 1.0.8 - (Formally Bio-Farm)

Post by TheSAguy »

V1.0.8 - Wood Floor fix, Bad Migration Script deleted. Tweak to solar farm - Let me know if this works now.

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Re: MOD [0.13] Bio-Industries 1.0.8 - (Formally Bio-Farm)

Post by Ranakastrasz »

Why does the Solar Farm need to be registered? Does it have extra functionality aside from being a compact solar panel?

Where in the code do saplings die? I planted a bunch, and only one out of 10 survived. This was in a desert biome, but I can't find it anywhere in the code that it kills, just slows down growth.
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Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: MOD [0.13] Bio-Industries 1.0.6 - (Formally Bio-Farm)

Post by tofuSCHNITZEL »

TheSAguy wrote: You are probably going to have to do that for every recipe in the mod... You can open the recipe.lua files and copy the names.
I tried "bi-Fuel_Conversion", "bi-bioreactor", "bi-Bio_Fuel"

to use in:

Code: Select all

/c game.player.force.recipes["....."].enabled = true
they all give me errors...

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