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[Mod 1.0.x] Charcoal Burner

Posted: Sat May 27, 2017 10:06 am
by Dark___Pearl
CharcoalBurner
  • Name: CharcoalBurner
  • Version: 1.19.29
  • Factorio version: 1.1.x
  • Short description: Adds a way to turn your useless excess wood into charcoal
  • Download: https://mods.factorio.com/mods/Dark___P ... /downloads
  • Dependencies: Angels Petrochem (optional)
  • Category: Utility
  • Author: Dark___Pearl
Long Description
Special Thanks
Changelog
Suggestions on balance or new features and bug reports are always welcome!

Download via the mod portal or the mentioned URL (which is also the mod portal)

Productivity Modules?

Posted: Fri Apr 13, 2018 5:05 pm
by Jürgen Erhard
Can't use productivity modules in Improved Charcoal Creation. Both coal and creosote oil are intermediate products, right?

Dangit, tried to look into this, but I can't see where creosote oil or the recipe is different from heavy oil or the basic oil processing recipe. But somehow the game decides that there is a non-intermediate here.

(Repost from portal, since it still doesn't seem to do notifications)

Re: [Mod 0.16.x] Charcoal Burner

Posted: Sat Apr 14, 2018 8:38 pm
by Serenity
I don't really need the special oil, but it's a nice and not overly complicated way to get rid of excess wood later in the game :)

Re: [Mod 0.16.x] Charcoal Burner

Posted: Sun Apr 15, 2018 1:21 am
by Jürgen Erhard
Looking at something completely different (namely, how to add higher tiers of productivity modules… and just that, not all kinds of other crap I don't want) I found it.

Code: Select all

table.insert(data.raw["module"]["productivity-module"].limitation, "X")
table.insert(data.raw["module"]["productivity-module-2"].limitation, "X")
table.insert(data.raw["module"]["productivity-module-3"].limitation, "X")
with X being every recipe that produces only intermediate products should work. Will test and report later.


Serenity: I don't really need it either, but making coal is nice if you're a dumbass like me who set RSO's region to 50 and is scrambling for resources :D Trees to coal saved my bacon. And the oil gets turned into solid fuel. 2 wood to one coal + ¼ solid fuel means you get coal (for plastics) and 6.25 MJ extra energy for trains and steam. That *in addition* to getting rid of all the excess wood. :D

Re: [Mod 0.16.x] Charcoal Burner

Posted: Sun Apr 15, 2018 4:29 pm
by Jürgen Erhard
Tried, works. Add this code to data-updates.lua (or to data.lua, I think it should work):

Code: Select all

-- Make recipes able to take productivity modules.
do
	local recipes = {"charcoal",
			 "charcoal-complex",
			 "creosote-antiseptic",
			 "coal-coke",
			 "impregnated-wood",
			 "solid-fuel-from-creosote-oil"}
	for _, recipe in ipairs(recipes) do
		table.insert(data.raw["module"]["productivity-module"].limitation, recipe)
		table.insert(data.raw["module"]["productivity-module-2"].limitation, recipe)
		table.insert(data.raw["module"]["productivity-module-3"].limitation, recipe)
	end
end

Re: [Mod 0.16.x] Charcoal Burner

Posted: Thu Jun 21, 2018 1:45 am
by TRauMa
I get an error with the latest update and petrochem:
Failed to load mods: Error in assignID, item with name 'char-solid-coke' does not exist.

Source: char-coal-coke (recipe).

Mods to be disabled:
• CharcoalBurner
• angelspetrochem

Re: [Mod 0.16.x] Charcoal Burner

Posted: Thu Jun 21, 2018 11:12 pm
by Dark___Pearl
TRauMa wrote:I get an error with the latest update and petrochem:
Failed to load mods: Error in assignID, item with name 'char-solid-coke' does not exist.

Source: char-coal-coke (recipe).

Mods to be disabled:
• CharcoalBurner
• angelspetrochem
I made a slight mistake during migration. I fixed it in 1.16.20. Thanks for telling me!

Re: [Mod 0.16.x] Charcoal Burner

Posted: Fri Jun 22, 2018 10:07 am
by BlackDeath
Thank you for fixing the error but now there's another error:
factorio.png
factorio.png (18.37 KiB) Viewed 7189 times

Re: [Mod 0.16.x] Charcoal Burner

Posted: Sun Jun 24, 2018 1:01 pm
by Dark___Pearl
BlackDeath wrote:Thank you for fixing the error but now there's another error:
factorio.png
Apologies again, it's fixed in 1.16.21. I've tested it with both angel's and bob's, and it launches correctly.

Re: [Mod 0.16.x] Charcoal Burner

Posted: Sun Jul 22, 2018 9:02 am
by kaszak696
Hi, i'm getting this error currently on version 1.16.21:
factorio.png
factorio.png (7.65 KiB) Viewed 7065 times
I'm rocking full Algel's, Bob's and MadClown. One of the Bob's mods offers option to toggle productivity module limitations, if the option is disabled, CharcoalBurner crashes like this. There probably should be a check if "["productivity-module"].limitation" exists before the insert calls are made.

Re: [Mod 0.16.x] Charcoal Burner

Posted: Fri Aug 31, 2018 12:10 pm
by BlackDeath
I get an error with the latest update and petrochem:

Re: [Mod 1.0.x] Charcoal Burner

Posted: Mon Oct 26, 2020 11:13 am
by burninghey
while writing a bug report to factorio staff because steel furnaces dumped fuel, double-checkd my mods and discovered yours .. :geek:
Bild_2020-10-26_121130.png
Bild_2020-10-26_121130.png (1.36 MiB) Viewed 4995 times