[Mods for 0.17] Amator Phasma's Mods

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AmatorPhasma
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[Mods for 0.17] Amator Phasma's Mods

Post by AmatorPhasma » Sat Mar 30, 2019 9:20 am

Amator Phasma's Modpack
Finished:
Amator Phasma's Library
Amator Phasma's Coal & Steam
Amator Phasma's Nuclear
Amator Phasma's Recycling
Work in progress:
Amator Phasma's Starfall
Amator Phasma's Energy Addon

Factorio-Version: 0.17.20+
License: GPLv3
Source code and all the stuff: at GitLab

Amator Phasma's Library
First of all: this is a resource and code library for my other mods.

It self comes with extended functions for inserter:
  • make it possible that a inserter can handle the 'burnt_result_inventory' on all machines.
  • burner inserter can leech fuel from pickup and drop target.
  • burner inserters are capable to chain fuel through all burner type machines.
These features are enabled by default when you have installed Amator Phasma's Coal&Steam or Amator Phasma's Nuclear otherwise you can control it yourself, whether you need it or not, in the settings'.


Amator Phasma's Coal & Steam
This mod revisits the early game of Factorio and pushes the electrification a bit further back by extending the Burner-Stage and inserting a new stage: Steam-Stage (buildings will be powered by steam).

"Love and fame for the burner inserter!"

The production lines of this mod focus on fuel production, but it also comes with a few new intermediates and a new science package. It does not change the standard Techtree too much, the majority of the related tech for this mod comes before the vanilla techtree even begins. The vanilla techtree and most of the other mods content are locked behind a new technology called "Electrification" which can be called the goal of this modification.

This mod comes with a few new buildings:
  • Crusher, Press (3 tiers: burner, steam powered and electric)
  • Assmebling machine, Centrifuge, Lab (2 tiers: burner and steam powered)
  • Coking plant (3 tiers burner)
  • Greenhouse, Air cleaner, (1 tier: steam powered)
  • Puddling furnace (1 tier: burner, for steel production)
  • Steelworks (1 tier: electric, for steel production)

Amator Phasma's Recycling
This is a simple modification that adds up to two by-products to the intermediate products: scrap metal with a probability of 5% for one ore or 2.5% for two scrap metal types. This scrap metal can be collected and later processed in a recycler and then smelted into plates again.

It's very simple, but it adds a small layer of complexity to your transport-belt layout. In the early game you can easily solve this with splitters or filter-inserters. Later in high-production areas, you have a dedicated transport-belt.

This mod supports all Bob and Angel metals if you had one or both of them.


Amator Phasma's Nuclear
This mod is inspired by "Nuclear Power" by Fatmice and "Uranium Power" by Simdezimon.
And, like the both, does this mod expand the production of nuclear fuel cells and the reprocessing of spent fuel cells.

Uranium is processed to Yellocake as an intermediate for the production of uranium hexafluoride, this in turn must then be enriched in several steps by centrifuges in order to be able to produce uranium fuel cells for your reactor.
However, the cycle does not close until further processing of the spent fuel cells, resulting in plutonium which can be used to produce MOX fuel cell.

The breeding reactor (a new building that comes with this mod) is used to breed plutonium efficiently, for the further production of MOX fuel cells and also for weapons-grade plutonium that can be used in nuclear warheads.

With this mod, the start into the atomic age is a bit harder than in the vanilla Factorio and you will need the logic cabling for this mod because you have to control pumps so that your enrichment process can work efficiently. (Without a logic control this process will come to a standstill.)


UPS?
Amator Phasma's Coal & Steam and Amator Phasma's Nuclear mod needs the extended inserter functionality that comes with my library, this consumes computation time. You have in the settings the option to reduce this consumption: 'Mod Settings' -> 'Map' -> 'Amator Phasma's Library' -> 'Maximum inserter checks per tick' The default should be 15. If you lower this value, the script needs less computation time, but the inserter will slower react to clear the burned fuel inventory (example: ash, discharged batteries, used nuclear MOX-Fuel from breeder, etc. depending on which mod you have installed by me who uses this feature).
You can allways change this setting on the fly, no game restart required.


Problems?
Please report it!
Allways attatch a link to your last log file one way to do this is: https://pastebin.com.
You should always strip the first lines about your username or computer equipment, I don't need to know this.


Ideas?
Please post it!
Last edited by AmatorPhasma on Sun May 19, 2019 8:12 pm, edited 5 times in total.

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Weird Energy Values

Post by mutkanum » Sun Apr 14, 2019 2:56 pm

mod-list.json
(5.2 KiB) Downloaded 25 times
Something strange happens with the fuel's energy value. If I leave it at the predefined value, which is 5, the actual value that appears within the game is 1.2Mj. I must set the value to 20 to get the value within the game to be 5Mj. It's very weird...

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Re: [Mods for 0.17] Amator Phasma's Mods

Post by AmatorPhasma » Sun Apr 14, 2019 3:34 pm

It's not really a bug, it's a incompatibility or an conflict with Realistic Power, both mods overwrite the fuel values.

I will try to make it more streamlined on my side with the next update (I also found a small logic bug in the calculations) on my side so that the following calculations are all correct, but this will not prevent Realistic Power from overwriting some of the values.

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Re: [Mods for 0.17] Amator Phasma's Mods

Post by kingarthur » Wed Apr 24, 2019 4:55 pm

Hey saw your post on pycoaltbaa. While I know nothing about your mods as I've never used them. I know the biggest changesare with pycoal processing modifying the first 3 science packs and pyhightech which does some major changes to the circuits.

I dont know how youd prefer to to do compatibility. If you want to add it directly to your mod I can look over your stuff and see what items are possibly duplicated and come up with a list. Actual game play and balance will need me to load them up and see what all you've got going on

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Re: [Mods for 0.17] Amator Phasma's Mods

Post by Delanii » Wed Apr 24, 2019 5:07 pm

AmatorPhasma wrote:
Wed Apr 24, 2019 3:58 pm
kingarthur wrote:
Mon Apr 22, 2019 11:41 am
Delanii wrote:
Mon Apr 22, 2019 11:18 am

Indeed petrochem it is. I was able to make work Amator recycling by simply disabling modification of basic electronic components recipe, but I am still having trouble with Amator Coal and Steam, as I can´t find simple solution like "disable one thing."
This might be hidden in some compatibility functions of this mod, as Amator has startup settings to switch on-off compatibility mode for bobs, angels, AAI and such.
I contact Amator about this issue.
PS: Lets wait then for Therax or mod´s original author to port it, then think about making it compatible with full Py. Thank you for your kind interest :)
Delanii
alright well feel free to let him know ill also be looking to it at somepoint
"Someone whispered in the back!" :D

My problem is at this moment I don't know anything about PY, and if I don't have a playthrough to such a big mod, I feel very uncomfortable to mod this or make a compatibility without braeking anything.

There is no problem to build in a compatibility layer into my mods if someone can say me what is needed.

And please cross post such things also to my thread or under discussion on my mod page, that was absolutely coincidence to have seen this here! :)
Hello Amator Phasma,
I planned to contact you. But right in the moment another bug emerged (in angels smelting I think), which also influenced this mod. To make my request viable, I thought I wait till this issue will be dealt with, to avoid just writing you:
"Could you please make/cooperate in making compatibility in your mod? But someday, after the other mod will load again..."
As far as I know, this mod aims right now just to make all the mods "loadable together" and playable in means of being able to finish the game. Complete balancing (Uberhaul setting) is long-time planned feature. I would request no more than that.
As far as testing and reporting trouble with game loads and severe deadlocks/bugs goes, I can offer my reporting/testing.
The only thing is that my time is a bit limited, so if it doesnt mind, that making compatibility layer to play full ABPy alongside with your mods may become a bit slow-paced or long-timed project, then were on! ;)
Sidenote: I will post the same reply into your mods, sadly I dont know how to cross post anything automatically...

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Re: [Mods for 0.17] Amator Phasma's Mods

Post by Delanii » Wed Apr 24, 2019 5:12 pm

kingarthur wrote:
Wed Apr 24, 2019 4:55 pm
Hey saw your post on pycoaltbaa. While I know nothing about your mods as I've never used them. I know the biggest changesare with pycoal processing modifying the first 3 science packs and pyhightech which does some major changes to the circuits.

I dont know how youd prefer to to do compatibility. If you want to add it directly to your mod I can look over your stuff and see what items are possibly duplicated and come up with a list. Actual game play and balance will need me to load them up and see what all you've got going on
Oh hell we reacted almost at the same moment... :D
Well, the first trouble is with basic electric components, that get modified by Angel Petrochem.
I suppose that after you remove this item in PyCTbaA, the Power and Recycling tryes to modify the now non-existent item/recipe...

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Re: [Mods for 0.17] Amator Phasma's Mods

Post by AmatorPhasma » Wed Apr 24, 2019 5:58 pm

kingarthur wrote:
Wed Apr 24, 2019 4:55 pm
Hey saw your post on pycoaltbaa. While I know nothing about your mods as I've never used them. I know the biggest changesare with pycoal processing modifying the first 3 science packs and pyhightech which does some major changes to the circuits.


I think the Recycler mod could be easy to make compatible, it provides function todo it in any data-update stage that comes after his one, there are simply two main functions:

Add scrap to somthing:

Code: Select all

apm.lib.utils.recycling.scrap.add(recipe_name, scrap_metal, probability) 
Remove a recipe: (then my mod will not touch it anymore in the data-final stage)

Code: Select all

apm.lib.utils.recycling.scrap.remove(recipe_name)
My 'big' mod "Coal&Steam" touches only the wooden-board from Bob/Angel related to circuits and the first transport-belts vanilla or bobs.
It push mostly all other vanilla techs behind a new one "Electrification" (including the first circuits) and creates a new tech for the first science packs, right before "Electrification" (here I see potential conflicts)
And I think this could be the most problematic part: it mess around with the fuel values and fuel-categories and add a burend result to wood and coal as an example. (and here I see potential conflicts)
kingarthur wrote:
Wed Apr 24, 2019 4:55 pm
I dont know how youd prefer to to do compatibility. If you want to add it directly to your mod I can look over your stuff and see what items are possibly duplicated and come up with a list. Actual game play and balance will need me to load them up and see what all you've got going on
I think the for "Recycler" it is easier? todo in your patchset. you can see all affecting recipes are under ./prototype/generation.lua inside this mod.

For "Coal&Steam" I think it is easier to patch this on my side, if you can tell me where are the conflicts.
I think some coal stuff needs unification... As an example I have a "coke production", but this Item is replaced with the one from angel if present.


PS: The changes to things that have contact with vanilla or other mods are pretty finished in "Recycler and Coal&Steam", there I have planned no changes, only things there are used internal will see a couple of changes.


To my self... I need to update this thread... that totally outdated... :(

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Re: [Mods for 0.17] Amator Phasma's Mods

Post by kingarthur » Wed Apr 24, 2019 6:22 pm

Ok. I'll look it all over the next few days. Right now my priority is get compatibility between this and pymods. Then worry about extra like Angel's. Given I'm actively working on rebalancing py + angel due to their heavy overlap and significantly off kilter recipes.

I'll see what's going on in the early stages and write up a text doc with any and everything that I think needs adjustments. And If it helps I've got functions written similar to Angel's for global item replacement and individual ingredient/ results replacement that might be useful 2 you

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Re: [Mods for 0.17] Amator Phasma's Mods

Post by kingarthur » Sat Apr 27, 2019 9:44 am

just fyi ive updated pycoaltbaa to fix the errors when trying to load this and abpy. it loads into the main menu and will let you start a game at least. duplicate items, balance and all that still pending

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Re: [Mods for 0.17] Amator Phasma's Mods

Post by djubre7 » Sun Apr 28, 2019 9:45 pm

Just a cross-post from pycoaltbaa thread, I guess you'll see it here first. Seems like a conflict with alien biomes. I tried disabling Alien biomes, but it's giving me the same error.
error_04_ap.PNG
error_04_ap.PNG (23.65 KiB) Viewed 1782 times
This is the modlist of my test setup.

_no_goes-to-quickbar_0.0.1
AAI-CraftTab_1.0.1
aai-industry_0.3.8
aai-motor-speed-tweak_0.0.3
aai-programmable-structures_0.5.4
aai-programmable-vehicles_0.5.6
aai-signals_0.4.1
aai-signal-transmission_0.1.4
aai-vehicles-chaingunner_0.4.1
aai-vehicles-flame-tank_0.3.1
aai-vehicles-flame-tumbler_0.4.1
aai-vehicles-hauler_0.4.2
aai-vehicles-laser-tank_0.4.1
aai-vehicles-miner_0.4.2
aai-vehicles-warden_0.3.1
aai-zones_0.4.1
accumulator-wagon_0.17.2
additional-paste-settings_0.6.1
air-filtering_0.7.2
alien-biomes_0.4.14
alien-biomes-hr-terrain_0.4.1
angelsaddons-cab_0.1.2
angelsaddons-oresilos_0.5.0
angelsaddons-petrotrain_0.4.0
angelsaddons-pressuretanks_0.4.0
angelsaddons-smeltingtrain_0.2.0
angelsaddons-warehouses_0.4.0
angelsbioprocessing_0.6.2
angelsindustries_0.2.0
angelsinfiniteores_0.8.4
angelspetrochem_0.8.3
angelsrefining_0.10.9
angelssmelting_0.5.5
apm_energy_addon_0.17.03
apm_lib_0.17.57
apm_modpack_0.17.11
apm_nuclear_0.17.20
apm_power_0.17.48
apm_recycling_0.17.26
apm_resource_pack_0.17.01
apm_starfall_0.17.18
beltSorter_0.6.0
Bigger Batteries_1.0.4
Bio_Industries_0.17.17
bloodbelt_0.17.2
BlueprintExtensions_0.4.5
bobassembly_0.17.3
bobelectronics_0.17.3
bobenemies_0.17.4
bobgreenhouse_0.17.0
bobinserters_0.17.5
boblibrary_0.17.0
boblogistics_0.17.7
bobmining_0.17.3
bobmodules_0.17.3
bobores_0.17.1
bobplates_0.17.3
bobpower_0.17.4
bobrevamp_0.17.2
bobtech_0.17.2
bobvehicleequipment_0.17.1
bobwarfare_0.17.4
Bottleneck_0.10.4
bullet-trails_0.4.1
BurnerAssemblingMachine_0.3.4
Clockwork_0.17.2
Clowns-AngelBob-Nuclear_1.1.5
Clowns-Extended-Minerals_1.1.4
Clowns-Nuclear_1.3.4
Clowns-Processing_1.3.2
crafting_combinator_0.10.9
crafting-efficiency_0.1.05
CreativeItems_1.4.1
creative-mod_1.1.1
custom_power_armor_fix_2.0.5
CW-hydrogen-power_0.2.2
CW-thermal-solar-power_0.2.12
Darkstar_utilities_0.18.0
deadlock-beltboxes-loaders_2.1.10
DeadlockCrating_1.4.8
deadlock-crating-integrations_0.0.3
deadlock-experiments_0.17.4
deadlock-integrations_2.0.10
DeadlockLargerLamp_1.0.4
DeadlocksStacking4Pyanadon_0.5.0
deadlock-stacking-crating-bobs_0.7.4
Dectorio_0.9.10
DewPointAggregator_1.17.2
ERPTbaAB_0.1.10
even-distribution_0.3.6
EvoGUI_0.4.401
expanded-rocket-payloads_0.17.1
extendedangels_0.2.3
FactorIO_1.17.2
Factorissimo2_2.3.1
FARL_3.1.6
Flow Control_3.0.4
FNEI_0.2.4
Geothermal_1.17.2
GhostScanner_1.4.2
helmod_0.8.9
InfiniteTech_0.4.3
Inventory Sensor_1.7.3
ItemGiverGui_0.0.8
Krastorio_0.3.4
KS_Power_0.3.5
Lane-Balancer_0.0.3
LoaderRedux_1.4.9
logistic-cargo-wagon_0.17.8
LogisticTrainNetwork_1.10.8
LTN_Combinator_0.3.3
LTN_Content_Reader_0.2.6
LTN_Tracker_0.10.8
miniloader_1.7.7
MomoTweak_0.17.25
Noxys_Waterfill_0.1.3
NPUtils_0.4.34
NPUtilsTech_0.3.8
NPUtilsX_0.3.9
omnilib_3.0.7
omnimatter_move_0.2.0
OpteraLib_0.1.6
ore-eraser_1.4.3
OutpostPlanner_1.1.1
PlannerCore_0.2.0
power-grid-comb_0.17.3
productivity_fix_0.17.1
pycoalprocessing_1.1.8
PyCoalTBaA_0.0.53
pyfusionenergy_1.2.3
pyhightech_1.1.4
pyindustry_1.2.1
pypetroleumhandling_1.0.5
pyrawores_1.2.9
railloader_0.6.1
research-queue-the-old-new-thing_1.7.5
Resource_spawning_ingame_0.17.1
rso-mod_4.1.1
Shortcuts_0.7.3
SpaceMod_0.4.3
Squeak Through_1.3.0
stdlib_1.0.2
SunResources_0.0.20
TheFatController_4.0.6
themightygugi_longreach_1.17.1
Train_Alerts_0.4.6
train-pubsub_0.4.8
UltimateBelts_0.17.1
UpgradedRoboports_0.4.1
usage-detector_0.17.1
Vehicle_Radar_0.5.1
VehicleGrid_1.1.1
VehicleSnap_1.17.1
visual-signals_0.17.0
VoidChestPlus_2.2.2
Void-Works_0.1.0
WagonColors_0.1.1
Warehousing_0.2.3
what-is-it-really-used-for_1.4.3
what-is-missing_0.17.0
WideChests_2.2.0
YARM_0.8.9
yi_engines_0.7.33
Yi_Tech_Tree_0.17.0
Yuoki_0.7.81

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Re: [Mods for 0.17] Amator Phasma's Mods

Post by AmatorPhasma » Sun Apr 28, 2019 9:52 pm

Please post a save (with my mods deactivated) can be a empty save.. to pick this huge mod list by hand eats my Fingers :D :D

And also the log with this error...
I bet it has somthing todo with "youki" (I know he add tiles) or with "alien bioms" you run out of tile space, because factorio can only handel 255 tiles.

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Re: [Mods for 0.17] Amator Phasma's Mods

Post by djubre7 » Sun Apr 28, 2019 10:11 pm

Wow, thanks for the quick reply.

Here is the previous log, together with an empty save, but with 2 of your mods active - libraries and resources.
Attachments
error-bug-apm.zip
(3.99 MiB) Downloaded 11 times
factorio-previous.log
(1.63 MiB) Downloaded 17 times

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Re: [Mods for 0.17] Amator Phasma's Mods

Post by AmatorPhasma » Sun Apr 28, 2019 10:54 pm

Yep, too many mods add tiles my mod add only 1 new tile:

Code: Select all

161.316 Script @__alien-biomes__/data-final-fixes.lua:252: More than 255 tiles are defined, the game will not load unless some are removed. 
but you have this message even without my mod in the log, only luck that its load, but you have missing tiles in some places

Code: Select all

156.521 Script @__alien-biomes__/data-final-fixes.lua:252: More than 255 tiles are defined, the game will not load unless some are removed.
there is nothing I can do, you have to remove mods thats add tiles to your game, and look into the log if alien-bioms report thats okay like:
- youki (~5)
- factorismo (~10)
- coal&steel(but only 1)
- alien-bioms (I belive ~50)

thats only the mods I know they add tiles and the numbers form deep in memory :D You must have a lot more mods that adds tiles!

EDIT: An my goodness, this modlist eats time on loading... :o I allready have an SSD-RAID-0 .. crazy :lol:

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Re: [Mods for 0.17] Amator Phasma's Mods

Post by kingarthur » Mon Apr 29, 2019 1:39 am

I know pymods specifically pyindustries adds a few like around 10. With a list that large there is probably at least a few duplicates that could be merged to reduce the count

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Re: [Mods for 0.17] Amator Phasma's Mods

Post by djubre7 » Mon Apr 29, 2019 11:03 am

Thanks you both, but let's not spend much time around this, as it's only a "test" setup. Unless fiddling with duplicates can help everybody in general that is, in which case if I can help in any way - drop a msg. Later today, I'll backup my "real" setup and try to add Amator's modpack to it, to see if it works. The setup is basically full Angel-Bob-Clown-Py, with QOL mods thrown in.

_no_goes-to-quickbar_0.0.1
accumulator-wagon_0.17.2
additional-paste-settings_0.6.1
alien-biomes_0.4.14
alien-biomes-hr-terrain_0.4.1
angelsaddons-cab_0.1.2
angelsaddons-oresilos_0.5.0
angelsaddons-petrotrain_0.4.0
angelsaddons-pressuretanks_0.4.0
angelsaddons-smeltingtrain_0.2.0
angelsaddons-warehouses_0.4.0
angelsbioprocessing_0.6.2
angelsindustries_0.2.0
angelsinfiniteores_0.8.4
angelspetrochem_0.8.3
angelsrefining_0.10.9
angelssmelting_0.5.5
apm_lib_0.17.57
apm_resource_pack_0.17.01
bloodbelt_0.17.2
BlueprintExtensions_0.4.5
bobassembly_0.17.3
bobelectronics_0.17.3
bobenemies_0.17.4
bobgreenhouse_0.17.0
bobinserters_0.17.5
boblibrary_0.17.0
boblogistics_0.17.7
bobmining_0.17.3
bobmodules_0.17.3
bobores_0.17.1
bobplates_0.17.3
bobpower_0.17.4
bobrevamp_0.17.2
bobtech_0.17.2
bobvehicleequipment_0.17.1
bobwarfare_0.17.4
Bottleneck_0.10.4
bullet-trails_0.4.1
Clockwork_0.17.2
Clowns-AngelBob-Nuclear_1.1.5
Clowns-Extended-Minerals_1.1.4
Clowns-Nuclear_1.3.4
Clowns-Processing_1.3.2
crafting_combinator_0.10.9
crafting-efficiency_0.1.05
custom_power_armor_fix_2.0.5
deadlock-beltboxes-loaders_2.1.10
DeadlockCrating_1.4.8
deadlock-crating-integrations_0.0.3
deadlock-experiments_0.17.4
deadlock-integrations_2.0.10
DeadlockLargerLamp_1.0.4
DeadlocksStacking4Pyanadon_0.5.0
deadlock-stacking-crating-bobs_0.7.4
DewPointAggregator_1.17.2
even-distribution_0.3.6
EvoGUI_0.4.401
FactorIO_1.17.2
Factorissimo2_2.3.1
FARL_3.1.6
FNEI_0.2.4
GhostScanner_1.4.2
helmod_0.8.9
InfiniteTech_0.4.3
Inventory Sensor_1.7.3
KS_Power_0.3.5
LoaderRedux_1.4.9
logistic-cargo-wagon_0.17.8
LogisticTrainNetwork_1.10.8
LTN_Combinator_0.3.3
LTN_Content_Reader_0.2.6
LTN_Tracker_0.10.8
miniloader_1.7.7
Noxys_Waterfill_0.1.3
omnilib_3.0.7
omnimatter_move_0.2.0
OpteraLib_0.1.6
ore-eraser_1.4.3
OutpostPlanner_1.1.1
PlannerCore_0.2.0
power-grid-comb_0.17.3
productivity_fix_0.17.1
pycoalprocessing_1.1.8
PyCoalTBaA_0.0.53
pyfusionenergy_1.2.3
pyhightech_1.1.4
pyindustry_1.2.1
pypetroleumhandling_1.0.5
pyrawores_1.2.9
railloader_0.6.1
research-queue-the-old-new-thing_1.7.5
rso-mod_4.1.1
Shortcuts_0.7.3
Squeak Through_1.3.0
stdlib_1.0.2
TheFatController_4.0.6
themightygugi_longreach_1.17.1
Train_Alerts_0.4.6
train-pubsub_0.4.8
UltimateBelts_0.17.1
UpgradedRoboports_0.4.1
usage-detector_0.17.1
Vehicle_Radar_0.5.1
VehicleGrid_1.1.1
VehicleSnap_1.17.1
visual-signals_0.17.0
VoidChestPlus_2.2.2
Void-Works_0.1.0
WagonColors_0.1.1
Warehousing_0.2.3
what-is-it-really-used-for_1.4.3
WideChests_2.2.0
YARM_0.8.9

DRBLN
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Re: [Mods for 0.17] Amator Phasma's Mods

Post by DRBLN » Tue Apr 30, 2019 12:45 pm

Hi!

Could you upload power mod version 0.17.48 back?
Thank you

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AmatorPhasma
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Re: [Mods for 0.17] Amator Phasma's Mods

Post by AmatorPhasma » Wed May 01, 2019 12:11 am

DRBLN wrote:
Tue Apr 30, 2019 12:45 pm
Hi!

Could you upload power mod version 0.17.48 back?
Thank you
Because of a small bug I will not upload this version to the modportal, but I can give you a link to the file:
Coal&Steam Version 0.17.48

katalex
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Re: [Mods for 0.17] Amator Phasma's Mods

Post by katalex » Sun May 12, 2019 4:51 pm

Hello, I find conflict between your mods ARM and AAI mods.
Recipe of electric lab unavailable, because recipe of burner lab disappear....after add ARM mods.
Please decide problem. Your mods very interesting.
burner_lab1.jpg
burner_lab1.jpg (112.49 KiB) Viewed 1525 times
Attachments
burner_aai2.jpg
burner_aai2.jpg (82.5 KiB) Viewed 1525 times
burner_aai.jpg
burner_aai.jpg (1010.41 KiB) Viewed 1525 times

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AmatorPhasma
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Re: [Mods for 0.17] Amator Phasma's Mods

Post by AmatorPhasma » Sun May 12, 2019 7:11 pm

Thanks for the report!

I was sure I have changed this recipe... and replaced it with my steam lab. :roll: But it looks like I only did it in a daydream :)

An update is on the way in a few minutes.

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Re: [Mods for 0.17] Amator Phasma's Mods

Post by katalex » Mon May 13, 2019 3:37 am

Good job!
Small note.
Your objects has next scheme for steam-water line (* - steam)
*
> >

It's very uncomfortable. What about next scheme (symmetric)?
*
> >
*

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