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

Posted: Thu May 23, 2019 6:40 am
by bennyhill68
Hello
Here is the game log for the problem post on the site for Error in assignID, fluid with name 'pure-water' does not exist

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

Posted: Thu May 23, 2019 1:54 pm
by AmatorPhasma
bennyhill68 wrote:
Thu May 23, 2019 6:40 am
Hello
Here is the game log for the problem post on the site for Error in assignID, fluid with name 'pure-water' does not exist
Thx, I will update my mod, I was not aware that Bob has a mod-setting in his mod to disable "pure-water".

Unfortunately, I cant update until tomorrow so you have to wait a bit.
I have to write some code to fix the problem once and for all with other combinations as well. (a small recipe builder with checks and alternate entries for items/fluids etc...)

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

Posted: Fri May 24, 2019 10:48 am
by AmatorPhasma
bennyhill68 wrote:
Thu May 23, 2019 6:40 am
Hello
Here is the game log for the problem post on the site for Error in assignID, fluid with name 'pure-water' does not exist
Update with a fix for this problem is online.
And thanks again for the report!

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

Posted: Fri May 24, 2019 8:41 pm
by katalex
After 17.43
Bug.jpg
Bug.jpg (44.21 KiB) Viewed 5699 times

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

Posted: Fri May 24, 2019 10:05 pm
by AmatorPhasma
katalex wrote:
Fri May 24, 2019 8:41 pm
After 17.43
Bug.jpg
Hi,

thanks for the report

but this is a known bug, nothing I can fix on my side, angels barreling function does not handel fluids with layered icons.
I have it already reported to angel. viewtopic.php?p=431947#p431947

It shows up after the update because the base game now generates filling and emptying recipes for my fluids, before it has simply ignored my fluids.
And I can't even forbit this, bacause of a bug in the base game: viewtopic.php?f=30&t=71202

For now you can add my linked patch in my post to angel or revert back to version 0.17.42 (because angel is on holidays)

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

Posted: Mon Jun 10, 2019 3:55 pm
by Delanii
Hello Amator Phasma,
I happen to hit onto some kind of trouble in my modpack, preventing game to load.
bug.png
bug.png (45.01 KiB) Viewed 5624 times
Are you aware of this? If not, would like me to upload save file for you?
Thank you very much for looking into it, regards

Delanii

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

Posted: Mon Jun 10, 2019 7:26 pm
by katalex
Hello,
angels+bobs+pyanodons+AAI+APM
apm_power_bug2.jpg
apm_power_bug2.jpg (34.54 KiB) Viewed 5613 times

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

Posted: Sat Jun 15, 2019 5:20 am
by MnHebi
Delanii wrote:
Mon Jun 10, 2019 3:55 pm
Hello Amator Phasma,
I happen to hit onto some kind of trouble in my modpack, preventing game to load.
I also get this error. I have all of Py mods + PyCoal Touched By an Angel + Deadlocks belt boxes + pipelayer + beltlayer + AAI programmable vehicles & structures + Rampant Arsenal + All the APM mods except Nuclear/Energy/Starfall.

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

Posted: Sat Jun 22, 2019 11:12 pm
by DKarN
Hello Amator,

I played a few with your mods and they are great , especially Coal & Steam, new early challenging game :)

In this mod Coal age is fun, and no need to add manually fuel in machine & inserter (Inserter do all the job alone !)
But the steam age to compare is tedious, because your machine use steam but inserter can't, and you have to refuel it manually.
I miss something ? Steam inserter are coming ? Its possible to add steam inserter which increase steam consumption of the attach machine ?

Recycling is a bit annoying for me (I am playing also with Bob-Angel ;))
Nuclear not tested
And StarFall (WIP) like omnimatter for meteorite resources ?

DKarN

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

Posted: Mon Jul 15, 2019 4:46 pm
by Zogi
Hello,
How to add bobs thorium fuel modified by this mod to the realistic reactor mod?

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

Posted: Thu Aug 08, 2019 3:24 pm
by AmatorPhasma
I'm back in business!

Sorry for my abstinence, but I had some serious "real life bugs" to fix first.

In the next days I will read all reports/posts on the mod portal and fix my mods (including compatibillity with other mods - new versions etc.).

After this I will release some smaller balance updates and after this my new Building a modular (5x3)x(5x3) multiblock building, if I can get it work as I expected. (No promise for a quick implementation on this point.)

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

Posted: Fri Sep 20, 2019 9:23 am
by attashe
Coal&Steam not work in 17.6*. But it very good mod and I use in my modpack on older factorio version

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

Posted: Fri Nov 01, 2019 10:32 pm
by LastDragonLord
this is my mod list, maybe figure out what mod is creating a issue with Amator Phasma's Coal & Steam
industrial science pack 1

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

Posted: Sun Nov 10, 2019 9:23 am
by Admiralkio
Hello!

Is it possible to get some compatibility with Realistic Reactors with your nuclear mod?

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

Posted: Sun Nov 10, 2019 2:29 pm
by AmatorPhasma
Admiralkio wrote:
Sun Nov 10, 2019 9:23 am
Hello!

Is it possible to get some compatibility with Realistic Reactors with your nuclear mod?
There was compatibility until version 0.17.40 of my mod where I totally overhould all my stuff.

I will look into it, but if my memory are right, I have to ask the author of "Realistic Reactors" to do it "again", because this needs changes on his control.lua script.

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

Posted: Sun Nov 10, 2019 9:17 pm
by AmatorPhasma
AmatorPhasma wrote:
Sun Nov 10, 2019 2:29 pm
Admiralkio wrote:
Sun Nov 10, 2019 9:23 am
Hello!

Is it possible to get some compatibility with Realistic Reactors with your nuclear mod?
There was compatibility until version 0.17.40 of my mod where I totally overhould all my stuff.

I will look into it, but if my memory are right, I have to ask the author of "Realistic Reactors" to do it "again", because this needs changes on his control.lua script.
I asked the author of "Realistic Reactors" for an update because I can not do it on my end.

https://mods.factorio.com/mod/Realistic ... 000cd5fac1

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

Posted: Sun Nov 10, 2019 10:22 pm
by Admiralkio
Thank you!

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

Posted: Sun Dec 15, 2019 4:32 pm
by Mecejide
In your Angel Addons mod, can you merge the iron stick and iron rod into one item, add a recipe to craft it from iron rod stacks, and add a recipe to strand cast iron rod stacks?

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

Posted: Sun Dec 15, 2019 7:53 pm
by AmatorPhasma
Mecejide wrote:
Sun Dec 15, 2019 4:32 pm
In your Angel Addons mod, can you merge the iron stick and iron rod into one item, add a recipe to craft it from iron rod stacks, and add a recipe to strand cast iron rod stacks?
Hi,

I have put this on my list, and will look into this.

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

Posted: Sun Dec 29, 2019 2:16 am
by emp_zealoth
Can you please rebalance steel production?
Dunno if it's expensive recipes bug, but it takes 46 iron ore, 15 crushed coke per 4 steel plates, as well as steelworks taking 1.5MW to run.
Basically, to get to 1000 steel/min I'd need to feed it 1M iron ore every 90 minutes, like 250MW of power and stupid amounts of coal - it's prohibitely expensive and there is no other way to create steel now, so there is just no way to scale it up

Can you please add more tiers/bring the steel costs more in line with Angels Smelting? (It's pretty costly there already IMO, at least till late midgame)

Also, there is a typo in crucible name (crucibel)

Cheers