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Re: [MOD 0.17] Industrial Revolution

Posted: Thu Jan 02, 2020 1:23 pm
by Dae
only if i change setting of industrial revolution.
if i use "standard" setting, ion cannon work fine


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UNcompatible mods :
Bugs
Wall from "Dectorio" can't enter on incinerator

Radar can copy or delet (q key, Alt D) not working

i think you not supposed use crude oil on stone age ... =)
Image

Re: [MOD 0.17] Industrial Revolution

Posted: Thu Jan 02, 2020 1:26 pm
by Deadlock989
Dae wrote:
Thu Jan 02, 2020 1:23 pm
only if i change setting of industrial revolution.
if i use "standard" setting, ion cannon work fine
*shrug*

Read the compatibility FAQ.

Re: [MOD 0.17] Industrial Revolution

Posted: Thu Jan 02, 2020 1:49 pm
by Dae
Yeap
Bob's mods (except Bob's Inserters and reportedly Bob's Enemies)
Angel's Refining
Squeak Through
Bullet Trails
Omnilibrary
Py's Coal Processing
i try help to keep the UNcompatible mods list up-to-date =)

Re: [MOD 0.17] Industrial Revolution

Posted: Thu Jan 02, 2020 1:57 pm
by Deadlock989
Please don't. It's just extra work for me.

Re: [MOD 0.17] Industrial Revolution

Posted: Thu Jan 02, 2020 2:12 pm
by Garg1979
how do you manage the ore washing process ?
if i connect the freshwater to the washers , the tiny 25k fluid storage got an dirty water overflow and if i try to use the recycled fresh water and run out of dirty water.

the only solution i got so far is a modded storagetank with 450k capacity to deal with this problem , but how to solve it with the normal storage from this mod?

Re: [MOD 0.17] Industrial Revolution

Posted: Thu Jan 02, 2020 2:16 pm
by Dae
Deadlock989 wrote:
Thu Jan 02, 2020 1:57 pm
Please don't. It's just extra work for me.
... copy past the exact list of mods not supported (yet)
and never ask again ... it's less work, not more.
if that write , nobody can ask anymore

Re: [MOD 0.17] Industrial Revolution

Posted: Thu Jan 02, 2020 2:21 pm
by nosports
Garg1979 wrote:
Thu Jan 02, 2020 2:12 pm
how do you manage the ore washing process ?
if i connect the freshwater to the washers , the tiny 25k fluid storage got an dirty water overflow and if i try to use the recycled fresh water and run out of dirty water.

the only solution i got so far is a modded storagetank with 450k capacity to deal with this problem , but how to solve it with the normal storage from this mod?
Thats the puzzle here :-)

you need some freshwater to get it started, but after that clean the water reuse it and make a contraption which fills only some fresh water wenn needed...

If you run out of dirty water then its just good :-)

Re: [MOD 0.17] Industrial Revolution

Posted: Thu Jan 02, 2020 2:29 pm
by Deadlock989
Garg1979 wrote:
Thu Jan 02, 2020 2:12 pm
the only solution i got so far is a modded storagetank with 450k capacity to deal with this problem , but how to solve it with the normal storage from this mod?
One pump, one tank, one wire.
Untitled.png
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Re: [MOD 0.17] Industrial Revolution

Posted: Thu Jan 02, 2020 3:18 pm
by Deadlock989
Illiander42 wrote:
Fri Nov 15, 2019 9:14 pm
In my quest to make IR and Space Exploration work together, would it be possible to tell me where to go to say "exclude this product from this recipe from the tech tree rebuild search"?
The next version of IR will check for a property "IR_tech_rebuild_ignore" in both recipe and technology prototypes. If it is found to be set to "true" in the technology, the whole technology will be ignored for the purpose of building the tech prerequisite tree. If it is set in the recipe, only that recipe is ignored. However, those prototypes and properties need to exist at the time IR runs its data.lua stage. I can add hidden dependencies on other mods to IR to force that to happen, on request.

Re: [MOD 0.17] Industrial Revolution

Posted: Thu Jan 02, 2020 3:45 pm
by Deadlock989
Randomised belt variants for sulphur.
sulphur.png
sulphur.png (138.06 KiB) Viewed 5534 times

Re: [MOD 0.17] Industrial Revolution

Posted: Fri Jan 03, 2020 12:45 pm
by Deadlock989
---------------------------------------------------------------------------------------------------

Version: 1.0.10
Date: 03. 01. 2020

Fixes:
- Fixed an issue with robotowers built outside of a power grid. Robotowers and roboports both now have a "recharge minimum" of 50% of their buffer capacity.

Tweaks:
- Replaced OTT photon cannon toggle sounds with generic bloops.
- Photon cannon and inserter toggle sounds are now played only to the toggling player instead of "in the world", to avoid spam.
- Display plate symbol selection buttons now make a clicking sound when pressed.
- Rotating a building makes a subtle sound.
- Enabled the hidden gold chest.
- Sulphur has randomised "belt variants", like ores.

Compatibility:
- Any recipe or technology prototype with a property "IR_tech_rebuild_ignore" set to true will now be ignored by the tech tree builder.

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Re: [MOD 0.17] Industrial Revolution

Posted: Sat Jan 04, 2020 5:15 pm
by T__C
How does the clockwork punkbot work? I put a bronze roboport equipment in my heavy armor and I built a clockwork punkbot, but I can't figure out how to make the robot do anything. I've used blueprints to mark items for construction and I've used the deconstruction planner to mark items for removal, but the robot doesn't respond to either one.

Do I need to put a power source in my armor before the punkbot will work, and if so, does that mean I need to research the portable accumulator before I can use the punkbot, or is there an earlier power source that I've overlooked?

Also, am I supposed to do something to "activate" the punkbot? For instance, is there some way to assign the punkbot to the roboport somehow? Is the punkbot supposed to be in my inventory or floating free?

Re: [MOD 0.17] Industrial Revolution

Posted: Sat Jan 04, 2020 5:36 pm
by nosports
T__C wrote:
Sat Jan 04, 2020 5:15 pm
How does the clockwork punkbot work? I put a bronze roboport equipment in my heavy armor and I built a clockwork punkbot, but I can't figure out how to make the robot do anything. I've used blueprints to mark items for construction and I've used the deconstruction planner to mark items for removal, but the robot doesn't respond to either one.

Do I need to put a power source in my armor before the punkbot will work, and if so, does that mean I need to research the portable accumulator before I can use the punkbot, or is there an earlier power source that I've overlooked?

Also, am I supposed to do something to "activate" the punkbot? For instance, is there some way to assign the punkbot to the roboport somehow? Is the punkbot supposed to be in my inventory or floating free?
Did you also incude a generator and some fuel into your amor ?

Re: [MOD 0.17] Industrial Revolution

Posted: Sat Jan 04, 2020 5:53 pm
by T__C
nosports wrote:
Sat Jan 04, 2020 5:36 pm
Did you also incude a generator and some fuel into your amor ?
That's what I was missing! Thanks.

Re: [MOD 0.17] Industrial Revolution

Posted: Sat Jan 04, 2020 10:16 pm
by Deadlock989
Tooltips are amazing things ...
roboport.png
roboport.png (228.52 KiB) Viewed 5246 times
generator.png
generator.png (274.29 KiB) Viewed 5246 times

Re: [MOD 0.17] Industrial Revolution

Posted: Sun Jan 05, 2020 7:01 am
by digitalbeing
Really enjoying this mod, I will now be recommending it as the first overhaul mod folks should try. Thanks for all your work on it!

Re: [MOD 0.17] Industrial Revolution

Posted: Sun Jan 05, 2020 11:01 am
by Bilka
The following icons rely on vanilla prototypes using icon_size = 32, so when the icon_size is changed by another mod they will break:
data.raw["item-with-entity-data"]["electric-locomotive"].icon
data.raw.locomotive["electric-locomotive"].icon
data.raw.tree["deadlock-rubber-tree"].icon

Basically this, but in your own mod:
Deadlock989 wrote:
Thu Jan 02, 2020 12:59 pm
This is due to a flaw in the ion cannon mod. It makes a copy of the vanilla gun turret and assumes that the turret has certain properties that no other mod has changed. This assumption is wrong. Can't/won't fix.

Re: [MOD 0.17] Industrial Revolution

Posted: Sun Jan 05, 2020 1:13 pm
by Deadlock989
Bilka wrote:
Sun Jan 05, 2020 11:01 am
The following icons rely on vanilla prototypes using icon_size = 32, so when the icon_size is changed by another mod they will break:
data.raw["item-with-entity-data"]["electric-locomotive"].icon
data.raw.locomotive["electric-locomotive"].icon
data.raw.tree["deadlock-rubber-tree"].icon

Basically this, but in your own mod:
Deadlock989 wrote:
Thu Jan 02, 2020 12:59 pm
This is due to a flaw in the ion cannon mod. It makes a copy of the vanilla gun turret and assumes that the turret has certain properties that no other mod has changed. This assumption is wrong. Can't/won't fix.
Thanks for that bit of public shaming. Really got my Sunday off to a good start.

Re: [MOD 0.17] Industrial Revolution

Posted: Sun Jan 05, 2020 2:43 pm
by Deadlock989
---------------------------------------------------------------------------------------------------
Version: 1.0.11
Date: 05. 01. 2020
Fixes:
- Explicitly set icon size for the very few prototypes still using 32x32 icons.
- Create assembling machine fluid boxes and battery items from scratch, instead of relying on vanilla prototypes.
Tidying:
- Removed unused/postponed code.
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Re: [MOD 0.17] Industrial Revolution

Posted: Sun Jan 05, 2020 5:06 pm
by Dae
Bugs With IR
  • Radar can copy or delete (q key, Alt D) not working
  • electric turret do "zaap" without powered
  • tree nursery on iron make pollution, but burner version not
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Bugs with mods
  • wood-Wall from "Dectorio" can't enter on incinerator
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UNcompatible mods (error, crash or brokenGame)


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