[REQUEST] Mass Reactions

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giimer
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Re: [REQUEST] Mass Reactions

Post by giimer »

Thank you.
I checked the modification, it works correctly. However, it conflicts with the

Important modifications:
Yuoki Industries
Bob's Modules

Minor modifications:

Air filtering
Bio industries
Bob's Greenhouse mod

Without changes:
Quarry


Please check and repair the interaction with Yuoki Industries and Bob's Modules. Just ask how to add an effect on Quarry.

----------------------------------------

Спасибо.
Я проверил модифицацию-она работает правильно. однако она конфликтует с

Важные модификации:
Yuoki Industries
Bob's Modules

Маловажные модификации:

Air filtering
Bio industries
Bob's Greenhouse mod

Без изменений:
Quarry


Пожалуйста проверьте и почините взаимодействие с Yuoki Industries и Bob's Modules. Так же прошу сказать, как добавить воздействие на Quarry.

giimer
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Re: [REQUEST] Mass Reactions

Post by giimer »

Up.
I looked through the modification files. If you set local multiplier = 10 or local timeCap = 60000, the compatibility problem disappears.

Many thanks
-------------

I ask you to suggest how to combine this modification and Quarry

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Ranakastrasz
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Re: [REQUEST] Mass Reactions

Post by Ranakastrasz »

Now works with Quarry
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Easy Refineries - V16

giimer
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Re: [REQUEST] Mass Reactions

Post by giimer »

Batch-Intermediaries_15.1.0.zip does not work with the quarry.
Image
What should I do to work together?


Modification spoils those reactions that have more than one result. For example bob's greenhouse
Image
Image
The result should be 600 logs and seedling (an additional product), not 20 logs. An improved reaction is also affected.

Or improved lead processing. There should be 180 lead and 40 silver in the result.
Image
Image
Improved processing of copper (with cobalt) is the same. And some other reactions.

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Ranakastrasz
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Re: [REQUEST] Mass Reactions

Post by Ranakastrasz »

Not sure why that isnt working. Also I see I failed to uploade the new version. Gonna have to wait till I can get to a computer
My Mods:
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Flare - V16
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Re: [REQUEST] Mass Reactions

Post by giimer »

Many thanks. I'll wait.

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Ranakastrasz
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Re: [REQUEST] Mass Reactions

Post by Ranakastrasz »

zzz
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Batch-Intermediaries_15.1.1.zip
(1.92 MiB) Downloaded 85 times
My Mods:
Modular Armor Revamp - V16
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Flare - V16
Easy Refineries - V16

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Re: [REQUEST] Mass Reactions

Post by giimer »

\(^_^)/

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Ranakastrasz
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Re: [REQUEST] Mass Reactions

Post by Ranakastrasz »

Huh. I could have sworn I got that part working. Presumably it works differently from vanilla multi-outputs, then.
I mean, it works for Uranium-enrichment and the oil stuff, so I missed something.
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Flare - V16
Easy Refineries - V16

giimer
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Re: [REQUEST] Mass Reactions

Post by giimer »

The problem described above is relevant. Can I hope for a correction?

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Ranakastrasz
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Re: [REQUEST] Mass Reactions

Post by Ranakastrasz »

Yea, once I get a chance. Currently in college, so I don't have a huge amount of free time.
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Modular Armor Revamp - V16
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Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [REQUEST] Mass Reactions

Post by giimer »

Many thanks. I'll wait.

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Ranakastrasz
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Re: [REQUEST] Mass Reactions

Post by Ranakastrasz »

o_0

Ok, It looks like it got set to 20 instead of multiplied by 20 in those cases. Not sure how I managed that. Will fix shortly.


Quarry IS working now, right?

Edit:

Huh... Apperently it has to do with randomized production, with a minimum and maximum.
My Mods:
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Agent Orange - V16
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Re: [REQUEST] Mass Reactions

Post by Ranakastrasz »

This will PROBABLY work. I can't be entirely sure, but it works with bob greenhouse.


Also I set the base to 5x multiplier, which lets you start the game sanely at least.



Do you have a suggestion on what, if any, limits I should add to avoid long-duration recipes? I added that 600 second limit, so as to avoid recipes that take more than 10 minutes. Also I removed the "Round to nearest 10x"

Or do you think it isn't needed at all?
Attachments
Batch-Intermediaries_15.1.2.zip
(1.92 MiB) Downloaded 121 times
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

giimer
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Re: [REQUEST] Mass Reactions

Post by giimer »

Many thanks. Complex reactions bob greenhouse and bob metals now work correctly.
The quarry can dig ore and liquid (oil, gas ...). The ore was corrected last time, the liquid is now also corrected.


I do not consider the presence of a limit a problem. If I need other multipliers, I'll fix it myself. And any other user of this modification will fix it himself. I do not think you need to change something.

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darkfrei
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Re: [REQUEST] Mass Reactions

Post by darkfrei »

giimer wrote:Current reactions are too fussy. Please slow down the reactions and make them massive. Examples:

Original 1 iron ore + one second = 1 iron plate
Change 100 iron ore + 100 seconds = 100 iron plates.

Original 10 crude oil + 5 seconds = 3 Heavy oil + 3 Light oil + 4 Petroleum gas
Change 1000 crude oil + 500 seconds = 300 Heavy oil + 300 Light oil + 400 Petroleum gas

I saw a modification of Fluid Cubes. It automatically changes all reactions with liquids. I assume that you can make a modification to automatically change all reactions.
So, it has 5x factor right now, but it seems working!

https://mods.factorio.com/mods/darkfrei/5xProduction
Attachments
5xProduction_0.0.1.zip
(2.29 KiB) Downloaded 68 times

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Ranakastrasz
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Re: [REQUEST] Mass Reactions

Post by Ranakastrasz »

Updated for Factorio V16.
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Batch-Intermediaries_16.1.0.zip
(1.93 MiB) Downloaded 71 times
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Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [REQUEST] Mass Reactions

Post by mrvn »

Does this replace all original recipes with 5x batches or does it add new batch recipes? Does it add new buildings?

I was thinking that later in the game it would be nice to have larger furnaces, larger assembler, larger chemical plants, larger refineries that do

* process things in batches
* take less time per item
* take longer per cycle (since the batch is larger) to avoid stutter effects with speed modules and beacons

The cost of this would be the larger building. A large assembler could require 2-4 assemblers to build and have a 4x4 or 5x5 footprint for example.

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Re: [REQUEST] Mass Reactions

Post by Ranakastrasz »

mrvn wrote:Does this replace all original recipes with 5x batches or does it add new batch recipes? Does it add new buildings?

I was thinking that later in the game it would be nice to have larger furnaces, larger assembler, larger chemical plants, larger refineries that do

* process things in batches
* take less time per item
* take longer per cycle (since the batch is larger) to avoid stutter effects with speed modules and beacons

The cost of this would be the larger building. A large assembler could require 2-4 assemblers to build and have a 4x4 or 5x5 footprint for example.
It replaces most recipes with 5x batches. This excludes a few specific ones, and has no effect on anything that can be placed (Hopefully)

That said, that may be interesting.

Still, I am only maintaining this, as I do not use it.
My Mods:
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Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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bobingabout
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Re: [REQUEST] Mass Reactions

Post by bobingabout »

giimer wrote:Batch-Intermediaries_15.1.0.zip does not work with the quarry.
Modification spoils those reactions that have more than one result. For example bob's greenhouse
The result should be 600 logs and seedling (an additional product), not 20 logs. An improved reaction is also affected.

Or improved lead processing. There should be 180 lead and 40 silver in the result.
Improved processing of copper (with cobalt) is the same. And some other reactions.
This is the first time I've popped my face in here...

Those recipies... use a CHANCE to get, not a flat out give. For example, the cobalt oxide recipe results line looks like this

Code: Select all

    results=
    {
      {type = "item", name = "copper-plate", amount_min = 7, amount_max = 11},
      {type = "item", name = "cobalt-oxide", amount_min = 1, amount_max = 3},
    },
The game itself will calculate the average result and display it, which is 9 and 2.

The mod could be failing on this either by the fact that it's not looking at results, but instead result, or it could be that it's looking only for amount, not min/max.

Also, the newer version of the greenhouse results look like this:

Code: Select all

    normal = 
    {
...
      results =
      {
        {type = "item", name = "raw-wood", amount_min = 10, amount_max = 50},
      },
    },
    expensive =
    {
...
    results =
      {
        {type = "item", name = "raw-wood", amount_min = 10, amount_max = 30},
      },
    },
The older version looked like this:

Code: Select all

    results =
    {
      {type = "item", name = "raw-wood", amount_min = 10, amount_max = 50},
      {type = "item", name = "seedling", amount_min = 5, amount_max = 10}
    },
And the seedlings recipe looked like this:

Code: Select all

    results =
    {
      {type = "item", name = "seedling", amount_min = 1, amount_max = 5, probability = 0.5}
    },
Yes, that's a chance you'll get nothing at all.
Last edited by bobingabout on Wed Dec 20, 2017 1:47 pm, edited 1 time in total.
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