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Re: [REQUEST] Mass Reactions

Posted: Tue May 16, 2017 7:42 pm
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.

Re: [REQUEST] Mass Reactions

Posted: Wed May 17, 2017 7:08 am
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

Re: [REQUEST] Mass Reactions

Posted: Thu Jun 01, 2017 2:38 pm
by Ranakastrasz
Now works with Quarry

Re: [REQUEST] Mass Reactions

Posted: Thu Jun 01, 2017 4:33 pm
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.

Re: [REQUEST] Mass Reactions

Posted: Thu Jun 01, 2017 4:41 pm
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

Re: [REQUEST] Mass Reactions

Posted: Thu Jun 01, 2017 5:43 pm
by giimer
Many thanks. I'll wait.

Re: [REQUEST] Mass Reactions

Posted: Thu Jun 01, 2017 6:18 pm
by Ranakastrasz
zzz

Re: [REQUEST] Mass Reactions

Posted: Thu Jun 01, 2017 7:16 pm
by giimer
\(^_^)/

Re: [REQUEST] Mass Reactions

Posted: Thu Jun 01, 2017 7:18 pm
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.

Re: [REQUEST] Mass Reactions

Posted: Sat Jun 24, 2017 4:57 pm
by giimer
The problem described above is relevant. Can I hope for a correction?

Re: [REQUEST] Mass Reactions

Posted: Sat Jun 24, 2017 10:30 pm
by Ranakastrasz
Yea, once I get a chance. Currently in college, so I don't have a huge amount of free time.

Re: [REQUEST] Mass Reactions

Posted: Sun Jun 25, 2017 10:34 am
by giimer
Many thanks. I'll wait.

Re: [REQUEST] Mass Reactions

Posted: Mon Jun 26, 2017 7:13 pm
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.

Re: [REQUEST] Mass Reactions

Posted: Mon Jun 26, 2017 7:28 pm
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?

Re: [REQUEST] Mass Reactions

Posted: Tue Jun 27, 2017 7:47 pm
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.

Re: [REQUEST] Mass Reactions

Posted: Thu Sep 21, 2017 5:34 pm
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

Re: [REQUEST] Mass Reactions

Posted: Tue Dec 19, 2017 3:27 pm
by Ranakastrasz
Updated for Factorio V16.

Re: [REQUEST] Mass Reactions

Posted: Tue Dec 19, 2017 4:23 pm
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.

Re: [REQUEST] Mass Reactions

Posted: Tue Dec 19, 2017 4:26 pm
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.

Re: [REQUEST] Mass Reactions

Posted: Wed Dec 20, 2017 1:30 pm
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.