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Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Sun Jul 27, 2014 12:55 pm
by bobingabout
Remember I started writing this mod for V0.9.8 of the game? Well, when I started writing it, I tried to make the low end Mixing Furnace and Chemical Furnace work on Burner power, making them basically the same as the standard stone furnace, but with the ability to use "metal-mixing" aka alloying, and "chemical-furnace" recipes unlocked via the Alloy and Chemical researchs. However, even though I told the game to use "Burner" as an energy source... it tried to use electricity.

Well, I was reading a forum post about someone having issues with a burner inserter trying to insert fuel into a burner assembly machine. The issue was it wouldn't refuel the assembly machine or itself. I thought... "hang on, Burner assembly machine? Last time I tried that it wouldn't work", so I tried again, and it worked.

So the next version will change these structures to run on burner power, making the mod V0.10.x only.

Though really, how many people are still using v0.9.8, and using my mods with it? if you are, don't upgrade. Besides, most of my newer mods (Intermediates, Assembly machines, Power and Modules) were made for 0.10.x and either won't work with v0.9.8 due to use of ogg instead of wav, or havn't been tested with it, so... Yeah, since this mod leads onto using those others that won't work on v0.9.8, why keep it 0.9.8 compatable?
omegasrevenge wrote:Why would you need tin in the early game?
Changes I havn't made yet.

Remember, my intermediates use a lot of Tin in electronics. I plan to change a lot of the early game recipes to use Bronze instead of copper, and my electronics instead of base game electronics.

The result would be that you start needing to use Tin (in electronics and bronze) before, or around the same time you start using steel, meaning you'll need to use it before the rest of my new ores.

Another possibility is that I change some of the early game recipes that currently use Iron to use Tin instead.
SuperSandro2000 wrote:Why not?
omegasrevenge wrote:If you have two mods and one works in a much reduced fashion without the other then they should be one mod.
Go for it.
I think for the next version, I will then.

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Sun Jul 27, 2014 2:34 pm
by omegasrevenge
bobingabout wrote:Remember I started writing this mod for V0.9.8 of the game?
I started playing this game less than 2 weeks ago.
bobingabout wrote:
omegasrevenge wrote:Why would you need tin in the early game?
Changes I havn't made yet.
I implore you to focus on parts of the game that are lacking in vanilla, not changing working, existing game mechanics. I am not telling you to stop, since while they are working they are still overly simple, but I believe the endgame needs work much more than the rest of the game.

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Wed Jul 30, 2014 1:14 am
by bobingabout
New version is up, patch notes in first post.

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Wed Jul 30, 2014 5:46 am
by Airat9000
bobingabout wrote:New version is up, patch notes in first post.
who is nickel ore?
Image

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Wed Jul 30, 2014 6:31 am
by bobingabout
Airat9000 wrote:
bobingabout wrote:New version is up, patch notes in first post.
who is nickel ore?
I See a problem with this picture
My mod adds my ores to a "Bob's Intermediates" tab. this is showing my intermediates mixed in with others. This means someone elses mod is moving my ores.

I don't recognise the last icon on the 3rd row. could that be it?

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Wed Jul 30, 2014 8:29 am
by Vitduo
Top left is the inscription. It means "Tiles". So the picture is just a screenshot of "Map editor" and nothing else

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Wed Jul 30, 2014 8:37 am
by Airat9000
namely that there is no map, no map editor on this .. weird ..

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Wed Jul 30, 2014 8:43 am
by Vitduo
Bob's ores has no nickel ore as entity, only as item. The picture shows entity-ores. Go to items-tab.
Ищи эту руду в вкладке предметы. И выражайся ясней. Сформулируй правильное предложение на татарском и переводь это через онлайн/оффлайн переводчик

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Wed Jul 30, 2014 8:50 am
by bobingabout
Map editor!

Yes, Nickel Ore is item from Galena
Galena gives 2 ores, Lead and Nickel.

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Sun Aug 03, 2014 6:11 am
by AartBluestoke
bobingabout wrote: v0.5.2
...
* Reduced the cost of Steel plate to 2 Iron plate instead of 5.
...\Factorio\mods\DyTech-Metallurgy\prototypes\recipe\metals-base.lua

the recipe "metallurgy-steel-plate"
uses {type="fluid", name="molten-carbonated-iron", amount=37.5}, or the equivalent of 3.75 plates (the use of fluid is more efficient than regular smelting, due use of lava, and processing complexity)

perhaps you should alter that recipe to output 2 steel plates instead of one, or decrease the amount of molten-carbonated-iron needed (15 even would keep the appropriate dy-tech 25% discount for using fluid processing)

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Mon Aug 04, 2014 12:00 am
by bobingabout
AartBluestoke wrote:perhaps you should alter that recipe to output 2 steel plates instead of one, or decrease the amount of molten-carbonated-iron needed (15 even would keep the appropriate dy-tech 25% discount for using fluid processing)
setting it to 15 carbonated iron and 2 water, and reducing the energy requirement from 0.8 to 0.4 in my overides file.

Thankyou for the sugestion, will be in the next release.


EDIT:

Okay, Version 0.6.0 is out.
This version merges the Intermediates mod into this one, making the old Intermediates mod obsolete.
it also adds a few other things to it, see patch notes.

Something else I did was put letters and numbers on icons for the Electrolysers and Chemical Plants (not the original) to help tell them apart untill I can get some propper graphics for them.

Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod

Posted: Mon Aug 04, 2014 4:12 am
by Airat9000
bobintermediates and plates 2 or 1?

Bob dear :)
have thought .. a little harder for the discovery technology

Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod

Posted: Tue Aug 05, 2014 12:42 pm
by bobingabout
Airat9000 wrote:bobintermediates and plates 2 or 1?

Bob dear :)
have thought .. a little harder for the discovery technology
I'm not sure what you're saying, are you saying I made it too easy?

Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod

Posted: Tue Aug 05, 2014 2:42 pm
by Vitduo
"Dear, can you give me some Unknown interface: "item-name.glass"? - Ok, I'll have given Unknown interface: "item-name.glass" to you... Wait, please..."

Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod

Posted: Tue Aug 05, 2014 3:05 pm
by bobingabout
Vitduo wrote:"Dear, can you give me some Unknown interface: "item-name.glass"? - Ok, I'll have given Unknown interface: "item-name.glass" to you... Wait, please..."
item-name.glass added. Will be in next release.
Thankyou for the bug report.

Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod

Posted: Tue Aug 05, 2014 3:21 pm
by Vitduo
Thanks

Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod

Posted: Sun Aug 10, 2014 2:41 am
by bobingabout
Uploading a minor update.

The only real changes are fixing the glass locale name, and re-ordering the recipe and item lists.

Item list now sorts by item type (when you're looking for an item in the logistics system), Ore, Resorces, Chemical, Metal, Alloy, Electronic Part, Electronic Board, Gear, Bearing.
Recipe list now sorts the big clump of resorces and metals by Factory type. Fluid Chemical, Fluid Electrolysis, Assembly machine(or by hand), Chemical plant, Furnace, Chemical furnace, Electroliser, Mixing furnace...
and then the specialised groups are untouched at the end, Electronic Part, Electronic Board, Gear, Bearing.

See first post for download link.

Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod

Posted: Wed Aug 13, 2014 9:42 pm
by bobingabout
Q: In the next version should I add an alternate recipe for Solder that uses Lead and Tin plates (and resin) like old lead based solder, just as an option (and to help burn up all that currently useless lead). Yes/No?

Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod

Posted: Thu Aug 14, 2014 5:25 am
by Vitduo
Y

Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod

Posted: Fri Aug 15, 2014 5:03 pm
by CreeperDaReeper
Had a thought for adding another element. (Oh god not another one!) Lithium, mostly for better batteries and such. Either found as the rare Zabuyelite Ore (Li2CO3), or from Salt combined with Soda Ash, (which is how they separate Lithium from its specific salt).

Salt + Stone = Soda Ash + Calcium Chloride
Soda Ash + Salt = Lithium Ore
First part is also know as the Solvay Process, which has a byproduct of Calcium Chloride.