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Infinite Ores, Refining, Ore Processing ...

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Arch666Angel
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Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing

Post by Arch666Angel »

@Trev_lite
I'm sorry that you ran into this issue, I already fixed that for the next version by moving all the config/option calls into a separate file and into the block which checks for bobs. But thanks for the heads up and sorry for the inconvenience :)

@bruteman
It is not in the current release, will be in the next one I'm currently working on. The bobmods part of it is playable, although I'm still working on some graphics/icons/names etc if you want to playtest it, I can send you a preview version. I hope to have the rest done soonish.

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Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing

Post by ALittleGreenStone »

Trev_lite wrote:I have an error when I try to run Factorio with this mod.

Code: Select all

__angelsores__/data.lua:63: attempt to index field 'ores' (a nil value)
only mod that affect ores I have is RSO.

...

here is a version that should work even if you are not using bobmods.
Thank you! I've run into the same issue, it works with the file you've provided!

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Re: [MOD 0.12.x][Bobs][Base] Angels Processing

Post by OvermindDL1 »

How do you get powdered cobalt for the blue alien science recipe? To get it, it requires Processed Cobalt Ore, which requires Cobaltite, which is not enabled by default (nor enabled here since we get cobalt oxide from copper). It seems there needs to be some path from the cobalt-oxide-from-copper processing to powdered cobalt. Honestly I'd say just make the Powdered Cobalt recipe take Cobalt Oxide straight, that way all paths function, although that lets you skip the processing cobalt step for powdered cobalt, though making the copper output processed cobalt ore sounds odd, that could work too and locks it into the proper path.

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Re: [MOD 0.12.x][Bobs][Base] Angels Processing

Post by OvermindDL1 »

Also, no receipe for lead and silver in the angel processing?

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Re: [MOD 0.12.x][Bobs][Base] Angels Processing

Post by Arch666Angel »

@OvermindDL1
Thanks for the heads up. The thingy with the cobalt is an oversight, will rework the processing part next on when I finish on the current mod im working on. There should be a recipe for lead in there, maybe forgot to include the technology if it isn't.

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Re: [MOD 0.12.x][Bobs][Base] Angels Processing

Post by OvermindDL1 »

Arch666Angel wrote:@OvermindDL1
Thanks for the heads up. The thingy with the cobalt is an oversight, will rework the processing part next on when I finish on the current mod im working on. There should be a recipe for lead in there, maybe forgot to include the technology if it isn't.
Ah it might be the technology then, have not seen any technology give lead and silver (ore?) at once like the advanced lead/silver bobs recipe does.
My server is loving the mod though, takes up so much space, more processing required, yet is actually worth it! Might have some balance suggestions later but for now it is very nice.

If you want requests though, like you already have an ingot->bronze recipe, what about ingot->brass, ingot->etc... (of ones that have ingots in any case)? :-)


Idle thinking from the server, Bob's Mods hates altering vanilla stuff and even the circuits was almost too much for him, we would love to see vanilla factorio altered even further and your mods have a great style (hint*hint*). ^.^

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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Post by Arch666Angel »

@OvermindDL1
Thanks for the feedback, glad you like it. Oh ok I misunderstood you there, I did not add any of the recipes that give other resources in the process, because that's a thing I have integrated into my refining mod. The processing is just there to increase the yield of the individual ores, but recipes will change a bit in the future I think, I want to incorporate the catalysts I created into the ingot processing recipes and then expand the alien artefact processing.
And I'm always thankful for feedback and suggestions.

---
Updated the main post:
-initial release for angelsrefining
-updated angelsprocessing (DO NOT UPDATE FROM OLDER VERSIONS WITH A RUNNING SAVE)

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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Post by orzelek »

Are you still using that experimental RSO?
I can update configs in main version if necessary.

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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Post by Arch666Angel »

It's a new experimental upped it this morning, I'm still changing around the config, will send you the config when I'm happy with the distribution, if that is ok with you.

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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Post by Pandemoneus »

Your new refining mod looks interesting. Since I am also using RSO, can you, @orzelek, give us a notification when you update?
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires

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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Post by Arch666Angel »

Redid bobs alien artifacts and matched the catalysts colours:
Old big artefact, new big artefact, catalyst, old small artefact, new small artefact
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Post by orzelek »

Released RSO 1.5.3 that has the updated config from Arch666Angel.
Sadly I'm in very long bobathon playthrough so won't come to test this right now :)

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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Post by Pandemoneus »

Hey Angel,
there's a bug with Angels Refining in Multiplayer:
Image
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires

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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Post by Arch666Angel »

Thanks for the report. That's the few lines I have in control.lua, if you want to fix it for now just delete the control.lua from angelsrefining, only thing it does is give you a burner ore crusher from the start, but you can craft it by hand.

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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Post by Arch666Angel »

Have updated and uploaded the mod with a fix, hope that this work in MP now.

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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Post by OvermindDL1 »

No migration files indeed... ouch... all the ores everywhere vanished... o.O

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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Post by Arch666Angel »

I seriously hope you had a save there. :/
Perhaps I should make it more clear that using refining and angelsinfinite ores doesn't only add ore but replaces everything.

New take on the extractor:
Image

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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Post by Ceraphix »

Has anyone noticed an issue with the Ore Processing Plant sprite?

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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Post by Arch666Angel »

@Ceraphix
The ore processing plant is a modified and then rescaled version I made for the first version, so there might be slight itches :) I will redo it when I finished all the GFX for the refining mod.

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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Post by OvermindDL1 »

Arch666Angel wrote:I seriously hope you had a save there. :/
Indeed I did. ^.^
Was just testing, but really no way to migrate that?
Arch666Angel wrote: Perhaps I should make it more clear that using refining and angelsinfinite ores doesn't only add ore but replaces everything.

New take on the extractor:
Image
This will still integrate well with bobsmods? Including the mining tiers from bobsmods and such? Would be odd to have one graphic for one level and another for the higher considering that is not the pattern given by everything else, unless you plan to replace everything in general including in bobsmods? ;-)

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