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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
This is really strange, if there were at least table inserts or something in there but like I said bio processing is more or less pure definitions at the moment. Sry for the issue and thanks for the report. If you have other clues what might be the cause let me know.
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Yeah, we're still looking into it. One of our players is still desyncing so I'm thinking it's something else I just really have no clue what, we've tried removing all mods and it seems to just sorta happen for no reason?
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
So... found a bug. ^.^
Rubyte Chunk Sorting somehow takes Jivolyte Chunks as the input?
Rubyte Chunk Sorting somehow takes Jivolyte Chunks as the input?
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Have you tried the peer-to-peer connection?Simcra wrote:Yeah, we're still looking into it. One of our players is still desyncing so I'm thinking it's something else I just really have no clue what, we've tried removing all mods and it seems to just sorta happen for no reason?
@OvermindDL1
That one is already fixed for the next version, was a mistake in the tie in for the uranium ore
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Cool, looking forward!Arch666Angel wrote:@OvermindDL1
That one is already fixed for the next version, was a mistake in the tie in for the uranium ore
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Updated angelsrefining to ---0.1.3
-fxied an error with nucular integration (requiring the wrong material for the sorting recipe)
-added localization for the base game variant
-added hydro-plant and config settings to enable/disable it
-moved the catalysts into the processing mod
-tweaked some stats for the refining buildings (consumption, modules, idle drain, pollution)
Updated angelsprocessing to ---0.1.5
-Ore Processing: added new gfx for the ore-processing-plant
-Ore Processing: ore-processing-plant size changed to 5x5!
-Ore Processing: ore to processed recipes changed to 4 to 1, processed to plate recipes changed to 1 to 5, processed to ingot recipes changed to 2 to 12.
-Ore Processing: condensed the scattered technologies down to the 4 ore-processing techs.
-Bio Processing: added recipes for early wood production (bobmods) and later stages
-Bio Processing: lowered ingredients for artifacts to be cut gems and not polished
-Bio Processing: removed oxygen from the algae farming recipe
-Bio Processing: changes to the amount of ingredients and results of the wood processing line
There has been changed a lot in angelsprocessing, most of it reshuffling and rearranging processing lines and recipes, migration file is included but I recommend starting it in a new map none the less. No guarantees that I remembered to include every change
-fxied an error with nucular integration (requiring the wrong material for the sorting recipe)
-added localization for the base game variant
-added hydro-plant and config settings to enable/disable it
-moved the catalysts into the processing mod
-tweaked some stats for the refining buildings (consumption, modules, idle drain, pollution)
Updated angelsprocessing to ---0.1.5
-Ore Processing: added new gfx for the ore-processing-plant
-Ore Processing: ore-processing-plant size changed to 5x5!
-Ore Processing: ore to processed recipes changed to 4 to 1, processed to plate recipes changed to 1 to 5, processed to ingot recipes changed to 2 to 12.
-Ore Processing: condensed the scattered technologies down to the 4 ore-processing techs.
-Bio Processing: added recipes for early wood production (bobmods) and later stages
-Bio Processing: lowered ingredients for artifacts to be cut gems and not polished
-Bio Processing: removed oxygen from the algae farming recipe
-Bio Processing: changes to the amount of ingredients and results of the wood processing line
There has been changed a lot in angelsprocessing, most of it reshuffling and rearranging processing lines and recipes, migration file is included but I recommend starting it in a new map none the less. No guarantees that I remembered to include every change
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
@OvermindDL1
Are you playing with science cost tweaker?
Are you playing with science cost tweaker?
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Definitely yes, server play without it is *far* too fast. The settings are tweaked for a marathon-type long gameplay. We cycle through new server maps with everything gotten and beaten after about 4-5 days of gameplay, which among all players is racked up in about a week. EDIT0: Specifically the server is using this one: viewtopic.php?f=91&t=14294Arch666Angel wrote:@OvermindDL1
Are you playing with science cost tweaker?
Also, a note, the collision boxes of buildings are a bit large, the player cannot fit between even though the graphics imply they should?
EDIT1: Will be updating this shortly before our ore processing is too far set up (good timing actually, we just tore everything down to rebuild with new tech).
EDIT2: Interesting config found? angelsmods.processing.enableorecompressing (not implemented yet), what is planned?
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Found bug in your migration file!
You are indexing a global 'force' that does not exist, the game error is:
You probably meant to enclose all the other 'if's into the top for loop. (At least that is what I did to fix it and it seemed to work.)
Code: Select all
game.reload_script()
for index, force in pairs(game.forces) do
force.reset_recipes()
force.reset_technologies()
end
if force.technologies["bio-processing-1"].researched then
force.recipes["cellulose-fiber-raw-wood"].enabled = true
force.recipes["wood-from-cellulose-resin"].enabled = true
force.recipes["water-mineralized"].enabled = true
end
if force.technologies["ore-processing-2"].researched then
force.recipes["bauxite-ore-processing"].enabled = true
force.recipes["alumina-processed"].enabled = true
force.recipes["cobalt-ore-processing"].enabled = true
force.recipes["cobalt-oxide-processed"].enabled = true
/* snip rest... */
Code: Select all
Cannot execute command. Error: [string "game.reload_script() ..."]:8: attempt to index global 'force' (a nil value)
Last edited by OvermindDL1 on Tue Apr 26, 2016 10:54 pm, edited 1 time in total.
- Arch666Angel
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Thought so after your screenshot aboveOvermindDL1 wrote:Definitely yes, server play without it is *far* too fast. The settings are tweaked for a marathon-type long gameplay. We cycle through new server maps with everything gotten and beaten after about 4-5 days of gameplay, which among all players is racked up in about a week. EDIT0: Specifically the server is using this one: viewtopic.php?f=91&t=14294Arch666Angel wrote:@OvermindDL1
Are you playing with science cost tweaker?
Also, a note, the collision boxes of buildings are a bit large, the player cannot fit between even though the graphics imply they should?
EDIT1: Will be updating this shortly before our ore processing is too far set up (good timing actually, we just tore everything down to rebuild with new tech).
EDIT2: Interesting config found? angelsmods.processing.enableorecompressing (not implemented yet), what is planned?
I could look into it and tweak them a bit for the bigger buildings, might make them easier to handle, although they are intendend to be big und unwieldy
Would love to take a look at what you do with it
The compressing was planed as an individual feature, but I think it wont make it in as there is now a 5:1 compression when processing ores.
Thanks for the report, I'm still not that good at writing the f"%"% scripts, basically just copy and pasting :/
Edit: Reuploaded the 0.1.5 ore processing with fixed migration (I think)
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Pretty necessary on servers. ^.^Arch666Angel wrote:Thought so after your screenshot aboveOvermindDL1 wrote:Definitely yes, server play without it is *far* too fast. The settings are tweaked for a marathon-type long gameplay. We cycle through new server maps with everything gotten and beaten after about 4-5 days of gameplay, which among all players is racked up in about a week. EDIT0: Specifically the server is using this one: viewtopic.php?f=91&t=14294Arch666Angel wrote:@OvermindDL1
Are you playing with science cost tweaker?
Also, a note, the collision boxes of buildings are a bit large, the player cannot fit between even though the graphics imply they should?
EDIT1: Will be updating this shortly before our ore processing is too far set up (good timing actually, we just tore everything down to rebuild with new tech).
EDIT2: Interesting config found? angelsmods.processing.enableorecompressing (not implemented yet), what is planned?
Big and unwieldy for placement is fine but not being able to walk between buildings, especially with this space between them is odd.Arch666Angel wrote:I could look into it and tweak them a bit for the bigger buildings, might make them easier to handle, although they are intendend to be big und unwieldy
And others.
This ore facility is mostly being setup by the still mostly newbie of my server so it is not the pretty straight lines of construction I usually have, but will do here soon, he should have this rebuild part done soon.Arch666Angel wrote:Would love to take a look at what you do with it
Makes sense.Arch666Angel wrote:The compressing was planed as an individual feature, but I think it wont make it in as there is now a 5:1 compression when processing ores.
I've modded factorio a little bit (mostly just stuff to fill in gaps on my server), but been programming for 30+ years in too many languages to name (including inside lua(jit) and implementing lua(jit) bindings a few times) so if you need help or anything just ask. I am loving your design and I am a coder, not a designer.Arch666Angel wrote:Thanks for the report, I'm still not that good at writing the f"%"% scripts, basically just copy and pasting :/
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
If you want some screenshots of the current process (feel free to use them if you want, I've had my personal domain hosting random crap for almost 15 years now, do not plan for it to vanish any time soon):
The base, the old ore processing of early tier that was built by the new Factorio player on the server has been torn down and he rebuilt it with a newer design to handle the new processing that we've just unlocked, you can see the mostly built new area and some of the old furnace cooking (now being replaced by ore processing) still to the left:
The base, the old ore processing of early tier that was built by the new Factorio player on the server has been torn down and he rebuilt it with a newer design to handle the new processing that we've just unlocked, you can see the mostly built new area and some of the old furnace cooking (now being replaced by ore processing) still to the left:
Base0
And here is where the output is headed, to 5 warehouses for the 5 outputs, to be sent to various areas for production, which he is building at the very second this picture was taken:
Base1
EDIT0: And he just realized that some of the buildings have different recipes now in the first Base0 image so is now rebuilding those again. ;-P- Arch666Angel
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
I will get back to you offer if I run into trouble with anything in particular, but you are already a great help for me in play testing all the things I'm cooking up on my end
Looks good, nice idea with buffering the ores in the warehouse and then sorting them. One of the reasons why the ore-sorting-facility is that size, is that you can have all the outputs on one side even with the highest tiers.
Looks good, nice idea with buffering the ores in the warehouse and then sorting them. One of the reasons why the ore-sorting-facility is that size, is that you can have all the outputs on one side even with the highest tiers.
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
So... how do we make purified water? Not finding research for it and we apparently require it to do any processing now...
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
The water treatment technology should be there, lacks a localization though, just looking at it
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Ah yes, just coming back to say we found it, however our research is currently stopped due to no ore processing. ^.^Arch666Angel wrote:The water treatment technology should be there, lacks a localization though, just looking at it
Manually making enough iron and copper to get it researched now, it is only 180 red/green so should only take about an hour... >.>
(I'm going to automate iron/copper a bit further away using lower tech for now)
EDIT0: It has a localization for me interestingly enough?
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Yep just wondering, the localization is there. It is in two separate files to keep it in order but that shouldn't be a problem. Mine isn't loadingOvermindDL1 wrote:Ah yes, just coming back to say we found it, however our research is currently stopped due to no ore processing. ^.^Arch666Angel wrote:The water treatment technology should be there, lacks a localization though, just looking at it
Manually making enough iron and copper to get it researched now, it is only 180 red/green so should only take about an hour... >.>
(I'm going to automate iron/copper a bit further away using lower tech for now)
EDIT0: It has a localization for me interestingly enough?
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
How... odd. ;-PArch666Angel wrote:Yep just wondering, the localization is there. It is in two separate files to keep it in order but that shouldn't be a problem. Mine isn't loading
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
0/1 magicOvermindDL1 wrote:How... odd. ;-PArch666Angel wrote:Yep just wondering, the localization is there. It is in two separate files to keep it in order but that shouldn't be a problem. Mine isn't loading
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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
I didn't really pay attention to the "wood from algae" chain previously, but I'm looking at it now that it's easier to set up than greenhouses and... it looks like it's wood-negative (at least if you have Bob's mods)? 5 synthetic wood, which is the equivalent of 2.5 logs, requires 3 resin, which has to be made from 3 logs. Am I missing something?