Development and Discussion
Moderator: Arch666Angel
Re: Development and Discussion
no. they are not. the filtration recipes are there, but not the crystalizer. I've checked both UP's crafting menu as your refining recipes. they are not there. they are visible in the research tree however.
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Re: Development and Discussion
Give me 10 minutes to try a fix, I forgot something in the migration script.Carch wrote:no. they are not. the filtration recipes are there, but not the crystalizer. I've checked both UP's crafting menu as your refining recipes. they are not there. they are visible in the research tree however.
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Re: Development and Discussion
just grateful for your quick responses, and thanks for the mods!
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Re: Development and Discussion
Just distracting myself from studying Uploading a new version, leave me a line if it worked and glad you like themCarch wrote:just grateful for your quick responses, and thanks for the mods!
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Re: Development and Discussion
Minor bug report for you:
Deconstructing rocks with bots does not give geods
Missing name: "recipe-name: salt-water-electrolysis-2"
Deconstructing rocks with bots does not give geods
Missing name: "recipe-name: salt-water-electrolysis-2"
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Re: Development and Discussion
Does the deconstruction give 20 or 10 stones per rock?drayath wrote:Minor bug report for you:
Deconstructing rocks with bots does not give geods
Missing name: "recipe-name: salt-water-electrolysis-2"
Angels Mods
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Re: Development and Discussion
feel like I'm nagging. but I get this error on trying to load my world:Arch666Angel wrote:Just distracting myself from studying Uploading a new version, leave me a line if it worked and glad you like themCarch wrote:just grateful for your quick responses, and thanks for the mods!
Error while applying migration: [AM] Angel's Refining: angelsrefining_0.2.4.lua
Cannot execute command. Error: [string "game.reload_script()
..."]:8: attempt to index global 'bobmods' (a nil value)
does not happen on starting a new world. so seems to be related to switching over to the new mod version?
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Re: Development and Discussion
Na that's fine, I'm just too stupid to write proper migration scripts Reuploading the 0.2.4 right now to the mod portalCarch wrote:feel like I'm nagging. but I get this error on trying to load my world:Arch666Angel wrote:Just distracting myself from studying Uploading a new version, leave me a line if it worked and glad you like themCarch wrote:just grateful for your quick responses, and thanks for the mods!Error while applying migration: [AM] Angel's Refining: angelsrefining_0.2.4.lua
Cannot execute command. Error: [string "game.reload_script()
..."]:8: attempt to index global 'bobmods' (a nil value)
does not happen on starting a new world. so seems to be related to switching over to the new mod version?
Angels Mods
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II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
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Re: Development and Discussion
Remember that someone who upgraded it already won't get the update prompt again
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Re: Development and Discussion
Even if it failed?orzelek wrote:Remember that someone who upgraded it already won't get the update prompt again
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Re: Development and Discussion
I still get the same error message upon loading :/
Error while applying migration: [AM] Angel's Refining: angelsrefining_0.2.4.lua
Cannot execute command. Error: [string "game.reload_script()
..."]:8: attempt to index global 'data' (a nil value)
Error while applying migration: [AM] Angel's Refining: angelsrefining_0.2.4.lua
Cannot execute command. Error: [string "game.reload_script()
..."]:8: attempt to index global 'data' (a nil value)
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Re: Development and Discussion
Next try, sorry for the inconvenience have to figure out "stuff" hope this one works as it should. uploading 0.2.5
Should look like this with every recipe enabled
Should look like this with every recipe enabled
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Angels Mods
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I. Angel's Mods Subforum
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"should be fixed"
Re: Development and Discussion
Popup info for the deconstruction planner shows that you should get 10 stone and some geodsArch666Angel wrote:Does the deconstruction give 20 or 10 stones per rock?drayath wrote:Minor bug report for you:
Deconstructing rocks with bots does not give geods
Missing name: "recipe-name: salt-water-electrolysis-2"
After deconstruction you just get 10 stone in your inventory.
Mining with steel pick gives 10 stone and geods.
This is with Factorio=13.3, Ore=3.1, Refining=2.4, Procession=2.0 on newly generated map.
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Re: Development and Discussion
Lifesaver man! All works. Thanks for modding
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Re: Development and Discussion
I think the issue is that mining the rock gives multiple item types as output, but the construction robot can only carry one type of item. So the only thing would be to write some kind of script and drop them on the ground, or change the stone to have a probability, deconstructing a rock would still yield just one item then, but it would be random which one, which I could do without scripting.drayath wrote:Popup info for the deconstruction planner shows that you should get 10 stone and some geodsArch666Angel wrote:Does the deconstruction give 20 or 10 stones per rock?drayath wrote:Minor bug report for you:
Deconstructing rocks with bots does not give geods
Missing name: "recipe-name: salt-water-electrolysis-2"
After deconstruction you just get 10 stone in your inventory.
Mining with steel pick gives 10 stone and geods.
This is with Factorio=13.3, Ore=3.1, Refining=2.4, Procession=2.0 on newly generated map.
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
Re: Development and Discussion
What if you had it drop a boulder item, and then create some sort of splitter or something to split them into the geode's/etc?Arch666Angel wrote:I think the issue is that mining the rock gives multiple item types as output, but the construction robot can only carry one type of item. So the only thing would be to write some kind of script and drop them on the ground, or change the stone to have a probability, deconstructing a rock would still yield just one item then, but it would be random which one, which I could do without scripting.drayath wrote:Popup info for the deconstruction planner shows that you should get 10 stone and some geodsArch666Angel wrote:Does the deconstruction give 20 or 10 stones per rock?drayath wrote:Minor bug report for you:
Deconstructing rocks with bots does not give geods
Missing name: "recipe-name: salt-water-electrolysis-2"
After deconstruction you just get 10 stone in your inventory.
Mining with steel pick gives 10 stone and geods.
This is with Factorio=13.3, Ore=3.1, Refining=2.4, Procession=2.0 on newly generated map.
Edit: also, is there a tutorial somewhere for this? cause I tried it with bob's and I couldn't figure out what I was doing o.o lol
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Re: Development and Discussion
Really brief guide
Start
1) miner->Ore crusher->smelter (item/copper/tin/lead)
Red Science
1) miner->Ore crusher->Ore Sorter->Smelters (+silicon & some more advanced ores)
2) miner->Ore crusher->Ore Sorter->Ore Processors->Smelters (give +20% yield bonus to basic metals and reduces smelters required 5 fold)
Early on best use for all the produced crushed stone is: crushed stone->stone->bricks (moderate quantities need for all the angel building)->walls as required
Store the slag will be useful a bit later
--
Green Science
Note: Flotation plants produce less iron/copper that the red science route, be wary if you don't need the extra ores/gems produced.
1) miner->Ore Crusher->Flotation Tank->Ore Sorter->(optionally) Ore Processor->Smelter (+Give Yukio ores if using that mod, +more advanced ores and geodes to make gems)
1a) To support this need to manage the water for the flotation tanks: offshore pump->hydro plants(purify water)->Flotation Tanks->Clarrifier
1b) Alternatively make a closed loop for Flotation Tanks water, which also produces some useful byproducts (sulfur, minerilized/contaminated water):
offshore pump->Hydo-plant[1 per 36ish Flotation Tanks](purify water)>tank (circuit network to switch off offshore pump if tank >2000)->flotation tanks
+
Flotation Tank->Hydo-plant[1 per 12ish Flotation Tanks](clean waste water)->flotation tanks. (there is some complexity here as there are some additional waste products to store/dispose off. If you let the purifying plant fill up the tank, the clean waste water plants will stop (as no room for output) which in turn stops the flotation tanks working as their waste water output is blocked.
2) Slag/Crushed stone (chemical plant) -> mineral slurry (filtration plant) -> Crystallizer (convert waste materials into your choice of extra ores)
3) Look at the Ore sorter recipes that use catalysts if you want more or certain ore types. In particular the iron/copper recites are easy to use if you have found any yellow/white ore patches, with the Brown catalysts required being made from the Mineral Slurry in the line above.
--
Mid-Late game
bio/alien processing route that allows making catalysts to focus on production of advanced ores. There is a diagram of the chain on the first page of one of the threads.
Note, this misses out quite a few building along the way to improve productivity etc. but should give an idea of the basic ore production chains.
Start
1) miner->Ore crusher->smelter (item/copper/tin/lead)
Red Science
1) miner->Ore crusher->Ore Sorter->Smelters (+silicon & some more advanced ores)
2) miner->Ore crusher->Ore Sorter->Ore Processors->Smelters (give +20% yield bonus to basic metals and reduces smelters required 5 fold)
Early on best use for all the produced crushed stone is: crushed stone->stone->bricks (moderate quantities need for all the angel building)->walls as required
Store the slag will be useful a bit later
--
Green Science
Note: Flotation plants produce less iron/copper that the red science route, be wary if you don't need the extra ores/gems produced.
1) miner->Ore Crusher->Flotation Tank->Ore Sorter->(optionally) Ore Processor->Smelter (+Give Yukio ores if using that mod, +more advanced ores and geodes to make gems)
1a) To support this need to manage the water for the flotation tanks: offshore pump->hydro plants(purify water)->Flotation Tanks->Clarrifier
1b) Alternatively make a closed loop for Flotation Tanks water, which also produces some useful byproducts (sulfur, minerilized/contaminated water):
offshore pump->Hydo-plant[1 per 36ish Flotation Tanks](purify water)>tank (circuit network to switch off offshore pump if tank >2000)->flotation tanks
+
Flotation Tank->Hydo-plant[1 per 12ish Flotation Tanks](clean waste water)->flotation tanks. (there is some complexity here as there are some additional waste products to store/dispose off. If you let the purifying plant fill up the tank, the clean waste water plants will stop (as no room for output) which in turn stops the flotation tanks working as their waste water output is blocked.
2) Slag/Crushed stone (chemical plant) -> mineral slurry (filtration plant) -> Crystallizer (convert waste materials into your choice of extra ores)
3) Look at the Ore sorter recipes that use catalysts if you want more or certain ore types. In particular the iron/copper recites are easy to use if you have found any yellow/white ore patches, with the Brown catalysts required being made from the Mineral Slurry in the line above.
--
Mid-Late game
bio/alien processing route that allows making catalysts to focus on production of advanced ores. There is a diagram of the chain on the first page of one of the threads.
Note, this misses out quite a few building along the way to improve productivity etc. but should give an idea of the basic ore production chains.
Re: Development and Discussion
ah ok, and thanks! Is there an early game way to automate the plate production? I couldn't figure out how to seperate the ore from the stone outputs in the crusher without going to sorters, which with bob's mods is quite a ways off?drayath wrote:Really brief guide
Start
1) miner->Ore crusher->smelter (item/copper/tin/lead)
Red Science
1) miner->Ore crusher->Ore Sorter->Smelters (+silicon & some more advanced ores)
2) miner->Ore crusher->Ore Sorter->Ore Processors->Smelters (give +20% yield bonus to basic metals and reduces smelters required 5 fold)
Early on best use for all the produced crushed stone is: crushed stone->stone->bricks (moderate quantities need for all the angel building)->walls as required
Store the slag will be useful a bit later
--
Green Science
Note: Flotation plants produce less iron/copper that the red science route, be wary if you don't need the extra ores/gems produced.
1) miner->Ore Crusher->Flotation Tank->Ore Sorter->(optionally) Ore Processor->Smelter (+Give Yukio ores if using that mod, +more advanced ores and geodes to make gems)
1a) To support this need to manage the water for the flotation tanks: offshore pump->hydro plants(purify water)->Flotation Tanks->Clarrifier
1b) Alternatively make a closed loop for Flotation Tanks water, which also produces some useful byproducts (sulfur, minerilized/contaminated water):
offshore pump->Hydo-plant[1 per 36ish Flotation Tanks](purify water)>tank (circuit network to switch off offshore pump if tank >2000)->flotation tanks
+
Flotation Tank->Hydo-plant[1 per 12ish Flotation Tanks](clean waste water)->flotation tanks. (there is some complexity here as there are some additional waste products to store/dispose off. If you let the purifying plant fill up the tank, the clean waste water plants will stop (as no room for output) which in turn stops the flotation tanks working as their waste water output is blocked.
2) Slag/Crushed stone (chemical plant) -> mineral slurry (filtration plant) -> Crystallizer (convert waste materials into your choice of extra ores)
3) Look at the Ore sorter recipes that use catalysts if you want more or certain ore types. In particular the iron/copper recites are easy to use if you have found any yellow/white ore patches, with the Brown catalysts required being made from the Mineral Slurry in the line above.
--
Mid-Late game
bio/alien processing route that allows making catalysts to focus on production of advanced ores. There is a diagram of the chain on the first page of one of the threads.
Note, this misses out quite a few building along the way to improve productivity etc. but should give an idea of the basic ore production chains.
---
I am a Streamer,
Fallen Sun Gaming by Name,
Factorio is Sometimes my Game.
For Some Goodness
Join me
on http://www.twitch.tv/fallensungaming
FSG may or may not be subliminally implanted in this signature
I am a Streamer,
Fallen Sun Gaming by Name,
Factorio is Sometimes my Game.
For Some Goodness
Join me
on http://www.twitch.tv/fallensungaming
FSG may or may not be subliminally implanted in this signature
- Arch666Angel
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Re: Development and Discussion
There are several ways you can handle this, the one is use most of the time is to put the mixed crushed stone + ore belt through the furnace column and if you made the column long enough there is only the excess stone at the end which can go to an assembler line crafting stone from crushed. Thats for the direct smelting of saphirite etc.
If you sort the raw ores and have a mixed belt of copper, iron and slag you can do something similar with the ore processing plat at the moment, one belt, on one side you have processing plants taking copper ore to make processed copper on the other you have processing plants making processed iron whats left at the end of the line is the slag.
If you sort the raw ores and have a mixed belt of copper, iron and slag you can do something similar with the ore processing plat at the moment, one belt, on one side you have processing plants taking copper ore to make processed copper on the other you have processing plants making processed iron whats left at the end of the line is the slag.
Angels Mods
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II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
Re: Development and Discussion
Do you plan to add mk2 3 clarifiers and hydro plants?