Found it.
Good that you linked also the triggermods in the description.
Moderator: Arch666Angel
Yes refining needs it to generate the ores, if you don't want the infinite ores you can turn them off, either in the config of the ores mod or you just put the trigger mod into your mod folder. You can get the trigger from the forum thread here or on the mod portal in the description.steinio wrote:Is it neccessary if i don't wnant infinite ores? Can't find it on the portal
Yes the search sucks.steinio wrote:Is it neccessary if i don't wnant infinite ores? Can't find it on the portal
Found it.
Good that you linked also the triggermods in the description.
The forum threads here are also up to date, if all fails.steinio wrote:Yes the search sucks.steinio wrote:Is it neccessary if i don't wnant infinite ores? Can't find it on the portal
Found it.
Good that you linked also the triggermods in the description.
The ajax calls crash after the third letter in the search box...
I switched some of the ore tables around so that saphirite yields more iron and the other one more copper, but the tables itself stayed the same.Ranakastrasz wrote:Any idea how you might alter refining numbers now?
Also, new spreadsheet gives more useful information.
Tried plugging some beers in myself, but it's rather complex. Honestly I think linear programming might be needed for me to get anywhere.
IF you want to fix it yourself, unpack the mod, go to the migration folder and delete all the angelsrefining_0.1.x files.Tschau wrote:Error on load up the world
thxIF you want to fix it yourself, unpack the mod, go to the migration folder and delete all the angelsrefining_0.1.x files.
You can smelt crushed bobmonium (haaa see! see?) and rubyte into tin and lead plates like the early recipes for copper and iron plateRanakastrasz wrote:Since bobs mod, I believe, needs tin and lead to get circuits and hence research, you should let two more ores directly smelt to them with bobs mod installed. I might be mistaken however.
Thanks for the report, maybe missed to implement the animation there.cpy wrote:Ore processing plant mk2 is not animated. Normal one is. Just to let you know.
Would it help if I introduce my own artefacts to get rid of the bobs artefact stigma?orzelek wrote:I looked at processing and while I find 1st step quite nice (lots of reduced throughput and can process on mining site potentially) the ingots step seems a bit heavy on processing costs (with similar gain - btw description says 1 processed to 12 while its 2 to 12 in practice). I'm not using catalysts btw (allergic to alien artifact use in mass production recipes).
Is it by design that ingots increase the smelting area throughput requirements due to creating lots of separate ingots that need to be smelted?
It could be good if instead of 2:12 then 1:1 it would go more in line of 2:4 and then 1:3 maybe (it would be perfect at 2:2 then 1:6 but that might be to easy)?
(Edit: removed mention of increased energy costs - time reduction migh compensate that per plate - would need more math to check)
You cant get Mk3 without cheating it in.tro1 wrote:I found a bug: Ore refinery MK3 is size 5x5 and not 7x7 like MK1 and MK2
Agreed. Ofc I use squeakthrough, but still.cpy wrote:Can you also lower hitboxes of some buildings so you could walk between them?
Artifact dislike is something different. I don't consider dropped items to be sufficient for mass production - to much hassle. I noticed thet they can be produced here and I think process can be sustainable but mod adds a lot of complexity already - my base size has exploded already.Arch666Angel wrote:Thanks for the report, maybe missed to implement the animation there.cpy wrote:Ore processing plant mk2 is not animated. Normal one is. Just to let you know.
Would it help if I introduce my own artefacts to get rid of the bobs artefact stigma?orzelek wrote:I looked at processing and while I find 1st step quite nice (lots of reduced throughput and can process on mining site potentially) the ingots step seems a bit heavy on processing costs (with similar gain - btw description says 1 processed to 12 while its 2 to 12 in practice). I'm not using catalysts btw (allergic to alien artifact use in mass production recipes).
Is it by design that ingots increase the smelting area throughput requirements due to creating lots of separate ingots that need to be smelted?
It could be good if instead of 2:12 then 1:1 it would go more in line of 2:4 and then 1:3 maybe (it would be perfect at 2:2 then 1:6 but that might be to easy)?
(Edit: removed mention of increased energy costs - time reduction migh compensate that per plate - would need more math to check)
So the basic idea at the start was to have a horizontal progression which gives you increasing variety of ores and a vertical progression which increases the yield of the ores, the horizontal progression ended up being the refining mod in all its glory, while the vertical progression still sits in the processing mod. The processed ores are intended to increase the yield and be some kind of compression item, the ingot are increasing yield further without the compression but they are converted faster into plates.
I'm not decided yet on how I will handle these ideas when the ore processing becomes the basis for the smelting mod, which will have 3 phases: smelting from ores, smelting from processed, smelting from pellets. Smelting means you purify the ores (iron ore + coke = iron ingot for example) and cast them into ingots, the ingot can then be smelted and cast into plates/rolls/coils and mixed and smelted into alloys and then go into the casting process. In combination with the smelting mod works the petrochem, because smelting will need/use chemicals from then petrochems.
Long story short: It will change a lot when I get to finish the next mods in the series.