It's a necessary change so you can use the algae farm in red tech, else it would be available in green tech, which isn't a huge jump but not that earlyaklesey1 wrote:Do you think this necessary change? there is no special difference all the sameArch666Angel wrote: -changed mineralized water recipe to use water instead of purified water
But all seem to be okay
Development and Discussion
Moderator: Arch666Angel
- Arch666Angel
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Re: Development and Discussion
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
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"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
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"should be fixed"
Re: Development and Discussion
Thanks for explanation, It is clear, I don't want to seem impolite
And nevertheless it is interesting what you are going to do with hydrofluoric acid in future? and how it can be compatible with Uranium power mod - some sad that's this mod work only on 0.13 on defaukt but changing info. lua can help it to work on 0.14
And nevertheless it is interesting what you are going to do with hydrofluoric acid in future? and how it can be compatible with Uranium power mod - some sad that's this mod work only on 0.13 on defaukt but changing info. lua can help it to work on 0.14
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Nickname on ModPortal - Naron79
Re: Development and Discussion
Will bobplates and bobelectronics really become permanent requirements to run your petrochem and smelting mod? can't it be done without?
Re: Development and Discussion
I'm fear that Arch666Angel can override electкonics to be more hard and some realistic, i think bobplates now endures overriding or something like thatmexmer wrote:Will bobplates and bobelectronics really become permanent requirements to run your petrochem and smelting mod? can't it be done without?
Nickname on ModPortal - Naron79
Re: Development and Discussion
No, you also need sulfur for explosives (which are needed for the alternate alien science recipe)Arch666Angel wrote:The only thing you need sulfur for is producing sulfuric acid, if I'm not completely mistaken.jbtw wrote:I agree that those produce sulfur dioxide, but I don't see a way to convert that to sulfur. It can be combined with hydrogen to make sulfuric acid, but not sulfur.solntcev wrote:You are missing Nickel processing and advanced Lead processing. They both produce Sulfur Oxyde. It can be restored to Sulfur with Hydrogen.jbtw wrote: I only see three sources of sulfur:
...
Re: Development and Discussion
There's an incompatibility between Angel's Petrochem and CMHMod Bob's End Game (which I just added to my game). The combination of the two changes to the rocket fuel recipe results in a recipe with four liquid inputs, which cannot be crafted in any building.
I fixed it locally by adding this additional override to the rocket fuel tweaks in Angel's Petrochem:
I'm not sure whether that would cause a problem in the (more usual) case where sulfuric acid is not an ingredient in rocket fuel; maybe that should be checked for first.
It would be great if you could do something similar.
I fixed it locally by adding this additional override to the rocket fuel tweaks in Angel's Petrochem:
Code: Select all
OV.remove_input("rocket-fuel", "liquid-sulfuric-acid")
It would be great if you could do something similar.
- Arch666Angel
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Re: Development and Discussion
Yeah one of the revamp mods is also adding new sulfur and other chain that dont go well along petrochem, but havent looked into that.jbtw wrote:There's an incompatibility between Angel's Petrochem and CMHMod Bob's End Game (which I just added to my game). The combination of the two changes to the rocket fuel recipe results in a recipe with four liquid inputs, which cannot be crafted in any building.
I fixed it locally by adding this additional override to the rocket fuel tweaks in Angel's Petrochem:I'm not sure whether that would cause a problem in the (more usual) case where sulfuric acid is not an ingredient in rocket fuel; maybe that should be checked for first.Code: Select all
OV.remove_input("rocket-fuel", "liquid-sulfuric-acid")
It would be great if you could do something similar.
The override shouldn't make any problems since the functions Exasperation provided are made extremly robust to that so someone stupid like can use them
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Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
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"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
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"should be fixed"
Sodium Hydroxide shortage
Hi there,
I'm struggeling to get enough Sodium Hydroxide for my Alumina production. By now the only way to produce Sodium Hydroxied I found is doing Saline Water Electrolyses. I created 3 sets of 8 Hydroplants dumping all the purified Water directly to clarifiers to just get barly enough saline water for the Electrolysis. This seems very wasty and even now my Sodium Hydroxyd production can barley keep up.
Did I miss a way to produce Sodium Hydroxyd or Saline Water that is more reasonable or is it working as intended?
Thx
I'm struggeling to get enough Sodium Hydroxide for my Alumina production. By now the only way to produce Sodium Hydroxied I found is doing Saline Water Electrolyses. I created 3 sets of 8 Hydroplants dumping all the purified Water directly to clarifiers to just get barly enough saline water for the Electrolysis. This seems very wasty and even now my Sodium Hydroxyd production can barley keep up.
Did I miss a way to produce Sodium Hydroxyd or Saline Water that is more reasonable or is it working as intended?
Thx
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Re: Development and Discussion
I get tons of Sodium Hydroxide as a byproduct in the Electrolyzer -> Chlorine and Hydrogen out of Water
Re: Development and Discussion
Silly question - where is the plastic recipe when playing with bob's mods and full set of angel's?
I'm using latest version from mod portal.
It's not on plastics tech and I found recipes for it hanging of advanced chemistry techs in files. But I don't see those techs in game like they are not linked to any other then and can't be researched.
There is basic chemistry 1-2 but it doesn't continue tech tree further.
Seems that I missed something?
I'm using latest version from mod portal.
It's not on plastics tech and I found recipes for it hanging of advanced chemistry techs in files. But I don't see those techs in game like they are not linked to any other then and can't be researched.
There is basic chemistry 1-2 but it doesn't continue tech tree further.
Seems that I missed something?
- Arch666Angel
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Re: Development and Discussion
There should be plastics 1, 2, 3 research avaiable.orzelek wrote:Silly question - where is the plastic recipe when playing with bob's mods and full set of angel's?
I'm using latest version from mod portal.
It's not on plastics tech and I found recipes for it hanging of advanced chemistry techs in files. But I don't see those techs in game like they are not linked to any other then and can't be researched.
There is basic chemistry 1-2 but it doesn't continue tech tree further.
Seems that I missed something?
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
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"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
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"should be fixed"
Re: Development and Discussion
Well, yes. I get Sodium Hydroxide as a pyproduct from Solarine Water Electrolysis to, but as I mentioned:QuackerJ4ck wrote:I get tons of Sodium Hydroxide as a byproduct in the Electrolyzer -> Chlorine and Hydrogen out of Water
I created 3 sets of 8 Hydroplants dumping all the purified Water directly to clarifiers to just get barly enough saline water for the Electrolysis. This seems very wasty and even now my Sodium Hydroxyd production can barley keep up.
Re: Development and Discussion
Guys what do u think about this materials?
1) Beryllium
2) Gallium
3) Vanadium
Where we can use them?
1) Beryllium
2) Gallium
3) Vanadium
Where we can use them?
Nickname on ModPortal - Naron79
Re: Development and Discussion
Beryllium: http://www.imdb.com/media/rm688035840/ch0008366aklesey1 wrote:Guys what do u think about this materials?
1) Beryllium
2) Gallium
3) Vanadium
Where we can use them?
Re: Development and Discussion
Ohh found it.Arch666Angel wrote:There should be plastics 1, 2, 3 research avaiable.orzelek wrote:Silly question - where is the plastic recipe when playing with bob's mods and full set of angel's?
I'm using latest version from mod portal.
It's not on plastics tech and I found recipes for it hanging of advanced chemistry techs in files. But I don't see those techs in game like they are not linked to any other then and can't be researched.
There is basic chemistry 1-2 but it doesn't continue tech tree further.
Seems that I missed something?
Maybe add dependency on plastic there so it will be directly visible. And it should be tied to actual research named plastic anyway.
Re: Development and Discussion
i had started using check valve, then i though out, it would be nice if it has also enable/disable mode. atm. i'm using pumps, connected to tank, to stop/start production of certain facilities (pump disables "flow" at certain tank level).
- Arch666Angel
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Re: Development and Discussion
The idea and the integration for the valve comes straight from GotLags flowcontrol, the basic ideas is to use the storage tank entity and see what's possible within the game to manipulate flow, sadly there is nothing like a real valve you can just turn on/off on conditions with the tank entity. So I'm afraid you have to stick to the pump + tank/checkvalve setup, but the point here is you can place the check valve inline with the pipe and its a 1x1 entity instead of a big 3x3 thing when you just want to check for fluid level.mexmer wrote:i had started using check valve, then i though out, it would be nice if it has also enable/disable mode. atm. i'm using pumps, connected to tank, to stop/start production of certain facilities (pump disables "flow" at certain tank level).
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
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"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
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"should be fixed"
Re: Development and Discussion
Yes please. I ran into the same confusion in my game and only figured it out by scouring the forums here. The plastics situation would be *much* clearer if the plastics-making recipes were obviously linked to the vanilla plastics research. I would suggest going further and making Plastic 1 a prerequisite of Plastics; that way people can't miss it. (Although it would make synthetic wood harder to reach; maybe you don't want that).orzelek wrote:Ohh found it.Arch666Angel wrote:There should be plastics 1, 2, 3 research avaiable.
Maybe add dependency on plastic there so it will be directly visible. And it should be tied to actual research named plastic anyway.
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Re: Development and Discussion
BTW,
About Synthetic wood. What do you think, if to make it like Wood-plastic composite https://en.wikipedia.org/wiki/Wood-plastic_composite
In example,
Plastic + Wood Flour (Pulp)/Wood Fiber ---->Synthetic Wood
Raw Wood ---> Wood Flour (or Pulp like in Bio_Industries mod) + Resin (maybe)
Algae----->Wood Fiber (Cellulose Fiber)
And. We have now 3 plastic types: PE, PP and PF-resin. So may be add some more? Like Polyvinylchloride (ethylene---->vinylchloride----->PVC) Polystyrene (from styrene), and (maybe) more complex ways (Polyethylene terephtalate, polytetrafluoroethylene, polycarbonate, etc.)
This add more complexity to this great mod
About Synthetic wood. What do you think, if to make it like Wood-plastic composite https://en.wikipedia.org/wiki/Wood-plastic_composite
In example,
Plastic + Wood Flour (Pulp)/Wood Fiber ---->Synthetic Wood
Raw Wood ---> Wood Flour (or Pulp like in Bio_Industries mod) + Resin (maybe)
Algae----->Wood Fiber (Cellulose Fiber)
And. We have now 3 plastic types: PE, PP and PF-resin. So may be add some more? Like Polyvinylchloride (ethylene---->vinylchloride----->PVC) Polystyrene (from styrene), and (maybe) more complex ways (Polyethylene terephtalate, polytetrafluoroethylene, polycarbonate, etc.)
This add more complexity to this great mod

Re: Development and Discussion
so it's not possible to add valve, that can stop fluid flow? since overflow valve works on builtin condition, i thought it should be possible add something like control valve, which will be pass trough without conditon (eg. enable mode), or will work on enable/disable condition from logic network (eg. add wiring to tank to read level, and enable/disable on valve)Arch666Angel wrote:The idea and the integration for the valve comes straight from GotLags flowcontrol, the basic ideas is to use the storage tank entity and see what's possible within the game to manipulate flow, sadly there is nothing like a real valve you can just turn on/off on conditions with the tank entity. So I'm afraid you have to stick to the pump + tank/checkvalve setup, but the point here is you can place the check valve inline with the pipe and its a 1x1 entity instead of a big 3x3 thing when you just want to check for fluid level.mexmer wrote:i had started using check valve, then i though out, it would be nice if it has also enable/disable mode. atm. i'm using pumps, connected to tank, to stop/start production of certain facilities (pump disables "flow" at certain tank level).
what i do with pump is in fact opossite of what overflow valve does ... when tank is above level x, it just stops fluid flow, while overflow valve stop fluid flow, when tank is bellow level x