PyCoalTBaA or the PyCoal Angels Patch

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aklesey1
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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by aklesey1 » Mon Dec 11, 2017 3:45 pm

One more wish to u - can u move calcinate separation recipe, wash kimberlite and wash crude diamonds from PYFE category to PYCP category - i very like order :D

Where can use angel's termal water in PYCP or PYFE? I think this resource can be useful

kingarthur
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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by kingarthur » Mon Dec 11, 2017 3:58 pm

aklesey1 wrote:One more wish to u - can u move calcinate separation recipe, wash kimberlite and wash crude diamonds from PYFE category to PYCP category - i very like order :D
i can look into it. in all honesty im going to look into rearranging the whole of the pycoal tab into a more organized setup as i dont like the cluttered mesh that it is now anyway. but that will ether be a separate mod or a mod setting if i can get that to work
Where can use angel's termal water in PYCP or PYFE? I think this resource can be useful
im not sure yet. i dont see any real use in pycoal for it but it might fit in pyfusion somewhere but im just not that far yet in my new factory with pyfusion.

aklesey1
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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by aklesey1 » Mon Dec 11, 2017 4:41 pm

Make sodium Hydroxide recipe from PYCP has bug i think
20 salt + 50 slacked lime = 10 sodium hydroxide and 5 limestone
From 5 limestone we an get 5 lime
From 5 lime we can get 150 slacked lime

SO WE CAN SPAWN TONS OF LIME AND LIMESTONE :!: :? we just only need many salt! This is magic - we can produce limestone from salt

aklesey1
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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by aklesey1 » Mon Dec 11, 2017 4:44 pm

One more wish to u - can u move calcinate separation recipe, wash kimberlite and wash crude diamonds from PYFE category to PYCP category - i very like order :D
Crush regolite, crush kimberlite, classify diamonds recipes can be moved too

aklesey1
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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by aklesey1 » Tue Dec 12, 2017 3:32 pm

Tried to make some simplification to start with aai industries - i wanted to insert some items from AAI industry
so this is my code i donno why its not working

data-final-fixes.lua

Code: Select all

--if not aaiindustry then aaiindustry = {"aai-industry"} end

if mods["aai-industry"] then
   require("updates.aai-updates")
   require("updates.aai-good-start")
   end
   
if mods["pyfusionenergy"] then
require("prototypes.overrides-Fusion")
end
   
   angelsmods.functions.OV.execute()

-- hide recipes with "angels-void" or "slag" as main product
for name, recipe in pairs(data.raw.recipe) do
    if recipe.main_product == "angels-void" or recipe.main_product == "slag" then
        log("hide " .. name)
        data.raw.recipe[name].hidden = true
    end
end
aai-good-start-.lua

Code: Select all

script.on_event(defines.events.on_player_created, function(event)
	local items
	
	items = {
		{"burner-turbine", 1},
		{"small-electric-pole", 10},
	}
	
	local player = game.players[event.player_index]
	for i, v in pairs(items) do
		player.insert{name = v[1], count = v[2]}
	end
end)
https://yadi.sk/d/X1N8KpIt3QYxEe here's my error - what i did wrong?

kingarthur
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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by kingarthur » Tue Dec 12, 2017 3:40 pm

not sure what the issue is. its says it failed on the very first line of the good-start file. something about the script. what are you trying to change? the items given on start of a new game?

aklesey1
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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by aklesey1 » Tue Dec 12, 2017 3:43 pm

kingarthur wrote:not sure what the issue is. its says it failed on the very first line of the good-start file. something about the script. what are you trying to change? the items given on start of a new game?
I tried to reproduce mega bot start mod https://mods.factorio.com/mods/ZeroSere ... gaBotStart

If i'll modify connrol.lua of this mod all works, why its not working here???
May be i don't need to write

Code: Select all

updates
and

Code: Select all

aai-good-start
?

With electric poles and burner turbine i can start in pycp and enjoy life :D

aklesey1
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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by aklesey1 » Tue Dec 12, 2017 3:51 pm

Omg, I found a terrible bug - py science pack 1 is broken - its made like in vanilla when aii industry is tooggled on!
and enjoy life :D
Heh, I'm too rushed to enjoy life :(

kingarthur
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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by kingarthur » Tue Dec 12, 2017 3:56 pm

Idk. I'll look into the sci pack later after I get some sleep but the issue with the item change I think it's missing a link somewhere. Where it says script.whatever something needs to be included to define what script is. More than likely somewhere in aai-industry is code setting script = to something.

aklesey1
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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by aklesey1 » Tue Dec 12, 2017 4:26 pm

kingarthur wrote:I get some sleep
Pleasant dreams ;)
I, too, often want to sleep because of work

aklesey1
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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by aklesey1 » Fri Dec 22, 2017 8:14 pm

Tried to launch this patch 0.165 by editing info.json with new angel's petrochem
........ its working
........ but overriding is broken, may be Arch666Angel changed something in his functions

kingarthur
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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by kingarthur » Sat Dec 23, 2017 1:36 am

aklesey1 wrote:Tried to launch this patch 0.165 by editing info.json with new angel's petrochem
........ its working
........ but overriding is broken, may be Arch666Angel changed something in his functions
ive updated the mod to .16. the overrides are working for me. please update and let me know if it still has issues

https://mods.factorio.com/mods/kingarthur/PyCoalTBaA

aklesey1
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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by aklesey1 » Sat Dec 23, 2017 6:59 am

Kingarthur pls tell what the situation fro now with adding back science pack 1 from PYCP when aai industry is installed? It can be solved? i think if we can write commands to replace recipe for science pack 1 back to pycp condition if aai industry will change it to itself

aklesey1
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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by aklesey1 » Sat Dec 23, 2017 8:18 am

And one wish to u kinarthur - there conflict with name recipes in angel's refining and pycp - 2 recipes with same names -they calls "Mineralized water" (2 ways to get it - in angel's refining and in pycp, so recipe from pycp is missing when angel's refining is installed) - can we write command to change name of recipe in pycp? Or we must exactly replace recipe with needed name?

I'm rewriting recipe name in pycp by myself to avoid this problem in my game, that's my solution

kingarthur
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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by kingarthur » Sat Dec 23, 2017 8:23 am

right now pycoal is bugged and isnt replacing the science packs at all and i havnt a clue on how to fix it. so until pycoal is fixed i dont really have anyway to fix any issue from aai on science packs conflicts.

and related to the mineral water issue ya i should be able to just grab a reference to one of the recipes and change the name or something. if nothing else i can just copy the recipe and change the name inside PCTBA

aklesey1
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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by aklesey1 » Sat Dec 23, 2017 8:27 am

kingarthur wrote:right now pycoal is bugged and isnt replacing the science packs at all and i havnt a clue on how to fix it. so until pycoal is fixed i dont really have anyway to fix any issue from aai on science packs conflicts.

and related to the mineral water issue ya i should be able to just grab a reference to one of the recipes and change the name or something. if nothing else i can just copy the recipe and change the name inside PCTBA
Ooops, listen, there's no bug from aai industry - its looks like angel's refining changing recipe for science pack 1 when pycp in installed :shock:
And science pack 2 and 3 and 4 also have same problem, oh crap..... i don't like these conflicts

https://yadi.sk/i/kFTQtRXc3QsikE

I reckon that we need to ask Atch666angel or Nexela :(

kingarthur
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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by kingarthur » Sat Dec 23, 2017 9:39 am

aklesey1 wrote:
kingarthur wrote:right now pycoal is bugged and isnt replacing the science packs at all and i havnt a clue on how to fix it. so until pycoal is fixed i dont really have anyway to fix any issue from aai on science packs conflicts.

and related to the mineral water issue ya i should be able to just grab a reference to one of the recipes and change the name or something. if nothing else i can just copy the recipe and change the name inside PCTBA
Ooops, listen, there's no bug from aai industry - its looks like angel's refining changing recipe for science pack 1 when pycp in installed :shock:
And science pack 2 and 3 and 4 also have same problem, oh crap..... i don't like these conflicts

https://yadi.sk/i/kFTQtRXc3QsikE

I reckon that we need to ask Atch666angel or Nexela :(
its just a issue from the move to .16. angels mods doesn't affect sci packs. it lists the refining mod because of the change to plates and ore. im sure they are already aware and working on fixing it.

i fixed the mineral water recipe issue and im uploading a new version to the mod portal now now

aklesey1
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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by aklesey1 » Sat Dec 23, 2017 9:07 pm

I just finished writing the script code for inserting things as I allow my meager knowledge in writing scripts

Code: Select all

script.on_event(defines.events.on_player_created, function(event)
	local items
	
	items = {
		{"burner-turbine", 1},
		{"small-electric-pole", 10},
		    }
	
	local player = game.players[event.player_index]
	for i, v in pairs(items) do
		player.insert{name = v[1], count = v[2]}
	end
end)
For file aai-good-start.lua

how to write this code correctly?
Error https://yadi.sk/i/_hnjUqlR3QtemD

If i'll add this to control.lua of ur mod its all works but ur control lua is empty, and i don't work something in ur mod, may if its empty its ist be empty

kingarthur
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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by kingarthur » Sun Dec 24, 2017 2:08 am

you was close but slightly off. the code has to be in the control.lua file for script.on to work and the code looks like this

Code: Select all

script.on_event(defines.events.on_player_created, function(event)
	local player = game.players[event.player_index].insert
	
	if game.active_mods["aai-industry"] then
	player{name="burner-turbine", count=5}
	player{name="small-electric-pole", count=10}
		end
	
	end)
	
	
took me a bit and had to do a bit of searching to figure it out

the latest version on the mod portal contains the new changes

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Re: PyCoalTBaA or the PyCoal Angels Patch

Post by kingarthur » Sun Dec 24, 2017 2:09 am

also science packs are fixed with the latest version of pycoal. even with aai on

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