MOD [ 0.17.x] Bio-Industries

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Kenira
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Re: MOD [ 0.16.x] Bio-Industries 2.2.2

Post by Kenira » Sun Apr 01, 2018 4:23 pm

The cause of the bug i had in my random recipes mod (see: viewtopic.php?p=353898#p353898) is interesting.

The issue was that the crafting speed of "bi-Arboretum" is now something ridiculously small like 0.0000000001 which then, for some weird reason, gets treated by lua as a string and not a number. That's why comparing it with a number caused an error.

EDIT: Actually nevermind, it's only a string after my mod does something to it.

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Re: MOD [ 0.16.x] Bio-Industries 2.2.6

Post by TheSAguy » Tue Apr 03, 2018 8:26 pm

Version 2.2.6 is out.

Like to get some feedback on how the new stuff and mod in general is doing.
I think I'm going to create a Specific Crafting Menu for the next release to group all Bio Industries stuff together.

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Re: MOD [ 0.16.x] Bio-Industries 2.2.6

Post by NDaveo » Sat Apr 07, 2018 6:07 am

The algae-biomass recipes seem to be wrong..

#1 50 algae-biomass = 10 fertaliser + 100 watrer
#2 100 algae-biomass = 10 ash + 90 water + 10 air + 10 algae-biomass
#3 10 algae-biomass = 90 water + 10 liquid air + 10 algae-biomass

#1 and #3 used to be swapped right?

Edit: Apologies. Updated to the newest release and problem solved. Thanks :D

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Re: MOD [ 0.16.x] Bio-Industries 2.2.6

Post by TheSAguy » Mon Apr 09, 2018 3:54 pm

NDaveo wrote:The algae-biomass recipes seem to be wrong..

#1 50 algae-biomass = 10 fertaliser + 100 watrer
#2 100 algae-biomass = 10 ash + 90 water + 10 air + 10 algae-biomass
#3 10 algae-biomass = 90 water + 10 liquid air + 10 algae-biomass

#1 and #3 used to be swapped right?

Edit: Apologies. Updated to the newest release and problem solved. Thanks :D
I did switch recipe 1 & 3, sorry if that caused any issues. I thought it was confusing that the first two needs Algae-Mass to make more Algae-Mass. So now recipe 1 produces the initial Algae-Mass and 2 & 3 are boosters.
Also, I did fix recipe 3 to 50 algae-biomass = 90 water + 10 liquid air + 10 algae--biomass

Thanks.

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Re: MOD [ 0.16.x] Bio-Industries 2.5.0

Post by TheSAguy » Thu Apr 26, 2018 9:51 pm

Just released Version: 2.5.0
Date: 4. 26. 2018
Bugfixes:
- Powered rail does not lose it's power when placing a tile over the rail
Features:
- Tweaked Bio Cannon Recipe, can now be build earlier
- Tweaked Solar Boiler Recipe and stats
- Changed names of some Recipes, Technologies, Entities and Items
- Tweaked Solar Farm Build Time
- Added more Darts and tweaked recipes
- Added Russian locale thanks to IgorLutiy

Pretty big update, so there will probably be some bugs.
Also, any other mods that use any of my recipes might have to update the names.

Thanks

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Re: MOD [ 0.16.x] Bio-Industries 2.5.2

Post by NeilN » Fri May 11, 2018 4:16 am

Does powered rail not work with F.A.R.L? Take a look at the attached screenshot. The powered rail sections were laid by hand, the unpowered sections (which still use the powered rail item) were laid by F.A.R.L., with the powered rail option selected.
shot_003.jpg
shot_003.jpg (24.2 KiB) Viewed 1360 times

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Re: MOD [ 0.16.x] Bio-Industries 2.5.2

Post by TheSAguy » Thu May 17, 2018 8:55 pm

NeilN wrote:Does powered rail not work with F.A.R.L? Take a look at the attached screenshot. The powered rail sections were laid by hand, the unpowered sections (which still use the powered rail item) were laid by F.A.R.L., with the powered rail option selected.
shot_003.jpg
We are going to have to wait for FARL's author to return :(
I use FARL all the time myself.
Last edited by TheSAguy on Fri May 18, 2018 4:25 pm, edited 1 time in total.

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Re: MOD [ 0.16.x] Bio-Industries 2.5.4

Post by TheSAguy » Thu May 17, 2018 8:56 pm

Version: 2.5.4
EXPERIMENTAL Features:
- You have an option to make fluids not be infinite.
- You can now also prospect/drill for these fluids.

I need your help to test this out.
Will need a new game, not sure it will work on existing games...

Need balancing input please!
New_Stuff
Thanks.

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Re: MOD [ 0.16.x] Bio-Industries 2.5.4

Post by ShinoHarvest » Fri May 18, 2018 11:22 pm

posible add setting for disable huge electric build (station, pole, accu, solar farm) because it is cheated compare to bob mk1-4 and to easy recherche & craft

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Re: MOD [ 0.16.x] Bio-Industries 2.5.4

Post by TheSAguy » Sat May 19, 2018 12:11 am

ShinoHarvest wrote:posible add setting for disable huge electric build (station, pole, accu, solar farm) because it is cheated compare to bob mk1-4 and to easy recherche & craft
I'd rather alter the recipe when bob's stuff is present to offset the imbalance.
I'm open to what the altered recipes should be.
I can move the recipe to a different tech also.

Thanks.

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Re: MOD [ 0.16.x] Bio-Industries 2.5.4

Post by fishycat » Sat May 19, 2018 5:21 am

Just tried out the new alien-water and saw that the saline-water color is white in pipes. Would look better with color adjusted imho. I tried {r = 0.3, g = 0.4, b = 0.9}, and looked nice.

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Re: MOD [ 0.16.x] Bio-Industries 2.5.4

Post by ShinoHarvest » Sat May 19, 2018 10:07 am

probaly need new tech after mk4 pole & station & solar pannel, recipe use gold wire, electronic processing board, silver-zink accu, and bob item d(pole, acu ... mk4 x5, x10, x15)

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Re: MOD [ 0.16.x] Bio-Industries 2.5.4

Post by ShinoHarvest » Sat May 19, 2018 11:46 am

bug on 2.5.3 power rail resolved but on new builded rail "rail power conector" no work if him build after powered rail, need unbuild rail near him and rebuild

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Re: MOD [ 0.16.x] Bio-Industries 2.5.4

Post by TheSAguy » Sat May 19, 2018 4:06 pm

fishycat wrote:Just tried out the new alien-water and saw that the saline-water color is white in pipes. Would look better with color adjusted imho. I tried {r = 0.3, g = 0.4, b = 0.9}, and looked nice.
Done!

ShinoHarvest wrote:bug on 2.5.3 power rail resolved but on new builded rail "rail power conector" no work if him build after powered rail, need unbuild rail near him and rebuild
I'll look into this a little more, but sounds like there is a temp fix :), just re-place the pole. On Map view, you can toggle the power grid and see if it's connected.

ShinoHarvest wrote:probaly need new tech after mk4 pole & station & solar pannel, recipe use gold wire, electronic processing board, silver-zink accu, and bob item d(pole, acu ... mk4 x5, x10, x15)
ShinoHarvest, I'd like to do this, but need more help from you please. I don't have a ton of time these days and need help with these changes. Can you tell me a little more specifics of what you think we should change.

I.E. Large Accumulator: More from tech a to tech b. Remove recipe item x, and replace with recipe item y.
Again, I just don't have much time and could use the help.

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Re: MOD [ 0.16.x] Bio-Industries 2.5.4

Post by fishycat » Sun May 20, 2018 4:08 am

Found a little bug. Change {{r = 0.3, g = 0.4, b = 0.9}} to {r = 0.3, g = 0.4, b = 0.9} in data-final-fixes. With double { the color in pipes is black. :)

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Re: MOD [ 0.16.x] Bio-Industries 2.5.4

Post by TheSAguy » Sun May 20, 2018 3:22 pm

fishycat wrote:Found a little bug. Change {{r = 0.3, g = 0.4, b = 0.9}} to {r = 0.3, g = 0.4, b = 0.9} in data-final-fixes. With double { the color in pipes is black. :)
Thanks, fixed in 2.5.7.

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Re: MOD [ 0.16.x] Bio-Industries 2.5.7

Post by ShinoHarvest » Sun May 20, 2018 6:21 pm

conflit with morebob (https://mods.factorio.com/mod/morebobs) him modify you recherche "fertilizer", in tech tree see only "bio farm" in dependance of "fertilizer" but him apear red, probaly need call this moder

for huge element with bob you can create new recherche with all huge electric element named "Huge electric suply" dependance (Substations 4, Electric pole 4, Electric energy accumulators 4, Solar energy 4)
craft:
huge pole
6x big wooden pole ->2x Big electric pole mk 4

bio solar farm
50x solar pannel -> 12x large solar pannel mk3

huge substation
4 electric substation -> 4 substation mk4
10 steel plate -> 10 electrum plate

huge accumulator
50 accumulator -> 15 hight capacity accumulator mk3
50 cooper wire -> 15 glinded coopper wire

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Re: MOD [ 0.16.x] Bio-Industries 2.5.7

Post by aklesey1 » Sun May 20, 2018 8:27 pm

Hi TheSAguy
1) PY coal processing also using saline water its conception was taken Angel's Refining and its fully compatible was angel's mods when PY Coal touched by angel patch is installed
Can ur mod use saline water if only PY coal processing is installed but not angel mods

2) What do u think about support for mineralized water from Angel's Refining? :?: Its conception was taken from angel's mods too

3) Py Coal processing also allows to grow wood in botanic nursery - but its a little bit more complicated bcuz we are getting wood logs but not common wood
Can u replace result for ur Greenhouses to get wood logs but not wood, but only first its need to clarify that one log gives 5 units of the tree - the log is sawn at the sawmill - may be u can decrease result from greenhouses in 5 times to level the balance

4) PY High Tech has its own version of fertilizer -can i ask u to overwrite ur version of fertilizer to py version when PY detected?

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Re: MOD [ 0.16.x] Bio-Industries 2.5.7

Post by TheSAguy » Tue May 22, 2018 6:51 pm

aklesey1 wrote:Hi TheSAguy
1) PY coal processing also using saline water its conception was taken Angel's Refining and its fully compatible was angel's mods when PY Coal touched by angel patch is installed
Can ur mod use saline water if only PY coal processing is installed but not angel mods

2) What do u think about support for mineralized water from Angel's Refining? :?: Its conception was taken from angel's mods too

3) Py Coal processing also allows to grow wood in botanic nursery - but its a little bit more complicated bcuz we are getting wood logs but not common wood
Can u replace result for ur Greenhouses to get wood logs but not wood, but only first its need to clarify that one log gives 5 units of the tree - the log is sawn at the sawmill - may be u can decrease result from greenhouses in 5 times to level the balance

4) PY High Tech has its own version of fertilizer -can i ask u to overwrite ur version of fertilizer to py version when PY detected?
aklesely,
Everything you ask for is possible, but I don't play with PY coal and it will take a lot of time to get this coded.
Maybe if I have some more time in the future I'll look at this again...
ShinoHarvest wrote:
for huge element with bob you can create new recherche with all huge electric element named "Huge electric suply" dependance (Substations 4, Electric pole 4, Electric energy accumulators 4, Solar energy 4)
craft:
huge pole
6x big wooden pole ->2x Big electric pole mk 4

bio solar farm
50x solar pannel -> 12x large solar pannel mk3

huge substation
4 electric substation -> 4 substation mk4
10 steel plate -> 10 electrum plate

huge accumulator
50 accumulator -> 15 hight capacity accumulator mk3
50 cooper wire -> 15 glinded coopper wire
Great, I'll add some of these when I get a moment.

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Re: MOD [ 0.16.x] Bio-Industries 2.5.7

Post by Redstylt » Thu May 31, 2018 8:35 am

Hey !
Could be possible to use your mod as main to do a sea block pack ? (also i would like to use cargoships)
Looking for a dedicated server ? -> [Europe ENG-FR] [Public] ForFacto 24/7

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