MOD [ 0.18.x / 1.1 ] Bio-Industries
Re: MOD [ 0.16.x] Bio-Industries 2.2.2
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.
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.
Re: MOD [ 0.16.x] Bio-Industries 2.2.6
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.
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.
Re: MOD [ 0.16.x] Bio-Industries 2.2.6
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
#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
Re: MOD [ 0.16.x] Bio-Industries 2.2.6
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.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
Also, I did fix recipe 3 to 50 algae-biomass = 90 water + 10 liquid air + 10 algae--biomass
Thanks.
Re: MOD [ 0.16.x] Bio-Industries 2.5.0
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
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
Re: MOD [ 0.16.x] Bio-Industries 2.5.2
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.
Re: MOD [ 0.16.x] Bio-Industries 2.5.2
We are going to have to wait for FARL's author to returnNeilN 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.
I use FARL all the time myself.
Last edited by TheSAguy on Fri May 18, 2018 4:25 pm, edited 1 time in total.
Re: MOD [ 0.16.x] Bio-Industries 2.5.4
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!
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.- ShinoHarvest
- Long Handed Inserter
- Posts: 50
- Joined: Tue May 08, 2018 3:29 pm
- Contact:
Re: MOD [ 0.16.x] Bio-Industries 2.5.4
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
Re: MOD [ 0.16.x] Bio-Industries 2.5.4
I'd rather alter the recipe when bob's stuff is present to offset the imbalance.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'm open to what the altered recipes should be.
I can move the recipe to a different tech also.
Thanks.
Re: MOD [ 0.16.x] Bio-Industries 2.5.4
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.
- ShinoHarvest
- Long Handed Inserter
- Posts: 50
- Joined: Tue May 08, 2018 3:29 pm
- Contact:
Re: MOD [ 0.16.x] Bio-Industries 2.5.4
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
- Long Handed Inserter
- Posts: 50
- Joined: Tue May 08, 2018 3:29 pm
- Contact:
Re: MOD [ 0.16.x] Bio-Industries 2.5.4
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
Re: MOD [ 0.16.x] Bio-Industries 2.5.4
Done!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.
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: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
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.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)
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.
Re: MOD [ 0.16.x] Bio-Industries 2.5.4
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.
Re: MOD [ 0.16.x] Bio-Industries 2.5.4
Thanks, fixed in 2.5.7.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.
- ShinoHarvest
- Long Handed Inserter
- Posts: 50
- Joined: Tue May 08, 2018 3:29 pm
- Contact:
Re: MOD [ 0.16.x] Bio-Industries 2.5.7
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
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
Re: MOD [ 0.16.x] Bio-Industries 2.5.7
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?
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?
Nickname on ModPortal - Naron79
Re: MOD [ 0.16.x] Bio-Industries 2.5.7
aklesely,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?
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...
Great, I'll add some of these when I get a moment.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
Re: MOD [ 0.16.x] Bio-Industries 2.5.7
Hey !
Could be possible to use your mod as main to do a sea block pack ? (also i would like to use cargoships)
Could be possible to use your mod as main to do a sea block pack ? (also i would like to use cargoships)
Just a big fan of Factorio and all its mods