[MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Infinite Ores, Refining, Ore Processing ...

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GrumpyJoe
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by GrumpyJoe »

excuse my ignorance, but i cant find a use for Platinum and/or Thorium in "base" AB
I know Platinum exists in the ingame files (at least you can find it with FNEI)
Does this mod alter some reciepes, with adding only this mod to a "usual" A+B game, or do i need your other mods too?
I always thought Angel isn´t finished and that at least Platinum should exist for lets say T5 ECs, cause you "only" need them for machines anyway (maybe the sattelite too?)
What combination of your, or maybe even others, mods do you recomment, in order to see a game as you envisioned it?

Im really interested in more ores, as im more into the metallurgy side of AB.
I tend to use only coal/wood_pellet for plastics and synthetic lube/resin cos i dispise all those different oil/gas cracking chains, they are sucking the fun out the game for me.

Im trying Extended Minerals and Processing in a new CreativeMod game now, but if im missing something here, please leave a pointer to above mentioned platinum and/or other stuff i might have overlooked
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by septemberWaves »

If you have the full suite of Angel's mods, Bob's mods, and MadClown's addons, thorium and platinum do have uses. Thorium is used as a nuclear fuel option, and platinum is only used in ore form for a new catalyst which is used for a few recipes. I can't confirm anything for cases where you don't have the full suite of mods though. I think they're also likely to get uses in Bob's and Angel's mods (respectively) once those devs implement the metals properly.

I've noticed issues with FNEI displaying recipes; I would recommend using What Is It Really Used For because it includes recipes which FNEI seems to have difficulty displaying.
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by GrumpyJoe »

thanks for the heads up, seems i found them all
too bad there isnt much use for the high end stuff, especially Platinum.
Which as far as i can see is for high end gas production only. Tho that seems to save alot of space. I never really liked the hundrets of air filters, when gas/fluid throughput gets worse and worse, splitting O/H/N to various different factories or vent the leftovers on site

I dont really have a problem with FNEI finding receipes/items. I think its quite the opposite, with items at least, when it finds Platinum items that Angel seems to have added already, but has not yet released a reciepe for it (and madclown´s not present). But thanks for the tip, i will test that other mod you mentioned

So far i like what i see in Madclowns extra ores/sorting, since i really like the 12/12/12 ingots options for advanced iron and steel. Now i can get more chrome! Hurray!
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by MadClown01 »

dan96kid wrote: Fri Nov 30, 2018 9:58 pm I think I found a bug! Seems that the recipe for liquefying oil sands is disabled.
Bug fixed :)
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by aklesey1 »

Hi Madclown01
What do u think about integration of niobium, molybdenum and vanadium from py mods into angel's system?

I can say i like adon for angel's mods? may be u can make some fork for py suite? With Using resources from madclown's addon's mod?
Nickname on ModPortal - Naron79
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by GrumpyJoe »

Alluvium? WUT? Where? i mean, i found an ore patch, but nothing to do with that fluffy pink ore?

I only started saph/jivo to scale up iron/steel, but im in love with the new metals and research options <3
Thanks alot for the Christmas gift ;)
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by GrumpyJoe »

i found use for Allumvium

But shouldn´t the new washing/refining reciepes only use sulfuric stuff when Angel´s are set to that?
The new ores produce all kind of waste water when washed, just like Angels when the petrochem/acid box is ticked in startup settings, but the refining of the new ones doesn´t even use ANY acid. :?:
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by staviq »

Any chance of getting 0.17 support anytime soon ?

I tried to update for 0.17 myself, but it doesn't seem to be simple, mod loads fine, but the ores are not added to the game for some reason and i have no idea why.
Also MadClown's Science is causing me trouble, science packs are no longer named science-pack-1,2,3 and i was unable to make this mod load at all, even after replacing all of the science pack names.
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by GrumpyJoe »

Hey Clown, i think i found what i wrote you about

refining.lua
--Tier2 & 3

It seems that you forgot to add a check for settings of acids and waste waters
(You did that to infinite ores in data-updates.lua)
code of infite ores

--Tier 3 specific

you forgot to add acid at all, seems like you put in a comment to remind you, but its still there, without any code to actually add it.

Code: Select all

ingredients =
		{
			{type="item", name="clowns-ore1-chunk", amount=2},
			--Acid
		},
		results=
		{
			{type="item", name="clowns-ore1-crystal", amount=2},
		},

For anyone wondering what this is about. Angel has a setting if you want to use different acids in crystalizing, or just sulfiric acid.
Which also puts out different waste waters in "washing"

Getting used to read the code, might work on it abit and try it without uploading
Last edited by GrumpyJoe on Wed Mar 06, 2019 7:13 am, edited 1 time in total.
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by staviq »

GrumpyJoe wrote: Tue Mar 05, 2019 10:04 am Hey Clown
He was last online over a month ago, so i think he ded.
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by GrumpyJoe »

staviq wrote: Tue Mar 05, 2019 10:25 pm
GrumpyJoe wrote: Tue Mar 05, 2019 10:04 am Hey Clown
He was last online over a month ago, so i think he ded.
i was in PM contact with him back then, so just be patient. he might or might not have time, meanwhile i´ll look into the code, every day a bit more. ;)
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by SuperSandro2000 »

I heavily rely on MadClowns mods and wan't to update to 0.17.
I may or may not do an update myself and share it on the mod portal.
Maybe we could do a shared effort?
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by GrumpyJoe »

sure, but as i already said in the science thread, im not really a coder. just a super tester or so.
I can dig through code and tell whats missing maybe (like the acid stuff here), but if a function isn´t already in the code somewhere, im completely helpless

My only mod was mostly a copy of a 10 liner, added and edited a few lines that i found in another mod.
:roll:
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by Szentigrade »

error loading mod

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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by Light »

Szentigrade wrote: Mon Mar 11, 2019 4:05 amerror loading mod
Report those to the respective mod authors.
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by GrumpyJoe »

thanks to whoever contributed to the update!
kinda lost track of all the poeple willing to help.

As im currently occupied by a pY server, i didn´t have time to look at it since the update
Were my "reports" being recognized, or does anyone still need some help?

would prefer to test my 0.16 map, but as there are still alot of angels mods missing, i´d need to load MC´s Ores and all whats aviable from Angel on a new map to test it. Which would also be fine.
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by SuperSandro2000 »

GrumpyJoe wrote: Mon Mar 11, 2019 2:58 pm thanks to whoever contributed to the update!
kinda lost track of all the poeple willing to help.

As im currently occupied by a pY server, i didn´t have time to look at it since the update
Were my "reports" being recognized, or does anyone still need some help?

would prefer to test my 0.16 map, but as there are still alot of angels mods missing, i´d need to load MC´s Ores and all whats aviable from Angel on a new map to test it. Which would also be fine.
We miss two angels that I have already converted. Drop me a dm if you want the link.
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by SuperSandro2000 »

- Added Sulfuric Acid to crystal leeching
TODO:
- bump version
- write changelog
Attachments
Clowns-Extended-Minerals_1.1.3.zip
(3.33 MiB) Downloaded 193 times
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by GrumpyJoe »

SuperSandro2000 wrote: Tue Mar 12, 2019 5:46 pm
- bump version
- write changelog
wouldn´t it be easier to write the changelog instead of this :P

Thanks for the update!
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by jooe »

As written in the other thread (just realised I was writing in the wrong place ...) there is an incompatibility with alien biomes.
With a lot of friendly help from that mod's author Earendel I was able to find out that probably the number of additional noise layers is above some hard limit. I'm still trying to find out how many layers exactly I have too much.
If you have any idea on how to reduce the number of noise layers ...

//Edit: I've been chatting more with Earendel and he'll probably try to reduce the noise layers alien biomes is using to free up a few for other uses. That should solve the problem, so no need to change anything in your mod for now.
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