Development and Discussion
Moderator: Arch666Angel
- BlueTemplar
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Re: Development and Discussion
(0.16) Seablock has changed the recipes to :
also, Wood Bricks are made unburnable for some reason, and a requirement for wood poles...)
(Both Carbon and Charcoal are used in various smelting recipes,also, Wood Bricks are made unburnable for some reason, and a requirement for wood poles...)
BobDiggity (mod-scenario-pack)
Re: Development and Discussion
Didn't this used to make the vanilla wood boards not the wood logs?Arch666Angel wrote: ↑Tue Mar 19, 2019 7:18 pm Yeah the recipe to make wood from basically wood is a bit stupid indeed. Will be removed and I have to think about something else instead.
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Re: Development and Discussion
If I'm reading it right, the specialized tree creation still isn't worth it, even with the changes. You are giving up ~3 resin worth of wood to gain 1 resin (same with plastic). It needs to either not lose the wood or make more resin/rubber/plastic or something. Unless the thought is that not needing 1/2 of an iron is of sufficient value (from the bio-resin not needing to chop a tree up), which I'm not really seeing.
Re: Development and Discussion
I just got caught by the change to arboretums in a SeaBlock game. My whole power plant broke down because instead of wood I now get trees. And even if I fix that I think creating one iron takes close to or more power than 7 wood give. So arboretums as power plants seem to be a thing of the past. But that's a SeaBlock problem.
What I really want to discuss is that using one iron to make one saw to cut down one tree is just unrealistic. A saw is usually more durable than that and worst case you have to sharpen it.
Why not make the tree cutting recipe return a saw with 80% probability? So every 5 trees you need a new saw on average. And then add a recipe for a steel saw with 98% probability or something. Maybe in Bobs you could have a diamond saw that simply lasts.
I could also see a recipe that takes 10 dull blades + 1 stone => 10 sharp blades.
What I really want to discuss is that using one iron to make one saw to cut down one tree is just unrealistic. A saw is usually more durable than that and worst case you have to sharpen it.
Why not make the tree cutting recipe return a saw with 80% probability? So every 5 trees you need a new saw on average. And then add a recipe for a steel saw with 98% probability or something. Maybe in Bobs you could have a diamond saw that simply lasts.
I could also see a recipe that takes 10 dull blades + 1 stone => 10 sharp blades.
Re: Development and Discussion
is it intended that angel's bio processing algae mk2 farm crafting speed is the same as mk1?
Re: Development and Discussion
I'd like to second this motion. Some form of recuperating the saws and getting them in working condition again (loop like coal filters) would be very interesting, and higher tiers lasting longer and needing less refits. 1 iron for 7 wood is really prohibitive, but wouldn't be so bad if there were higher tech alternatives yet to come.mrvn wrote: ↑Thu Mar 21, 2019 10:30 am What I really want to discuss is that using one iron to make one saw to cut down one tree is just unrealistic. A saw is usually more durable than that and worst case you have to sharpen it.
Why not make the tree cutting recipe return a saw with 80% probability? So every 5 trees you need a new saw on average. And then add a recipe for a steel saw with 98% probability or something. Maybe in Bobs you could have a diamond saw that simply lasts.
I could also see a recipe that takes 10 dull blades + 1 stone => 10 sharp blades.
Re: Development and Discussion
I made the effort to get Angel's Industries running under 0.17. I would have just attached my proposed changes here but your "No Derivatives" license clause prohibits me from doing so. This is what I did:Arch666Angel wrote: ↑Sat Mar 09, 2019 1:24 pm Next up on the List is bio and then industries, but industries will probably just get a plain update to 0.17 cause the other changes are not yet ready for release and will take some extensive fixing with all the vanilla changed
- Fixed startup errors (updated science pack names and removed obsolete entity-flags)
- Removed all traces of intermediate components and research entities (Lua, graphics, l10n). They've always been incomplete and disabled, so my thought was to remove them now while they prevent the functional parts of the mod from being updated. You can always re-introduce them later or put them in a separate mod. This has the nice benefit of reducing the download size and making Industries stand-alone (no dependencies besides base).
- Added two settings to disable the crawler and the crawler train (they are enabled by default). This might help people struggling with VRAM usage.
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Re: Development and Discussion
Are you talking about these intermediate components ?
But yeah, these look like they should really be in a mod separate from the extra vehicles / drones... like it's the case for AAI Industry ? (Resurrecting Angel's Components and Tech ?)
BobDiggity (mod-scenario-pack)
Re: Development and Discussion
If you make a mod just changeing some stuff in angels and building on it that is not a problem, I think. Seabocks, MadCow's, PetroChemPlus and a few others do that. You just can't ship stuff from Angel's independently from Angel's.
Re: Development and Discussion
Yes those.
https://creativecommons.org/licenses/by-nc-nd/4.0/ clearly states that one must not distribute derivatives. And I've not been okay'ed to do otherwise.
- Arch666Angel
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Re: Development and Discussion
New resource system has been pushed to the portal, happy bug hunting. It includes the ore in ore functionality for vanilla.
I'll take a look at industries and the issues with bio processing next.
I'll take a look at industries and the issues with bio processing next.
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
Re: Development and Discussion
After updating, Angel's Refining refuses to load without Angel's Infinite Ores:
If, instead of enabling Infinite Ores, I try to solve this by rolling back Angel's Refining (Now I have Angel's Petro Chemical Processing 0.8.2 and Angel's Refining 0.10.4, which may be expected to be broken) I get this:Failed to load mods: Path __angelsinfiniteores___/graphics/entity/ores-particle/ore-particle-1.png does not match any enabled mod.: __angelsinfiniteores___/graphics/entity/ores-particle/ore-particle-1.png
Mods to be disabled
- angelsrefining
Rolling Refining and Petrochem back, or enabling Infinite Ores, will make the game load again.Failed to load mods: __angelspetrochem__/data.lua:19: ...petrochem__/prototypes/generation/angels-natural-gas.lua:1: attempt to call field 'add_resource' (a nil value)
stack traceback:
...petrochem__/prototypes/generation/angels-natural-gas.lua:1: in main chunk
[C]: in function 'require'
__angelspetrochem__/data.lua:19: in main chunk
stack traceback:
[C]: in function 'require'
__angelspetrochem__/data.lua:19: in main chunk
Mods to be disabled:
- angelspetrochem
Re: Development and Discussion
Nothing loads without infinite ores installed. That's the only bug I've been encountering at this point.
Re: Development and Discussion
Same here.DaleStan wrote: ↑Sun Mar 24, 2019 10:31 pm After updating, Angel's Refining refuses to load without Angel's Infinite Ores:Failed to load mods: Path __angelsinfiniteores___/graphics/entity/ores-particle/ore-particle-1.png does not match any enabled mod.: __angelsinfiniteores___/graphics/entity/ores-particle/ore-particle-1.png
Mods to be disabled
- angelsrefining
Re: Development and Discussion
I guess a workaround would be to add Infinite Ores and then to reduce the size of infinite ore patches to "None".
ChangeMapSettings can do that retroactively for an existing map.
But it's probably wise to backup your savegame before doing that
ChangeMapSettings can do that retroactively for an existing map.
But it's probably wise to backup your savegame before doing that
Re: Development and Discussion
Angel's Smelting also dies with only bobsores and bobsplates enabled (the only optional bob dependencies of Angel's Smelting). It also needs bobselectronics to actually work. Dunno if the last one auto-enables an ore that would otherwise be missing or not.
Error ModManager.cpp:1294: Failed to load mod "angelssmelting": __angelsrefining__/prototypes/override-functions.lua:503: bad argument #1 to 'insert' (table expected, got nil)
stack traceback:
[C]: in function 'insert'
__angelsrefining__/prototypes/override-functions.lua:503: in function 'execute'
__angelssmelting__/data-updates.lua:5: in main chunk
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Re: Development and Discussion
Hello
After updating angelsrefining and angelspetrochem, I got a load error like this
https://ibb.co/BzMyG2W
so I reverted to refining v10.4, and still got a load error
https://ibb.co/72zp39w
so I reverted the petrochem to previous 8.1, and got my game working fine.
look into that please, I'll be monitoring, but for now I"m using the old versions of these files.
my game's modlist is quite long, but still mainly all the most popular (Trending) ones.
I'm not using Infinite ores
If You need anything more to help to fix this let me know.
Love your work
Highest regards.
After updating angelsrefining and angelspetrochem, I got a load error like this
https://ibb.co/BzMyG2W
so I reverted to refining v10.4, and still got a load error
https://ibb.co/72zp39w
so I reverted the petrochem to previous 8.1, and got my game working fine.
look into that please, I'll be monitoring, but for now I"m using the old versions of these files.
my game's modlist is quite long, but still mainly all the most popular (Trending) ones.
I'm not using Infinite ores
Code: Select all
17.986 Checksum for core: 2126933501
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17.986 Checksum of AfraidOfTheDark: 3234853960
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17.986 Checksum of auto-research: 2958201390
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17.986 Checksum of bobinserters: 985220932
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17.986 Checksum of Enhanced_Map_Colors: 852423496
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17.986 Checksum of factorio-reach: 223169401
17.986 Checksum of Fill4Me: 4262085054
17.986 Checksum of Flare Stack: 2374449
17.986 Checksum of Flow Control: 3821924777
17.986 Checksum of FNEI: 3393476267
17.986 Checksum of helmod: 111155820
17.986 Checksum of Infinizoom: 3200612880
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17.986 Checksum of manual-inventory-sort: 286220899
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17.986 Checksum of Power Armor MK3: 434612122
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17.986 Checksum of Squeak Through: 3677677690
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17.986 Checksum of miniloader: 1446169822
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17.986 Checksum of reverse-factory: 2582271063
17.986 Checksum of angelsbioprocessing: 2855003852
17.986 Checksum of AngelsUsedCoolant: 2523585842
17.986 Checksum of ShinyAngelGFX: 2616363950
Love your work
Highest regards.
Re: Development and Discussion
Crash then start the game
Factorio v.0.17.25 mod`s version: 0.6.1
failed to load the following modes: error while running setup for recipe prototype "temperate-garden-cultivating-b" (recipe): Duplicate item products are not allowed {temperate-garden exists 2 or more times}
Angel`s Bio Processing
problem`s Screenshot
https://disk.yandex.ru/client/disk/Скри ... -56-10.png
Factorio v.0.17.25 mod`s version: 0.6.1
failed to load the following modes: error while running setup for recipe prototype "temperate-garden-cultivating-b" (recipe): Duplicate item products are not allowed {temperate-garden exists 2 or more times}
Angel`s Bio Processing
problem`s Screenshot
https://disk.yandex.ru/client/disk/Скри ... -56-10.png
Arch666Angel
Crash then start the game
Factorio v.0.17.25 mod`s version: 0.6.1
failed to load the following modes: error while running setup for recipe prototype "temperate-garden-cultivating-b" (recipe): Duplicate item products are not allowed {temperate-garden exists 2 or more times}
Angel`s Bio Processing
problem`s Screenshot
https://disk.yandex.ru/client/disk/Скри ... -56-10.png
mod crashed in v. 0.17.25, but not chashed in 0.17.24
Factorio v.0.17.25 mod`s version: 0.6.1
failed to load the following modes: error while running setup for recipe prototype "temperate-garden-cultivating-b" (recipe): Duplicate item products are not allowed {temperate-garden exists 2 or more times}
Angel`s Bio Processing
problem`s Screenshot
https://disk.yandex.ru/client/disk/Скри ... -56-10.png
mod crashed in v. 0.17.25, but not chashed in 0.17.24