MOD [ 0.18.x / 1.1 ] Bio-Industries
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Re: MOD [ 0.17.x] Bio-Industries
Hello, i've found a bug when both "Bio-Industries" and "Angel's Bio Processing" turn on.
Fertilizer recipe requires "Nitrogen", but all other recipes produce "Nitrogen gas".
Fertilizer recipe requires "Nitrogen", but all other recipes produce "Nitrogen gas".
Re: MOD [ 0.17.x] Bio-Industries
Thanks for the report. Should be fixed in 0.17.27 now.spasitel775 wrote: ↑Wed Jun 26, 2019 1:01 pm Hello, i've found a bug when both "Bio-Industries" and "Angel's Bio Processing" turn on.
Fertilizer recipe requires "Nitrogen", but all other recipes produce "Nitrogen gas".
nitrogen-bug2.png
Re: MOD [ 0.17.x] Bio-Industries
Thanks for the mod! Just got my first micro factory for wood going.
I'm regards to the pollution multiplier: Nuclear @ 5x seems strange since by your definition it's highly refined in Factorio and should have lesser pollution. I guess nuclear fuel is different in that you're potentially spewing radioactive material in the exhaust.
Nevermind, just also noticed the fuel value. How does raw pollution emitted relate? Would a valid shorthand be 1 fuel per 1 unit of pollution? Nuclear fuel would emit then 5 units over the 1200 fuel value? I noticed the multipliers in game but don't remember seeing any raw values.
Thanks again!
I'm regards to the pollution multiplier: Nuclear @ 5x seems strange since by your definition it's highly refined in Factorio and should have lesser pollution. I guess nuclear fuel is different in that you're potentially spewing radioactive material in the exhaust.
Nevermind, just also noticed the fuel value. How does raw pollution emitted relate? Would a valid shorthand be 1 fuel per 1 unit of pollution? Nuclear fuel would emit then 5 units over the 1200 fuel value? I noticed the multipliers in game but don't remember seeing any raw values.
Thanks again!
Re: MOD [ 0.17.x] Bio-Industries
Love the mod. I mostly play with pretty much vanilla + bio and a collection of other random small mods.
Two things id love to see in bio-industries are:
* sawdust+resin = wood (at some crappy conversion rate). Playing vanilla, i dont really have a use for resin and often end up with way too much sawdust so it would be nice to convert it to something else.
* a setting switch for 'vanilla railroad production' because i also play multiplayer with a friend who doesnt do bio and this is the major point of contention for blueprints.
Other than that im so happy making awesome little renewable bio industry worlds!
Great mod! Love it!
Two things id love to see in bio-industries are:
* sawdust+resin = wood (at some crappy conversion rate). Playing vanilla, i dont really have a use for resin and often end up with way too much sawdust so it would be nice to convert it to something else.
* a setting switch for 'vanilla railroad production' because i also play multiplayer with a friend who doesnt do bio and this is the major point of contention for blueprints.
Other than that im so happy making awesome little renewable bio industry worlds!
Great mod! Love it!
Re: MOD [ 0.17.x] Bio-Industries
I also use Rubber belts, which requires rubber (made from resin in furnaces) instead of iron plates for tier 1 transport belts. Don't quite like the medium/large/huge wooden chests, so at least rubber belts give me a purpose for resin.
About "sawdust" -- I guess you mean "wood pulp"? Since BI 0.17.22, you can make Wood Fuel Bricks from it (24 wood pulp --> 1 wood fuel brick @20.0MJ, 120% Pollution). These can be further processed into solid fuel (3 wood fuel bricks --> 2 solid fuel), so there's a nice sink for pulp.
Is that about blueprints for the actual production of rails, or about blueprints using the wrong kind of rails? There already is a recipe to upgrade wooden rails to the vanilla version (3 wooden rails + 10 stone bricks --> 2 vanilla rails).* a setting switch for 'vanilla railroad production' because i also play multiplayer with a friend who doesnt do bio and this is the major point of contention for blueprints.
Totally agree! Currently, I use a setup of 4 Bio nurseries (seeds), 16 Bio nurseries (saplings), and 32 Bio farms (all using the recipes with the basic fertilizer) on a map with almost minimum settings for coal. All of the wood pulp coming out of the bio farms goes into solid fuel. Part of the wood is turned into petrol gas (used to make sulfur for fertilizer) + tar (will be used for asphalt) by wood gasification, part of it is burned to ash (again, to make fertilizer), and another part is fed back into the seeds production -- the excess is processed into coal. It won't keep a mega base alive, but it's quite enough at the level of blue science.Other than that im so happy making awesome little renewable bio industry worlds!
Great mod! Love it!
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: MOD [ 0.17.x] Bio-Industries
I like the idea. Will implement in the next update.
Yeah, I should never have tweaked the Vanilla rail... But that's now water under the bridge.
Not much that can be done unfortunately.
I used the 5x from Bobs. He added Nuclear fuel and gave it that pollution value. I would actually think Nuclear would be clean...but leaving it for now.dfht684 wrote: ↑Sun Aug 04, 2019 6:43 am
I'm regards to the pollution multiplier: Nuclear @ 5x seems strange since by your definition it's highly refined in Factorio and should have lesser pollution. I guess nuclear fuel is different in that you're potentially spewing radioactive material in the exhaust.
Thanks guys!
Re: MOD [ 0.17.x] Bio-Industries
The way it works is that a building has a set pollution amount it puts out (typically valued in pollution per minute), and then a fuel multiplies that. By default, a fuel multiplies it by *1*, but this can be changed up or down.dfht684 wrote: ↑Sun Aug 04, 2019 6:43 am I'm regards to the pollution multiplier: Nuclear @ 5x seems strange since by your definition it's highly refined in Factorio and should have lesser pollution. I guess nuclear fuel is different in that you're potentially spewing radioactive material in the exhaust.
Nevermind, just also noticed the fuel value. How does raw pollution emitted relate? Would a valid shorthand be 1 fuel per 1 unit of pollution? Nuclear fuel would emit then 5 units over the 1200 fuel value? I noticed the multipliers in game but don't remember seeing any raw values.
Thanks again!
Re: MOD [ 0.17.x] Bio-Industries
There's no way to know. "Nuclear fuel" has no real-world analog to compare against. Since the recipe calls for about 10% chemical fuel to be combined with 90% nuclear fuel by power value, I'd suggest having it pollute by 0.1 multiplier.
Re: MOD [ 0.17.x] Bio-Industries
Is there some reason you cant drop it back to the usual format?
You could add an alternative recipe for it that is more productive/cheaper when you use more detailed components?
Eg, rather than IRON STICK+STEEL+STONE => 2 rails
players could setup up IRON STICK (5)+ STEEL (8)+ STONE (2)+ CRUSHED STONE (7)+ CONCRETE (1) => 20 rails
(Ive only put 20 seconds of thoughts into that formula but that way the vanilla production would work but if you could super charge it with bio if you wanted to make the more complex process)
cheers
PS: Still my favorite mod.
Re: MOD [ 0.17.x] Bio-Industries
Is it possible to add module positions to the rock crushers? When making rails for the purple science, I have trouble keeping production up.
Thanks.
For the post above: I use the following recipe for the vanilla rails:
-- fix rail recipe
data.raw.recipe["rail"].ingredients =
{ {"concrete", 2}, {"stone", 1}, {"steel-plate", 1}, {"iron-stick", 1} }
data.raw.recipe["rail"].result_count = 1
I see no reason to use both stone and crushed stone in the rail recipe. Although changing the stone to crushed stone does make sense in this mod.
Thanks.
For the post above: I use the following recipe for the vanilla rails:
-- fix rail recipe
data.raw.recipe["rail"].ingredients =
{ {"concrete", 2}, {"stone", 1}, {"steel-plate", 1}, {"iron-stick", 1} }
data.raw.recipe["rail"].result_count = 1
I see no reason to use both stone and crushed stone in the rail recipe. Although changing the stone to crushed stone does make sense in this mod.
Re: MOD [ 0.17.x] Bio-Industries
Added in 0.17.32
Thanks for the feedback.
Re: MOD [ 0.17.x] Bio-Industries
hey,
will it be playable with the new version? have a savegame with tons of stuff from the mod in my base
will it be playable with the new version? have a savegame with tons of stuff from the mod in my base
Re: MOD [ 0.17.x] Bio-Industries
Locomotives don't have a pollution rate listed. But from other threads, it seems train pollution is 'minimal'.Adamo wrote: ↑Thu Aug 08, 2019 8:31 pmThe way it works is that a building has a set pollution amount it puts out (typically valued in pollution per minute), and then a fuel multiplies that. By default, a fuel multiplies it by *1*, but this can be changed up or down.dfht684 wrote: ↑Sun Aug 04, 2019 6:43 am I'm regards to the pollution multiplier: Nuclear @ 5x seems strange since by your definition it's highly refined in Factorio and should have lesser pollution. I guess nuclear fuel is different in that you're potentially spewing radioactive material in the exhaust.
Nevermind, just also noticed the fuel value. How does raw pollution emitted relate? Would a valid shorthand be 1 fuel per 1 unit of pollution? Nuclear fuel would emit then 5 units over the 1200 fuel value? I noticed the multipliers in game but don't remember seeing any raw values.
Thanks again!
If we assume the locomotive also operates on a standard rate (1/min), then fuel value would not affect the overall rate of pollution, just how often the train needs to be fueled. I'm considering ways to lower pollution so I don't have to bother with manual targeting of my artillery trains as often.
Re: MOD [ 0.17.x] Bio-Industries
I don't understand the difference between change terrain - basic and change terrain - advanced. Is the second one faster, or makes the land more fertile, or it makes the fertilized patches contiguous, or it works on worse terrain, or what?
Re: MOD [ 0.17.x] Bio-Industries
TheSAguy, please explain about the solar power plant and boiler. What is the purpose of the panel at the base of the tower? When I put the mouse pointer on it, I get a red square, and clicking on it doesn't seen to do anything. It won't accept a circuit wire.
The power consumption of the boiler is sometimes steady and sometimes fluctuates, regardless of whether I an drawing off steam (into tanks, for instance). I can't tell what it depends upon.
What does the light on the top of the tower indicate? With 5 adjacent solar power plants connected together (water, steam, and electricity), some can be lit while others are off. The light is pretty reliably on at night.
I'm not able to find any sense in this.
The power consumption of the boiler is sometimes steady and sometimes fluctuates, regardless of whether I an drawing off steam (into tanks, for instance). I can't tell what it depends upon.
What does the light on the top of the tower indicate? With 5 adjacent solar power plants connected together (water, steam, and electricity), some can be lit while others are off. The light is pretty reliably on at night.
I'm not able to find any sense in this.
Re: MOD [ 0.17.x] Bio-Industries
Official announcement for modders:
The next release of Bio Industries will break mods that reference prototypes (entities/fluids, items, recipes, technologies) defined by BI. I've changed the prototype names in response to this bug report. Basically, I turned all dashes in prototype names to underscores:
For recipes, I also removed the string "recipe" from the name:
There are some special changes that are different:
I've fixed several bugs that I deem important enough to justify a release for 0.17 and 0.18. If your mod will be affected by this change to BI, it would be nice if you could also update your 0.17 version.
It will probably still take me a while until I can release the new version, so you'll have some time to prepare.
(Just in case you wonder: TheSAguy asked me to take care of his mod for a while, so I took the chance to change some things that bugged me and to fix some bugs/implement some ideas that I found on the mod-portal discussion page.)
The next release of Bio Industries will break mods that reference prototypes (entities/fluids, items, recipes, technologies) defined by BI. I've changed the prototype names in response to this bug report. Basically, I turned all dashes in prototype names to underscores:
Code: Select all
OLD: "bi-solar-boiler-2"
NEW: "bi_solar_boiler_2"
Code: Select all
OLD: "bi-recipe-seed-1"
NEW: "bi_seed_1"
Code: Select all
OLD: "bi_recipe_greenhouse"
NEW: "bi_bio_greenhouse"
OLD: "bi_recipe_boiler"
NEW: "bi_bio_boiler"
OLD: "bi_recipe_accumulator"
NEW: "bi_bio_accumulator"
OLD: "bi_recipe_solar_boiler_panel"
NEW: "bi_solar_boiler_2"
OLD: "bi_recipe_bi_dart_rifle"
NEW: "bi_dart_rifle"
It will probably still take me a while until I can release the new version, so you'll have some time to prepare.
(Just in case you wonder: TheSAguy asked me to take care of his mod for a while, so I took the chance to change some things that bugged me and to fix some bugs/implement some ideas that I found on the mod-portal discussion page.)
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: MOD [ 0.17.x] Bio-Industries
Why underscores are better than dashes? If underscores are better, why vanilla doesn't use them?
Re: MOD [ 0.17.x] Bio-Industries
The important thing making a change necessary was that many the recipes of several entities had different names than the entities (and thus wouldn't work with deconstruction mods). I tried to go with dashes, but that caused issues with the localization keys. See for example:
Code: Select all
bi-biomass-conversion-1=Use algae biomass to produce light oil and cellulose!
Code: Select all
bi-biomass-conversion_1=Use algae biomass to produce light oil and cellulose!
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: MOD [ 0.17.x] Bio-Industries
Just keep it just as
bi-biomass-conversion=Use algae biomass to produce light oil and cellulose
And it works for all of them, for tier 1, 2, 3 etc
bi-biomass-conversion=Use algae biomass to produce light oil and cellulose
And it works for all of them, for tier 1, 2, 3 etc