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

Infinite Ores, Refining, Ore Processing ...

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SuperSandro2000
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by SuperSandro2000 »

GrumpyJoe wrote:
Tue Mar 12, 2019 5:48 pm
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!
Did that and also added code to respect the petrochem setting that uses different acids.

@MadCl0wn If you have no time you should probably chose a maintainer or give green light for someone to take over the mod.
If you have nothing against it I would do both. :D
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Clowns-Extended-Minerals_1.1.4.zip
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by Kremnari »

Because of MC's EABM inferred dependence on bob's library, I ended up editing line 74-?? to

Code: Select all

		local add_new = bobmods.lib.recipe.add_new_ingredient
		add_new("clowns-ore1-crystal", {type="fluid", name = ore1fluid, amount=10})
		add_new("clowns-ore2-crystal", {type="fluid", name = ore2fluid, amount=10})
		add_new("clowns-ore3-crystal", {type="fluid", name = ore3fluid, amount=10})
		add_new("clowns-ore4-crystal", {type="fluid", name = ore4fluid, amount=10})
		add_new("clowns-ore5-crystal", {type="fluid", name = ore5fluid, amount=10})
		add_new("clowns-ore6-crystal", {type="fluid", name = ore6fluid, amount=10})
		add_new("clowns-ore7-crystal", {type="fluid", name = ore7fluid, amount=10})
It should make sense where to stop. This code protects against other mods (omni?) that standardize the recipes to use normal/expensive recipes (which 1.1.4 just used table.insert)

Cheers!

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

Post by Inoom »

Good day!
Can you tell me please, why chemical refining of new ores not needed acids? ("specialist chemical refining").

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

Post by BlueTemplar »

Hmm, it seems that these ores haven't been updated to the new (0.17.51, June) resource generation ?
See the difference between MadClown's and Angels' ores, especially wrt coverage :
madclowns_ores.png
madclowns_ores.png (764.06 KiB) Viewed 6642 times
(MadClowns' ores don't seem to generate infinite ores either, as already reported on the mod portal.)

P.S.: Looking at the files, it seems like MadClown uses a custom ore generator, and it hasn't been updated to 0.17.0, much less 0.17.51... (last changes to ore generation seem to be from November 2018...)
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by Mecejide »

Can you make sanguinate give sodium sulfate instead of phosphorus ore?

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

Post by pezzawinkle »

@BlueTemplar
P.S.: Looking at the files, it seems like MadClown uses a custom ore generator, and it hasn't been updated to 0.17.0, much less 0.17.51... (last changes to ore generation seem to be from November 2018...)
That has been brought to my attention, i will need to take a look at how he resource spawning stuff works, will be a while before i get a functional version (i think).

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

Post by BlueTemplar »

Well, it would seem that Angel might have slightly complicated the 0.17.51 vanilla resource generation, but it still seems to be fairly straightforward ?

Code: Select all

angelsmods.functions.add_resource("make", {
	name = "angels-ore1",
	order = "b-da",
	sheet = 6,	--2
	infinite = false,
	map_color = {r=60/255, g=84/255, b=116/255},
	tint = {r=60/255, g=84/255, b=116/255},
	mining_time = 1,
	type = "item",
	output_name = "angels-ore1",
	output_min = 1,
	output_max = 1,
	icon = "__angelsrefining__/graphics/icons/angels-ore1.png",
	autoplace = {
		starting_area = true,
		--resource_index = 21,
		base_density = 10,
		regular_rq_factor_multiplier = 1.0,
		starting_rq_factor_multiplier = 1.5,
	}
})
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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Post by pezzawinkle »

I have piggy-backed on the current version of angels ore generation scripts (for the most part), so this "should" have sorted most of the issues out.

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

Post by mysticdreamer76 »

Is there a mod to make this compatible with seablock?

IE: mineralized water, or sludge, or ... something -> Orichalcite?
Or am I just missing something to get the extra ores?

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

Post by pezzawinkle »

mysticdreamer76 wrote:
Sat Oct 31, 2020 12:44 am
Is there a mod to make this compatible with seablock?

IE: mineralized water, or sludge, or ... something -> Orichalcite?
Or am I just missing something to get the extra ores?
I will ask KiwiHawk what the plan is with clowns ores... (since he is working on seablock)
i have only added support for Angels/Bobs and omnimatter at this point since those are quite popular.
I do have some Py compat, but not much as i don't have a solid playtester to give me feedback on that combo yet.

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

Post by KiwiHawk »

mysticdreamer76 wrote:
Sat Oct 31, 2020 12:44 am
Is there a mod to make this compatible with seablock?

IE: mineralized water, or sludge, or ... something -> Orichalcite?
Or am I just missing something to get the extra ores?
Sea Block 0.5.3 has just been released. I've added recipes for Clown's ores and resources.
Dev for Bob's mods, Angel's mods, Helmod, Sea Block, Circuit Processing, Science Cost Tweaker.

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

Post by djubre7 »

KiwiHawk wrote:
Sat Mar 06, 2021 11:49 am
Sea Block 0.5.3 has just been released. I've added recipes for Clown's ores and resources.
Hi there, I just wanted to tell you that there is no way to make Sanguinate ore through Crystallizer. All other appear to be working fine.
The recipe itself is visible through FNEI, but it's not on the building itself.
Thanks in advance for your work.

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

Post by KiwiHawk »

djubre7 wrote:
Mon Apr 12, 2021 1:30 pm
KiwiHawk wrote:
Sat Mar 06, 2021 11:49 am
Sea Block 0.5.3 has just been released. I've added recipes for Clown's ores and resources.
Hi there, I just wanted to tell you that there is no way to make Sanguinate ore through Crystallizer. All other appear to be working fine.
The recipe itself is visible through FNEI, but it's not on the building itself.
Thanks in advance for your work.
Sorry for the delay in replying! Can you please post a screenshot of picking a recipe in the crystallizer? I can see the recipe for crystallizing to Sanguinate ore fine. I did notice one minor issue though. All of the clown's ore crystallization recipes have the same localised name: Crystallizing to Adamantite. This will be fixed in the next Sea Block version (0.5.5)
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