Development and Discussion

Infinite Ores, Refining, Ore Processing ...

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KiwiHawk
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Re: Development and Discussion

Post by KiwiHawk »

jcxl233 wrote: Thu Jul 30, 2026 3:47 am Suggestion: more casting recipes for Angel's Smelting
The dev of that mod is also one of the maintainers of Angel's mods. We were talking about it just the other day so yes, it is going to be updated!

It is difficult to balance direct casting recipes. Either they are super OP as soon as you get them. Or else they lose out hard to all the productivity you can get from strand casting coils with coolant and a ton of productivity modules in the uncoiling. 🤷‍♂️

The metals that don't have sheet coils are from Bob's, rather than core Angel's. We have discussed adding these to Angel's Smelting.
Dev for Bob's mods, Angel's mods, Sea Block, Circuit Processing, Science Cost Tweaker. Contributor to Helmod.

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Darrel570
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Infinite ore mod yields

Post by Darrel570 »

Hi Angel,

Thanks for the mods first of all. Re infinite ores: I love the idea and the generation of the infinite patch within the natural ones (overlapping-resources-patch.lua) but I'm not a fan of the initial huge yields. When I played pre-space age I went into the editor and manually set the initial and starting yield of each tile to 100 which did exactly what I wanted.

Image

Playing again, and after some experience learning LUA modding I've been perusing the mod code to try and set a static yield of 100% for the infinite ore patches.

I think I've found the two relevant areas:
ResourceBuilder.lua
--Set infinite yields according to mod options or default
if angelsmods.ores and angelsmods.ores.yield then
input.minimum = angelsmods.ores.yield * 15
input.output_probability = angelsmods.ores.loweryield
else
input.minimum = 300
input.output_probability = 1
end
--Set defaults for infinite resources normal and maximum
if input.infinite then
input.normal = 1500
input.maximum = 6000

end


and
vanilla-ore-inf.lua
for each infinite ore:

minimum = angelsmods.ores.yield,
normal = 1500,
maximum = 6000,


I've had weird behaviour when changing these values, and I feel like I'm missing something that might be obvious. Reducing the minimum increases the yields to astronomical 6-digit amounts. increasing these values actually reduces the initial yield. If I set it to say 100,000, I start getting patches with a per tile yield of single digit percents.

Additionally, the minimum yield setting has no effect (set to 100, I still see 0-1-2-3% tiles) and I'm unable to place miners via the editor in this situation too.

Is there somewhere in the code for infinite ores that I'm missing that takes precedence for where the yields are set? Is there a 1/input.yield calculations somewhere to explain the inverse behaviour when reducing / increasing yields?



I appreciate this is a fairly niche request but I'm losing the will to live changing LUA files and I'm at the "take stabs in the dark" phase now, so I figured I'd throw in the towel and ask for help. Any assistance is appreciated!

Cheers,
Darrel.
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Arch666Angel
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Re: Development and Discussion

Post by Arch666Angel »

Don't quote me on that, but as far as I remember the yield is the fraction of normal / minimum, so if normal = minimum the yield should be 100%, if amount is above then >100% if below <100%. That's why the mod only relies on a setting for the minimum -> if you set yield to 100% in the settings the formula comes out as
minimum yield = 1500 == normal yield = 1500
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