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Re: Bugs & FAQ
Posted: Sat Jul 16, 2016 10:08 pm
by TheSAguy
factoriofrenzy wrote:Arch666Angel wrote:You dont really have much resources at all on your map

You might need to search a bit for them. Will make some changes and send orzelek a new config for the ores.
Will go look for them
orzelek wrote:factoriofrenzy wrote:Is this weird if I haven't found one yet? And are there mods for .13 that can track these fissures?
I'd recommend application of radars.. modded ones preferrably. Driving around to search for resources with RSO can be a time consuming task.
..with the help of radars
Thanks for the help and all the work you guys are doing!
You might want to revive this mod:
Prospect
It will need to be updated to 0.13 and these resources added, but could be helpful.
Re: Bugs & FAQ
Posted: Sun Jul 17, 2016 10:04 pm
by orzelek
Two questions/comments:
1. Is alumina recipe correct? It takes only 1 sodium hydroxide and it should use 5 based on other similar recpies.
2. Is mineral water only for clarifier now or I'm missing something?
Re: Bugs & FAQ
Posted: Sun Jul 17, 2016 10:17 pm
by Arch666Angel
orzelek wrote:Two questions/comments:
1. Is alumina recipe correct? It takes only 1 sodium hydroxide and it should use 5 based on other similar recpies.
2. Is mineral water only for clarifier now or I'm missing something?
1. Bob probably changed the alumina recipes with one of the last updates to increase sodium hydroxide consumption. Will look into it when I do more work on the smelting mod.
2. For the moment it is, I'm considering changing the clarifier to output water if you feed the specialized water resources and only void if you feed it water.
Re: Bugs & FAQ
Posted: Sun Jul 17, 2016 10:27 pm
by Jorn86
It would be nice if the clarifier was at least as efficient at destroying water as the steam engine is. Now I have no reason to build them, and the difference really is very big.
Re: Bugs & FAQ
Posted: Sun Jul 17, 2016 10:50 pm
by Nexela
Jorn86 wrote:It would be nice if the clarifier was at least as efficient at destroying water as the steam engine is. Now I have no reason to build them, and the difference really is very big.
I second this. and I JUST started with Angels Mods + Bob's Mods. It's like learning to walk all over again.
Re: Bugs & FAQ
Posted: Sun Jul 17, 2016 11:26 pm
by Arch666Angel
Jorn86 wrote:It would be nice if the clarifier was at least as efficient at destroying water as the steam engine is. Now I have no reason to build them, and the difference really is very big.
It doesn't look as stupid

Will look into increasing the crafting speed.
Re: Bugs & FAQ
Posted: Mon Jul 18, 2016 2:37 am
by Nexela
Having soo much fun with this!
Three minor bugs with Angel's and Bob's Complete with default config
First Two:

- salt-water-elec-bug.png (252.14 KiB) Viewed 6220 times

- lithia-water-bug.png (195.56 KiB) Viewed 6220 times
Second
Bio-Processing 1 Technology does not unlock wooden-board-synthetic from bobelectronics (bob unlocks this in plastic research but that is a ways off for me in my treeless environment.)
Re: Bugs & FAQ
Posted: Mon Jul 18, 2016 5:31 pm
by orzelek
I don't see the use for Bio-Processing atm.
It's much more convoluted then greenhouses and for wood production I'm looking for simple and fast

I didn't do the math so it might be much more efficient - would need to check that (have a lot of building with all the angels mods so that might.. be far away).
Producing synthetic wood long before it can be used is an added problem on top of that.
Re: Bugs & FAQ
Posted: Mon Jul 18, 2016 6:07 pm
by Arch666Angel
orzelek wrote:I don't see the use for Bio-Processing atm.
It's much more convoluted then greenhouses and for wood production I'm looking for simple and fast

I didn't do the math so it might be much more efficient - would need to check that (have a lot of building with all the angels mods so that might.. be far away).
Producing synthetic wood long before it can be used is an added problem on top of that.
The idea for bio processing as its own mod module is to have it provide alternative ways to produce resources, for example to generate methane/methanol from cellulose as an early feed for the petrochems mod.
As well as different lines for the different water resources (green algae need mineralized water, blue algae needs waste water, red algae need thermal water)

And then on top of that the alien bio processing, which would add the ability to craft alien artefacts and catalysts to refining and possibly petrochems.
Re: Bugs & FAQ
Posted: Mon Jul 18, 2016 9:51 pm
by orzelek
Arch666Angel wrote:orzelek wrote:I don't see the use for Bio-Processing atm.
It's much more convoluted then greenhouses and for wood production I'm looking for simple and fast

I didn't do the math so it might be much more efficient - would need to check that (have a lot of building with all the angels mods so that might.. be far away).
Producing synthetic wood long before it can be used is an added problem on top of that.
The idea for bio processing as its own mod module is to have it provide alternative ways to produce resources, for example to generate methane/methanol from cellulose as an early feed for the petrochems mod.
As well as different lines for the different water resources (green algae need mineralized water, blue algae needs waste water, red algae need thermal water)

And then on top of that the alien bio processing, which would add the ability to craft alien artefacts and catalysts to refining and possibly petrochems.
And I see we'll need to start with big/very big starting area and asap guard it with turrets from oncoming biter migrations. Or we will end up fighting them on green science.. and I just did that for quite long - sniper turets save the day.
Re: Bugs & FAQ
Posted: Mon Jul 18, 2016 11:28 pm
by Nexela
Code: Select all
2. For the moment it is, I'm considering changing the clarifier to output water if you feed the specialized water resources and only void if you feed it water.
I forgot to mention, I mostly agree with this change, However I think it should be expanded and a clarifier shouldn't void at all. The Clarifier should output "regular" water and from there if the water isn't needed a 1x1/2x2ish "void pump" should dump the water out (its only function will be to dump regular water"). Optionally and I am all for this it should only dump into a lake! or dump slower if on the ground.
As another option to increase complexity, a clarifier could also have an item output depending on what it is clarifying I.E. clarifying saline water will produce bob-salt,
Also- very minor bug 4 mostly a gimmick- the recipe icons for hydro plant outputs are back wards to default hydro placement
As an example if you look at the recipe icon for water purification it shows Water on the top, minerlized on bottom left, purified on bottom right. if you add it to the hydro plant the hydro plant outputs mineral on the right, purified on the left.
Just saying! Don't shoot the messenger.
Re: Bugs & FAQ
Posted: Tue Jul 19, 2016 7:18 am
by Jorn86
Nexela wrote:Code: Select all
2. For the moment it is, I'm considering changing the clarifier to output water if you feed the specialized water resources and only void if you feed it water.
I forgot to mention, I mostly agree with this change, However I think it should be expanded and a clarifier shouldn't void at all. The Clarifier should output "regular" water and from there if the water isn't needed a 1x1/2x2ish "void pump" should dump the water out (its only function will be to dump regular water"). Optionally and I am all for this it should only dump into a lake! or dump slower if on the ground.
I like this idea!
Nexela wrote:
As another option to increase complexity, a clarifier could also have an item output depending on what it is clarifying I.E. clarifying saline water will produce bob-salt,
I don't like this one, or other recipes that produce something you can do nothing with but store. I'm fine with having difficult processes, but I'd like to be able to use everything in the end.
Like with the Refining mod, you can turn stone and slag into mineral slurry, into ore. That's great. But, for the Geodes, I can only turn them into gems which I don't need, or at least not in that amount. I've just started blue science and I already have over 50k blue geodes in store. I'll probably just shoot the warehouse at some point

Re: Bugs & FAQ
Posted: Tue Jul 19, 2016 5:36 pm
by orzelek
Geodes are an annoyance currently - need to do something with them but no needed to use them. Considering that I use mostly gun turrets for defence I might not need them at all.
As for slurry recipes - I think they need their names adjusted. Stone and slag ones suggest you get mineral slurry from them while you don't - you still need to filter it with quite high coal cost or slightly lower alumina cost later. Then the getting or recipes from minelar slurry are named "slag to *" which is also a bit misleading.
Re: Bugs & FAQ
Posted: Tue Jul 19, 2016 8:05 pm
by Arch666Angel
Yeah already started changing geodes: You will only get blue and red from the refining, the other can be looted from rocks. Geodes can be liquified, filtered and then combined with an liquified ore mix to make gems in a crystallizer. Geodes will yield different amounts of liquid depending on their rarity.
Need to think of an additional way to feed the excess geode liquid into the ore crystallizing process. Maybe combining it with an excess material in bobs or the upcoming petrochems

Re: Bugs & FAQ
Posted: Wed Jul 20, 2016 5:24 am
by Nexela
I think I found another possible bug, or it could be intentional using Angels and Bobs of course (10 hours in and I STILL don't even have basic circuits automated........)
Ore Processing 1 unlocks silver processing
Ore Processing 2 unlocks lead processing
Shouldn't these 2 be switched around? Lead is used very early while silver is not.
Re: Bugs & FAQ
Posted: Wed Jul 20, 2016 6:25 am
by Seldion
Hello, I recently updated to 13.xx and had to update many of my other mods, including RSO, now I am not sure if it was RSO that gave me infinite ores beforehand but now I see to get it I have to have your infinite ores mod, sadly tho it doesn't play well with Dark Matter Replicators or Alien Walls, Both the Tenant and the Aline Bio Mass can't not be made infinite and I have to disable the infinite ore or the mods them self.
I don't play on a infinite world so the need for infinite resources is a must for me, I prefer the mining method rather then the dark matter replicators because its more balanced but there are some resources from bob's mods i need the replicators for and don't want the advanced complexity that the bob's mod adds.
What I am asking I guess is that, could you add support for these two mods or tell me how to add it my self.
Re: Bugs & FAQ
Posted: Wed Jul 20, 2016 10:08 am
by kinnom
when will petrochem be available?
Re: Bugs & FAQ
Posted: Wed Jul 20, 2016 7:35 pm
by Arch666Angel
Nexela wrote:I think I found another possible bug, or it could be intentional using Angels and Bobs of course (10 hours in and I STILL don't even have basic circuits automated........)
Ore Processing 1 unlocks silver processing
Ore Processing 2 unlocks lead processing
Shouldn't these 2 be switched around? Lead is used very early while silver is not.
The controversy is with bobmods having the silver plate recipe enabled from the start, but yeah you are right it should get unlocked later on.
Seldion wrote:Hello, I recently updated to 13.xx and had to update many of my other mods, including RSO, now I am not sure if it was RSO that gave me infinite ores beforehand but now I see to get it I have to have your infinite ores mod, sadly tho it doesn't play well with Dark Matter Replicators or Alien Walls, Both the Tenant and the Aline Bio Mass can't not be made infinite and I have to disable the infinite ore or the mods them self.
I don't play on a infinite world so the need for infinite resources is a must for me, I prefer the mining method rather then the dark matter replicators because its more balanced but there are some resources from bob's mods i need the replicators for and don't want the advanced complexity that the bob's mod adds.
What I am asking I guess is that, could you add support for these two mods or tell me how to add it my self.
Adding them to the infinite ores is pretty easy, can do that for the next update, but will take a couple of days. Adding them to the refining doesnt seem to be useful, if you want something fast without complexity.
kinnom wrote:when will petrochem be available?
When its done

Cant give you a date because this is a hobby for me and I'm currently having exams.
I have most recipes set up, made icons for all the new items/fluids and recipes. Recipes need actual values for ingredients/results and crafting time.
Refinery, Steam Cracker, Adv Chemical Plant, Separator and Valves gfx are finished. Flare Stack needs to be done, pipe overlays and working animations need to be done for the buildings.
The actual logic and overrides need to be done to have it work together with all the other mods.
And then of course a bit of play testing and tweaking.
Re: Bugs & FAQ
Posted: Wed Jul 20, 2016 8:16 pm
by kinnom
Arch666Angel wrote:And then of course a bit of play testing and tweaking.
I can help with that

Re: Bugs & FAQ
Posted: Fri Jul 22, 2016 5:54 am
by AbaDon55
Hello. I'm not good in English language, so I write through a translator. I have a problem here. Why the ore from the Angels Mods do not appear on the map, both in original and in the modes. Although it used to be. Tell me how to fix it. Established Bob and Jo and all the add-ons for Angels Mods. Thanks in advance.