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Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Fri Oct 17, 2014 3:32 pm
by cartmen180
Airat9000 wrote:new version in bug

Image
i have never seen that error before. Are you using other mods? What version of factorio do you have?

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Fri Oct 17, 2014 3:44 pm
by cartmen180
Degraine wrote:Yeah, I would've worked from the iron ore value but you included mineral ore in the melting recipe so I had to work from there to be totally consistent. Why is mineral ore included in some of the melting recipes anyway? I thought the idea was to remove impurities, but here we are, tossing a bunch of raw rocks back in. Speaking of which, could we get vanilla stone as a byproduct of separation? All the detritus has to go somewhere, after all...
The mineral ore included in the recipe is a placeholder for now. In the actuall iron ore processing they add a couple of minerals to react with the sulfates in the iron ore, this is currently represented by the mineral ore. But that will change!
Degraine wrote: Okay, so the new crushed ore smelting recipe is about 0.7 mineral per plate, which is roughly a 20% increase in yield over straight ore smelting. Not bad.
thnx :p
Degraine wrote: And liquid iron is 40/2.67 mineral, or 1/0.067. Soooo...

Code: Select all

1 Iron Gear = 1~ Mineral
1 Iron Pipe = 0.67 Mineral
1 Inserter Base/Arm = 0.53 Mineral
Significant improvement for gears, and pipes are just sliiightly more efficient to cast. Fair enough. One more suggestion I'd like to make? Add a plate casting recipe so it's easier to measure the exchange value. Eg. melting down iron plates gives X amount of liquid iron, but the crushed ore melting recipe gives a bonus amount, so everything stays consistent.
Smelting objects back to liquids will be included in the recycling update, not a high priority though.
Degraine wrote: Anyway, lets figure out steel's true mineral value. Lets start with the 5 iron plate recipe and the other ingredients for liquid steel.

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1 Steel Plate = 5 Iron Plates = 3.5 Mineral

1 Nickel = 2.5 Mineral
1 Coal = 1 Mineral
Not looking good. However:

Code: Select all

40 Liquid Steel = 50 Liquid Iron + 1 Nickel + 1 Coal = 3.35 + 2.5 + 1 = 6.85 Mineral
1 Steel Plate = 10 Liquid Steel = 1.7125 Mineral
Well! I was wrong. Okay, so that is considerably cheaper. Possibly too cheap? It works out to something like 2.5 iron to 1 steel exchange, which I like in Bob's, but I dunno if that's what you're aiming for. Up to you, of course.
Here nickel and coal are also a placeholder for nickelpowder and coal coke. So the actual value will change. Besides, the vanilla way of producing steel is a bit silly. Steel is nothing more than iron with just the right percentage of carbon.
So what i might do is increase the result to 50 liquid steel, but the coke and nickelpowder (and most likely crafting time) will increase in one way or another.

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Fri Oct 17, 2014 4:54 pm
by Degraine
You know, I was going to suggest coal coke, actually!
cartmen180 wrote:The mineral ore included in the recipe is a placeholder for now. In the actuall iron ore processing they add a couple of minerals to react with the sulfates in the iron ore, this is currently represented by the mineral ore. But that will change!
Okay, good to know.

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Fri Oct 17, 2014 5:05 pm
by Airat9000
cartmen180 wrote:
Airat9000 wrote:в новой версии баг Image
я никогда не видел, что ошибка прежде. Вы используете другие моды? Какая версия factorio у вас есть?


newest 0.10.12
mods
vote mods
list in screenshot
Image
Image

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Fri Oct 17, 2014 6:05 pm
by cartmen180
My mod will probably not play nice with the other big mods like bob's and dytech, nor do i have any intention to make it work with those for now. Try it without dytech, f-mod and bob's and see if it gives the same error.

edit: i had a quick testrun with bob's mods (except ores). It works fine with them. No problem whatsoever.

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Fri Oct 17, 2014 10:26 pm
by cartmen180
experimental version is available. It is not savegame compatible! you have to start a new game to use it!

- mineral fields all look the same but they are different, you now have to prospect deposits with your pickaxe to find out what kind of ore it is.
- added large blast furnace; no real functionality for it just yet
- added 2 new walls, cement wall and reinforced concrete wall (reinforced concrete wall does not have its own textures yet)

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Fri Oct 17, 2014 10:46 pm
by Airat9000
cartmen180 wrote:экспериментальные версии. Это не savegame совместимы! вы должны начать новую игру, чтобы использовать его! - месторождений полезных ископаемых все выглядят одинаково, но они разные, теперь у вас есть проспект депозиты с вашей киркой, чтобы выяснить, какой из руды. - добавлен большой доменной печи; отсутствие реальных возможностей для всего, но - добавлены 2 новые стены, цементные стены и железобетонные стены (железобетонные стены не имеют собственных текстур пока)


all the modes work fine, that's how I put your mod just such an error. :cry: I can throw files mods assembly. Protests for error really spoils

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Fri Oct 17, 2014 11:24 pm
by Boogieman14
Using 0.5 I'm getting different errors at Factorio startup. Tried a bunch of times now, I'm getting one of:
Image
or
Image
or
Image

This is with just CartmenIndustries installed, no other mods.

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Fri Oct 17, 2014 11:45 pm
by Airat9000
Boogieman14 wrote:с помощью 0.5 я получаю разные ошибки в Factorio запуска. Пробовал кучу раз сейчас, я получаю один: Image или Image или Image это только CartmenIndustries установлен, никаких других модов.


exact same error, and you put Dysoh and other fashion writes that error I have described.

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Sat Oct 18, 2014 3:26 am
by Degraine
Is it feasible for ore fields to change icon once we've done sufficient research in refining their particular metal?

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Sat Oct 18, 2014 9:21 am
by cartmen180
Degraine wrote:Is it feasible for ore fields to change icon once we've done sufficient research in refining their particular metal?
I have this planned but unfortunately icons cannot be changed during gameplay. The same goes for recipes and everything else basicly. I hope that this will be changed though.

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Sat Oct 18, 2014 9:22 am
by cartmen180
Boogieman14 wrote:Using 0.5 I'm getting different errors at Factorio startup. Tried a bunch of times now, I'm getting one of:
Image
or
Image
or
Image

This is with just CartmenIndustries installed, no other mods.
okay i am an idiot, i compiled the wrong version. I uploaded 0.5.1 and this one works.

i also put dysech and bob's mods as optional dependencies so this mod is loaded after those.

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Sat Oct 18, 2014 11:15 am
by Boogieman14
0.5.1 works now (except I had to unzip it because the zipfilename and the name in the json didn't match)

And I think you may have gone a tiny bit overboard seeding the world with minerals :lol:
Image

This is with terrain segmentation set to low and the rest default.

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Sat Oct 18, 2014 11:18 am
by cartmen180
well holy ****, it is not supposed to be like that :p
i will look into this right now

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Sat Oct 18, 2014 11:21 am
by Boogieman14
:lol:

Also, could you maybe add a recipe for a simple axe using wood and stone? My iron axes ran out before I had iron plates set up and it becomes a bit of a pain to do stuff with your bare hands :)

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Sat Oct 18, 2014 11:51 am
by cartmen180
Boogieman14 wrote::lol:

Also, could you maybe add a recipe for a simple axe using wood and stone? My iron axes ran out before I had iron plates set up and it becomes a bit of a pain to do stuff with your bare hands :)
Good idea, i will include it in the next update.

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Sat Oct 18, 2014 11:52 am
by cartmen180
cartmen180 wrote:well holy ****, it is not supposed to be like that :p
i will look into this right now
i have identified the problem, it is the titanium and tungsten spawn controls. But the thing is that they are exactly the same as the one for copper. I have no clue what is causing this behaviour. So it will take a bit longer to find a solution :p

edit: I fixed the problem, version 0.5.2 is now available.

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Sat Oct 18, 2014 1:14 pm
by Airat9000
cartmen180 wrote:
cartmen180 wrote:ну святой****это не должно быть так :p Я буду смотреть в этом прямо сейчас
я определил проблему, титана и вольфрама spawn controls. Но дело в том, что они точно так же, как и медь. Я не имею понятия, что именно является причиной такого поведения. Так что это займет немного больше времени, чтобы найти решение :p edit: я решил проблему, версия 0.5.2 теперь доступна.


I hope that the problem with other mods will be solved .. for your events like.

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Sat Oct 18, 2014 1:55 pm
by Degraine
cartmen180 wrote:
Degraine wrote:Is it feasible for ore fields to change icon once we've done sufficient research in refining their particular metal?
I have this planned but unfortunately icons cannot be changed during gameplay. The same goes for recipes and everything else basicly. I hope that this will be changed though.
Ahhh, that's a pity. I assumed that was how things worked the first time I looked at the screenshots. Hope this is possible some time in the future!

Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1

Posted: Sat Oct 18, 2014 2:52 pm
by cartmen180
Degraine wrote:
cartmen180 wrote:
Degraine wrote:Is it feasible for ore fields to change icon once we've done sufficient research in refining their particular metal?
I have this planned but unfortunately icons cannot be changed during gameplay. The same goes for recipes and everything else basicly. I hope that this will be changed though.
Ahhh, that's a pity. I assumed that was how things worked the first time I looked at the screenshots. Hope this is possible some time in the future!
Oh i can make different resource spawners and put an option in the config to use whichever one you like.
I might even be able to tweak some values so you can set the sizes when starting a new game.