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Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Fri Jul 04, 2014 6:17 pm
by bobingabout
1M_Industries wrote: Okay, thank you. This mod looks like a lot of fun, so I really want to use it.
Actually, in the mean time, you could try my WIP version, see if the problem still exists.
https://www.dropbox.com/s/6gd3jl9xiea98 ... v0.5.3.rar

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Fri Jul 04, 2014 6:40 pm
by 1M_Industries
bobingabout wrote:
1M_Industries wrote: Okay, thank you. This mod looks like a lot of fun, so I really want to use it.
Actually, in the mean time, you could try my WIP version, see if the problem still exists.
https://www.dropbox.com/s/6gd3jl9xiea98 ... v0.5.3.rar
No problem at all, it booted up like a charm! Thank you! EDIT: Doh! The game does not see the mod now!

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Fri Jul 04, 2014 6:47 pm
by 1M_Industries
Okay, this is really wacky. It says I need Bob's ores 5.2 or greater, but I cannot find a download link for that.

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Fri Jul 04, 2014 7:15 pm
by 1M_Industries
Okay, if i try to use just Bob's plates 5.3, it crashes in the same exact way. Working, working, hits Bob's plates...BOOM! Crash. EDIT: Would telling you about my system help? EDIT2: If anyone here uses Linux and has this mod working, please tell me what you did. I really want to use this mod, so it would be really appreciated.

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Fri Jul 04, 2014 8:02 pm
by bobingabout
1M_Industries wrote:Okay, if i try to use just Bob's plates 5.3, it crashes in the same exact way. Working, working, hits Bob's plates...BOOM! Crash. EDIT: Would telling you about my system help? EDIT2: If anyone here uses Linux and has this mod working, please tell me what you did. I really want to use this mod, so it would be really appreciated.
bobores 5.2 is the working version, 5.1 should work with it just fine, the only things I've changed in the ores mod is the catagories system, and what it does if it fines cassiterite from f-mod.

I'll look into it myself anyway, but if it is a problem related specifically to linux 64bit, it will be hard to find, since I don't have that.

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Fri Jul 04, 2014 8:07 pm
by 1M_Industries
bobingabout wrote:
1M_Industries wrote:Okay, if i try to use just Bob's plates 5.3, it crashes in the same exact way. Working, working, hits Bob's plates...BOOM! Crash. EDIT: Would telling you about my system help? EDIT2: If anyone here uses Linux and has this mod working, please tell me what you did. I really want to use this mod, so it would be really appreciated.
bobores 5.2 is the working version, 5.1 should work with it just fine, the only things I've changed in the ores mod is the catagories system, and what it does if it fines cassiterite from f-mod.

I'll look into it myself anyway, but if it is a problem related specifically to linux 64bit, it will be hard to find, since I don't have that.
Also, where do I get Bob's ores 5.2? I cannot find the link on the Bob's ores page.

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Fri Jul 04, 2014 8:19 pm
by bobingabout
I tried just the 2 mods bobores and bobplates, works fine for me....
Bobores v0.5.2 is the working version, you don't really need it, but if you really want to try it: https://www.dropbox.com/s/x2p3qwy4qf86i ... v0.5.2.rar

21:14:53 Info None: 2014:07:04; Factorio 0.10.2 (Build 10388, win64)
21:14:53 Info Mods: Loading mod core 0.0.0
21:14:53 Info Mods: Loading mod base 0.10.2
21:14:53 Info Mods: Loading mod scenario-pack 0.10.1
21:14:53 Info Mods: Loading mod bobores 0.5.2
21:14:53 Info Mods: Loading mod bobplates 0.5.3
21:14:54 Info Atlas: Initial atlas bitmap size is 8192
21:14:54 Info Atlas: Created atlas bitmap 8192x8176
21:14:54 Info Atlas: Created atlas bitmap 8192x3486
21:15:01 Info Updater: Downloading https://www.factorio.com/updater/get-av ... ?username=******************
21:15:16 Info None: Goodbye

I've been trying to think of what the problem might be... how much system memory do you have? try turn on low graphics mode?

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Fri Jul 04, 2014 8:32 pm
by 1M_Industries
bobingabout wrote:I tried just the 2 mods bobores and bobplates, works fine for me....
Bobores v0.5.2 is the working version, you don't really need it, but if you really want to try it: https://www.dropbox.com/s/x2p3qwy4qf86i ... v0.5.2.rar

21:14:53 Info None: 2014:07:04; Factorio 0.10.2 (Build 10388, win64)
21:14:53 Info Mods: Loading mod core 0.0.0
21:14:53 Info Mods: Loading mod base 0.10.2
21:14:53 Info Mods: Loading mod scenario-pack 0.10.1
21:14:53 Info Mods: Loading mod bobores 0.5.2
21:14:53 Info Mods: Loading mod bobplates 0.5.3
21:14:54 Info Atlas: Initial atlas bitmap size is 8192
21:14:54 Info Atlas: Created atlas bitmap 8192x8176
21:14:54 Info Atlas: Created atlas bitmap 8192x3486
21:15:01 Info Updater: Downloading https://www.factorio.com/updater/get-av ... ?username=******************
21:15:16 Info None: Goodbye

I've been trying to think of what the problem might be... how much system memory do you have? try turn on low graphics mode?
I have 4gb of memory. EDIT: Nope, low graphics mode does not help, crashes just like before.

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Fri Jul 04, 2014 8:33 pm
by bobingabout
I found an error. Windows is a case-insensative OS when it comes to filenames, therefore it doesn't care if filenames have a capital letter in them, or not.
Linux is a case-sensative OS, so if a filename has a capital letter, it is a different file than one without.

bobplates\graphics\icons\Hydrogen.png should be named hydrogen.png. this MIGHT be causing the problem.

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Fri Jul 04, 2014 8:38 pm
by 1M_Industries
WHOOT!!!! It works! Thank you!

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Fri Jul 04, 2014 8:41 pm
by bobingabout
1M_Industries wrote:WHOOT!!!! It works! Thank you!
You're welcome!

I had a think about it you see... "Why would it work in windows, but not linux? Filenames? Check all the filenames. found one!"

I'll make sure the file is named correctly for future releases.

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Fri Jul 04, 2014 8:42 pm
by 1M_Industries
bobingabout wrote:
1M_Industries wrote:WHOOT!!!! It works! Thank you!
You're welcome!

I had a think about it you see... "Why would it work in windows, but not linux? Filenames? Check all the filenames. found one!"

I'll make sure the file is named correctly for future releases.
This mod is so much fun, thank you!

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Fri Jul 04, 2014 11:25 pm
by Airat9000
:D Bob Idea
may arrange with Yuoki ?
https://forums.factorio.com/forum/vie ... 687#p35687

to connect some things let the resources to unify the board and resources already :) just not enough memory by installing a bunch of plants :) and chic fashion would you both, I'll write it in the subject line ..

ie do the same motherboard, and production assume gil and weapons etc. you use part of your components, while the other part of it.
I certainly do not insist, but it would be cool .. just very cool!

this will reduce the work you and him .. and and therefore faster to do and will be very cool mod you. + Reduce the amount of memory consumed

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Sat Jul 05, 2014 2:53 am
by bobingabout
I used the same internal names for my tin, zinc, gold, silver, tungsten and lead as DyTech, and alloys of these metals.

F-Mod and DyTech use the same internal names for Tin(plates, not ore), Gold and Silver.

I also used the same internal name as F-Mod for Aluminium, and Titanium ore(rutile), but titanium plate didn't exist, I anticipated the name F-Mod is most likely to use.


Currently released bobplates uses different item name for Silicon than DyTech(and Industrio too), but the next release will have a migration script to change the name of my silicon to the name of DyTech silicon. And replace Industrio Silicon Wafer recipe to use my/DyTech Silicon.


I had a quick look at Yuoki mod, he uses his own names for everything, it would be difficult to encorporate compatability.

if I changed to use the same as Yuoki it would break DyTech compatability.

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Sat Jul 05, 2014 8:14 pm
by Airat9000
bobingabout wrote:I used the same internal names for my tin, zinc, gold, silver, tungsten and lead as DyTech, and alloys of these metals.

F-Mod and DyTech use the same internal names for Tin(plates, not ore), Gold and Silver.

I also used the same internal name as F-Mod for Aluminium, and Titanium ore(rutile), but titanium plate didn't exist, I anticipated the name F-Mod is most likely to use.


Currently released bobplates uses different item name for Silicon than DyTech(and Industrio too), but the next release will have a migration script to change the name of my silicon to the name of DyTech silicon. And replace Industrio Silicon Wafer recipe to use my/DyTech Silicon.


I had a quick look at Yuoki mod, he uses his own names for everything, it would be difficult to encorporate compatability.

if I changed to use the same as Yuoki it would break DyTech compatability.

Bob your good mod .. was good recipes to add a little
say from some ores to extract more sulfur and sulfuric acid, plastics, etc.
that would be faster ore from warehouses to deliver a bit :) everything else was perfect!

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Sun Jul 06, 2014 12:05 am
by bobingabout
Airat9000 wrote: say from some ores to extract more sulfur and sulfuric acid, plastics, etc.
Sulfuric Acid and Sulfur Dioxide are supposed to be useful Byproducts.

The reason why Sulfuric Acid is low on Nickel Plate recipe is because the base game has 5 sulfur = 1 sulfuric acid.
Therefore a byproduct of 0.2 sulfuric acid = 1 sulfur equivelent.

If you notice, lead chemical recipe has 1 sulfur dioxide as byproduct. This can be used to make 1 sulfur, or 0.25 sulfuric acid.


This is partly to encourage you to still set up oil sulfur processing.


I am currently working on an extension mod to add even more chemicals and intermediate products.

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Sun Jul 06, 2014 1:52 am
by bobingabout
Question: there exists 2 lead recipes.
One you put the ore in a furnace, and get a plate, the end. old recipe.
the other is a 2 phase process, first using oxigen to produce Sulfur Dioxide as a byproduct, second using carbon(coal) to produce a plate.

Should I remove the furnace recipe in the next release?

I know most people don't think about Lead much, because it is an under-used ore currently.

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Sun Jul 06, 2014 12:41 pm
by Airat9000
bobingabout wrote:Question: there exists 2 lead recipes.
One you put the ore in a furnace, and get a plate, the end. old recipe.
the other is a 2 phase process, first using oxigen to produce Sulfur Dioxide as a byproduct, second using carbon(coal) to produce a plate.

Should I remove the furnace recipe in the next release?

I know most people don't think about Lead much, because it is an under-used ore currently.
excellent! I'm glad .. we wait.
no no, leave the foundry, they are more convenient .. or can you do all the recipes in the chemical plant that would be reprocessed? then convenient ..

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Mon Jul 07, 2014 3:21 am
by Airat9000
Idea

Re: [0.10.0] Bob's Metals and Chemicals mod

Posted: Mon Jul 07, 2014 5:23 pm
by bobingabout
Airat9000 wrote:Idea
Add a group button for Bob's resources?

It will be in 0.5.3.