Send me a better sprite and I'll use itBlooSkies wrote:Are there plans to update that solar farm sprite? The perspective is off or something; it just feels out of place.
MOD [ 0.18.x / 1.1 ] Bio-Industries
Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.8
Re: MOD [ 0.15.x] Bio-Industries 1.5.0
I've updated the mod to Factorio 0.15.
Replaced Alien Artifacts with Sulfuric Acid for now.
Tweaked the Tech a little to work with the new F0.15 tech stuff.
Have not yet tested it extensively. So please let me know if anyone runs into any issues.
Let me know if there should be any balancing tweaks needed to go with the changes in 0.15.
Thanks,.
Replaced Alien Artifacts with Sulfuric Acid for now.
Tweaked the Tech a little to work with the new F0.15 tech stuff.
Have not yet tested it extensively. So please let me know if anyone runs into any issues.
Let me know if there should be any balancing tweaks needed to go with the changes in 0.15.
Thanks,.
Re: MOD [ 0.15.x] Bio-Industries 1.5.0
Just a heads up the new .15 version of bio industries seems to break a few other mods when installed: http://imgur.com/9rhyYxA
The version of drilling Drilling pumpjack I have is custom port of an old mod from .14 so the port is not on the mod portal.
Edit:unless something is badly messed up on my end.
The version of drilling Drilling pumpjack I have is custom port of an old mod from .14 so the port is not on the mod portal.
Edit:unless something is badly messed up on my end.
Re: MOD [ 0.15.x] Bio-Industries 1.5.0
I have the same problemachman741 wrote:Just a heads up the new .15 version of bio industries seems to break a few other mods when installed.
Re: MOD [ 0.15.x] Bio-Industries 1.5.0
Thanks for the report, I'll check it out. No idea how/why my mod would cause this issue....Vurdalak wrote:I have the same problemachman741 wrote:Just a heads up the new .15 version of bio industries seems to break a few other mods when installed.
Re: MOD [ 0.15.x] Bio-Industries 1.5.0
Don't know if it is relevant but in pipeConnectors.LUA the png's the mod is looking for the directions aren't listed as North,East,South and west but rather N,E,S,W in the games file names.
Re: MOD [ 0.15.x] Bio-Industries 1.5.1
V 1.5.1 Out.
Fixed Pipe Crash issue. Fixed fuel crash issue
Thanks for the reports!
Fixed Pipe Crash issue. Fixed fuel crash issue
Thanks for the reports!
-
- Burner Inserter
- Posts: 6
- Joined: Wed Oct 28, 2015 11:46 am
- Contact:
Re: MOD [ 0.15.x] Bio-Industries 1.5.1
Hello,
https://ibb.co/dqawO5
I found a problem when loading mods, there is a problem when we load angelspetrochem_0.5.0 and Bio-Industries 1.5.1
Thanks for your work, your Mods ara amazing !!!
https://ibb.co/dqawO5
I found a problem when loading mods, there is a problem when we load angelspetrochem_0.5.0 and Bio-Industries 1.5.1
Thanks for your work, your Mods ara amazing !!!
Re: MOD [ 0.15.x] Bio-Industries 1.5.1
Fixed in next release. For now, you can fix this by removing the 'bi-' in line 171 ofMysterGeOrGe wrote:Hello,
https://ibb.co/dqawO5
I found a problem when loading mods, there is a problem when we load angelspetrochem_0.5.0 and Bio-Industries 1.5.1
Thanks for your work, your Mods ara amazing !!!
\Bio_Industries_1.5.1\prototypes\Bio_Cannon\Bio-projectile.lua
Not sure how it got in there.
Change from:
Code: Select all
{type="item", name="bi-explosive-rocket", amount=10},
Code: Select all
{type="item", name="explosive-rocket", amount=10},
-
- Burner Inserter
- Posts: 6
- Joined: Wed Oct 28, 2015 11:46 am
- Contact:
Re: MOD [ 0.15.x] Bio-Industries 1.5.1
Works fine, mods are loading correctly, i will try a new game.
Thank you
Thank you
Re: MOD [ 0.15.x] Bio-Industries 1.5.2
V1.5.2 - Fixed Bio Cannon Ammo, and some other tweaks. Added Wood to Pulp recipe.
Re: MOD [ 0.15.x] Bio-Industries 1.5.3
Recipe bi-Logs_Mk2 stop working.
After production is complete - raw-wood didn't loading-out from farm
After production is complete - raw-wood didn't loading-out from farm
mod-list
Re: MOD [ 0.15.x] Bio-Industries 1.5.3
I just tested this and it seems to work.ZlovreD wrote:Recipe bi-Logs_Mk2 stop working.
After production is complete - raw-wood didn't loading-out from farm
mod-list
Is something making your log stack size smaller than 75?
Re: MOD [ 0.15.x] Bio-Industries 1.5.3
It's strange, coz basic recipe with just only seedlings works fine. And i've multiply stack size by x2.TheSAguy wrote:I just tested this and it seems to work.ZlovreD wrote:Recipe bi-Logs_Mk2 stop working.
After production is complete - raw-wood didn't loading-out from farm
Is something making your log stack size smaller than 75?
Re: MOD [ 0.15.x] Bio-Industries 1.5.3
Stuck at this point:
Re: MOD [ 0.15.x] Bio-Industries 1.5.3
What is your wood stack size.
It needs to be at least 150. 200 to be safe. What does your wood stack up to?
It needs to be at least 150. 200 to be safe. What does your wood stack up to?
Re: MOD [ 0.15.x] Bio-Industries 1.5.3
Posted a couple of errors on the mod portal discussion page.
Re: MOD [ 0.15.x] Bio-Industries 1.5.3
Okay, so you get this error when you have wood products enables, but not game tweaks...OhiraKyou wrote:Posted a couple of errors on the mod portal discussion page.
I'll have to fix, but can't till tomorrow night. For now, you'll have to enable "game tweaks" or wait. Sorry.
Re: MOD [ 0.15.x] Bio-Industries 1.5.3
Just tried, and the error/crash happens even with game tweaks and everything else enabled (the whole lot checked).
Re: MOD [ 0.15.x] Bio-Industries 1.5.3
Heh.. seems 5dim override raw-wood stack size lover than needed. This is with x2 multipler to all stack sizes.TheSAguy wrote:What is your wood stack size.
It needs to be at least 150. 200 to be safe. What does your wood stack up to?
I'll fix it for myself for my case. But if you please, could you add something like that in data-final-fixes.lua:
Code: Select all
-- 5dim Stack changes
if settings.startup["5d-change-stack"] then
if data.raw.item['raw-wood'] then
data.raw.item['raw-wood'].stack_size = math.max(210, data.raw.item['raw-wood'].stack_size)
end
end
Btw. In that case is reasonable to be change amount of 'bi-Logs_Mk3' recipe production to 200 and change "fix code" to "... = math.max(200, data.raw.item['raw-wood'].stack_size)".
Or figure out a reason why amount which exceeded stack size cannot be produced by recipe. (maybee only if stack size has been overrided)
And one more thing. Angel's mod (global-setting) may use their barreling system instead of vanila versions and disable 'fluid-handling' technology. What leads to inpossibility to research 'bi-fertilize' tech.
As possible solution in data-final-fixes.lua:
Code: Select all
if settings.startup['angels-use-angels-barreling'].value then
data.raw.technology['bi-fertiliser'].prerequisites =
{
"bi_bio_farming",
-- AND (
"water-treatment", -- sulfur
-- OR
"angels-fluid-barreling", -- barreling (needed 'water-treatment' as prerequisites)
-- )
}
end
Code: Select all
script.on_event(defines.events.on_player_joined_game, function(event)
local player = game.players[event.player_index]
local force = player.force
local techs = force.technologies
if settings.startup['angels-use-angels-barreling'].value then
techs['fluid-handling'].researched = false
techs['bi-fertiliser'].reload()
local _t = techs['angels-fluid-barreling'].researched
techs['angels-fluid-barreling'].researched = false
techs['angels-fluid-barreling'].researched = _t
end
end)