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Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.8

Posted: Wed Mar 29, 2017 5:54 pm
by TheSAguy
BlooSkies wrote:Are there plans to update that solar farm sprite? The perspective is off or something; it just feels out of place.
Send me a better sprite and I'll use it :P

Re: MOD [ 0.15.x] Bio-Industries 1.5.0

Posted: Mon May 01, 2017 2:05 am
by TheSAguy
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,.

Re: MOD [ 0.15.x] Bio-Industries 1.5.0

Posted: Mon May 01, 2017 2:27 pm
by achman741
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.

Re: MOD [ 0.15.x] Bio-Industries 1.5.0

Posted: Mon May 01, 2017 2:58 pm
by Vurdalak
achman741 wrote:Just a heads up the new .15 version of bio industries seems to break a few other mods when installed.
I have the same problem
FacError-2.PNG
FacError-2.PNG (14.32 KiB) Viewed 9968 times

Re: MOD [ 0.15.x] Bio-Industries 1.5.0

Posted: Mon May 01, 2017 3:53 pm
by TheSAguy
Vurdalak wrote:
achman741 wrote:Just a heads up the new .15 version of bio industries seems to break a few other mods when installed.
I have the same problem
FacError-2.PNG
Thanks for the report, I'll check it out. No idea how/why my mod would cause this issue....

Re: MOD [ 0.15.x] Bio-Industries 1.5.0

Posted: Mon May 01, 2017 6:28 pm
by Rhayvin
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

Posted: Mon May 01, 2017 7:12 pm
by TheSAguy
V 1.5.1 Out.
Fixed Pipe Crash issue. Fixed fuel crash issue

Thanks for the reports!

Re: MOD [ 0.15.x] Bio-Industries 1.5.1

Posted: Thu May 04, 2017 6:28 pm
by MysterGeOrGe
Hello,

https://ibb.co/dqawO5

Image

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

Posted: Thu May 04, 2017 7:41 pm
by TheSAguy
MysterGeOrGe wrote:Hello,

https://ibb.co/dqawO5

Image

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 !!!
Fixed in next release. For now, you can fix this by removing the 'bi-' in line 171 of

\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},
to

Code: Select all

	{type="item", name="explosive-rocket", amount=10},

Re: MOD [ 0.15.x] Bio-Industries 1.5.1

Posted: Fri May 05, 2017 3:45 pm
by MysterGeOrGe
Works fine, mods are loading correctly, i will try a new game.

Thank you

Re: MOD [ 0.15.x] Bio-Industries 1.5.2

Posted: Fri May 05, 2017 9:51 pm
by TheSAguy
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

Posted: Sat May 06, 2017 5:40 pm
by ZlovreD
Recipe bi-Logs_Mk2 stop working.
After production is complete - raw-wood didn't loading-out from farm
mod-list

Re: MOD [ 0.15.x] Bio-Industries 1.5.3

Posted: Sat May 06, 2017 8:59 pm
by TheSAguy
ZlovreD wrote:Recipe bi-Logs_Mk2 stop working.
After production is complete - raw-wood didn't loading-out from farm
mod-list
I just tested this and it seems to work.
Is something making your log stack size smaller than 75?

Image

Re: MOD [ 0.15.x] Bio-Industries 1.5.3

Posted: Sat May 06, 2017 10:40 pm
by ZlovreD
TheSAguy wrote:
ZlovreD wrote:Recipe bi-Logs_Mk2 stop working.
After production is complete - raw-wood didn't loading-out from farm
I just tested this and it seems to work.
Is something making your log stack size smaller than 75?

Image
It's strange, coz basic recipe with just only seedlings works fine. And i've multiply stack size by x2.

Re: MOD [ 0.15.x] Bio-Industries 1.5.3

Posted: Sun May 07, 2017 12:06 am
by ZlovreD
Stuck at this point:
Image

Re: MOD [ 0.15.x] Bio-Industries 1.5.3

Posted: Sun May 07, 2017 12:13 am
by TheSAguy
What is your wood stack size.
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: Sun May 07, 2017 12:17 am
by OhiraKyou
Posted a couple of errors on the mod portal discussion page.

Re: MOD [ 0.15.x] Bio-Industries 1.5.3

Posted: Sun May 07, 2017 12:41 am
by TheSAguy
OhiraKyou wrote:Posted a couple of errors on the mod portal discussion page.
Okay, so you get this error when you have wood products enables, but not game tweaks...
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

Posted: Sun May 07, 2017 1:07 am
by OhiraKyou
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

Posted: Sun May 07, 2017 9:34 am
by ZlovreD
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?
Heh.. seems 5dim override raw-wood stack size lover than needed. This is with x2 multipler to all stack sizes.

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
5dim override stack sizes at data-update stage.
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
AND in control.lua:

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)