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Re: Development and Discussion

Posted: Wed Jun 01, 2016 3:18 pm
by johnnyBgoode
Just dismantled my old processing/refining area to make way for more advanced processing... Staring at this map for 30 mins... Can't figure out how to structure it. Lol

Re: Development and Discussion

Posted: Fri Jun 03, 2016 2:41 pm
by Arch666Angel
johnnyBgoode wrote:Just dismantled my old processing/refining area to make way for more advanced processing... Staring at this map for 30 mins... Can't figure out how to structure it. Lol
That's what I want to see :D in vanilla this would be the whole endgame base, now it's only for getting the minerals needed. Would you share the result of your screen staring with us?

Re: Development and Discussion

Posted: Sat Jun 04, 2016 11:02 am
by pyanodon
There´s a missing "," in the migration file on angelsrefining mod after your update, which is giving me an error when loading the game.

Re: Development and Discussion

Posted: Sat Jun 04, 2016 12:03 pm
by Arch666Angel
pyanodon wrote:There´s a missing "," in the migration file on angelsrefining mod after your update, which is giving me an error when loading the game.
"should be fixed"

Re: Development and Discussion

Posted: Sat Jun 04, 2016 10:07 pm
by steinio
Hello,

on new game start i get the attached message.
Is this creatine needed for anything?

Maybe it's a conflict with RSO? But then there would be a RSo-Tag before the message?

Greetings steinio

Re: Development and Discussion

Posted: Sat Jun 04, 2016 10:22 pm
by Arch666Angel
steinio wrote:Hello,

on new game start i get the attached message.
Is this creatine needed for anything?

Maybe it's a conflict with RSO? But then there would be a RSo-Tag before the message?

Greetings steinio
That's not from my mods, or anything angelsores does modify.

You probably have a mod that does add a resource, which isn't supported by RSO.

Re: Development and Discussion

Posted: Sat Jun 04, 2016 11:36 pm
by steinio
Ok i will ignore it.
I don't know where else it's from,,,

Re: Development and Discussion

Posted: Sun Jun 05, 2016 12:13 am
by Arch666Angel
steinio wrote:Ok i will ignore it.
I don't know where else it's from,,,
After a quick search: Are you playing with replicators mod? Misanthrope?

Re: Development and Discussion

Posted: Sun Jun 05, 2016 12:16 am
by orzelek
It seems to be from RSO but it actually means something opposite.
According to RSO you have mod that should have creatine but it's not defined. From what I can see it should come from replicators mod - might be something else confusing it.

Re: Development and Discussion

Posted: Sun Jun 05, 2016 8:45 am
by steinio
No, without both.

So it just means, creatine not installed, so you don't get it...

Re: Development and Discussion

Posted: Sun Jun 05, 2016 10:42 am
by orzelek
steinio wrote:No, without both.

So it just means, creatine not installed, so you don't get it...
Can you drop me the mod folder on RSO board as bug report - something is wrong because it shouldn't detect the creatine then. Message means that it detected it but it's not actually present.

Re: Development and Discussion

Posted: Sun Jun 05, 2016 1:55 pm
by steinio
orzelek wrote:
steinio wrote:No, without both.

So it just means, creatine not installed, so you don't get it...
Can you drop me the mod folder on RSO board as bug report - something is wrong because it shouldn't detect the creatine then. Message means that it detected it but it's not actually present.
If you wish so :)

Re: Development and Discussion

Posted: Mon Jun 06, 2016 4:43 pm
by johnnyBgoode
Arch666Angel wrote: That's what I want to see :D in vanilla this would be the whole endgame base, now it's only for getting the minerals needed. Would you share the result of your screen staring with us?
Building it is slow going... I ended up with a design thats not very expandable even with the large space. I'm probably gonna regret that later in the game. I think thats my 3rd or 4th tear down and rebuild of processing. Havent even started with refining or the catalyst section. Not even sure how I'm gonna go about doing the combo recipes. Maybe mirror the current design down south. Also thinking of redirecting the ore bus towards the right so that I can load it onto trains. The left is where my main production bus is at and there is no space to load the ore into trains there. The bottom train stations are for the gem ores, which I plan to ship somewhere else to be refined for use in the catalyst.

Another problem for the future is storing Florite and Uranite, since the current Uranium power mod doesnt really consume the end product.

I think I've clocked in more hours trying to make this processing center than my main production facility. I need more things to research if this continues. :D

aaaand I just noticed I havent made the stone/concrete making section.... :p

Processing question... whats the use of concrete bricks?

Re: Development and Discussion

Posted: Wed Jun 08, 2016 10:25 pm
by Arch666Angel
johnnyBgoode wrote:
Arch666Angel wrote: Processing question... whats the use of concrete bricks?
Impressive base there, with the mod ores: You could use the slag processing recipes there if you just need minimal amounts of something.

The concrete bricks were meant to be tier 2 stone bricks, followed by reinforced concrete bricks, haven't got so far as getting them in the game and any use for them.

Working on a new blast furnace model.
blast-furnace-big2.png
blast-furnace-big2.png (69.72 KiB) Viewed 8423 times

Re: Development and Discussion

Posted: Fri Jun 10, 2016 1:02 am
by pyanodon
Looking good! :)

Re: Development and Discussion

Posted: Sun Jun 12, 2016 3:47 am
by cajuninabox
I'm having trouble with the Ore Refinery step in the Processing mod. The only way to make basic catalysts is with mineral sludge, and the only way to get enough mineral sludge is from slag. But sorting Purified materials doesn't yield slag. This means I have to divert some of my resources into a lower level refining step, for the sole purpose of getting slag. Did I miss something, or set something up wrong?

Re: Development and Discussion

Posted: Sun Jun 12, 2016 10:07 am
by Arch666Angel
cajuninabox wrote:I'm having trouble with the Ore Refinery step in the Processing mod. The only way to make basic catalysts is with mineral sludge, and the only way to get enough mineral sludge is from slag. But sorting Purified materials doesn't yield slag. This means I have to divert some of my resources into a lower level refining step, for the sole purpose of getting slag. Did I miss something, or set something up wrong?
Nope you didn't miss anything there, thats part of the puzzle. You can also turn stone and thermal water from the fissures into mineral sludge and therefore into catalysts. I will probably change the catalysts, when the petrochems mod is finished and both are present, so that you need chemicals to go into the refining mod as catalysts and vice versa.

Re: Development and Discussion

Posted: Mon Jun 13, 2016 9:01 pm
by steinio
Hello,

first your mod is ... amazing.
I'm playing it with bob's mods and reworking the fifth time my angels setup o_O.

Is there any bug with the clarifier or how does it work?
It moved a quarter round and stuck.

Maybe some tutorial like words in general to your items would help.

About the name you already know i guess.

Greetings steinio

Re: Development and Discussion

Posted: Tue Jun 14, 2016 4:18 pm
by dreadxx990
Is it just me or bug RSO problem for process ore but its not really infinite ore

Re: Development and Discussion

Posted: Tue Jun 14, 2016 4:58 pm
by BlakeMW
cajuninabox wrote:I'm having trouble with the Ore Refinery step in the Processing mod. The only way to make basic catalysts is with mineral sludge, and the only way to get enough mineral sludge is from slag. But sorting Purified materials doesn't yield slag. This means I have to divert some of my resources into a lower level refining step, for the sole purpose of getting slag. Did I miss something, or set something up wrong?
Unless it was fixed in the latest version, the crushed stone to mineral slurry recipe is not available in vanilla, but I believe it is intended to be. I modified the lua files manually to enable it in vanilla.