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Re: [MOD 0.15] AAI Industry
Posted: Sun Jun 18, 2017 11:40 am
by Earendel
Ok. As a temporary solution I'm halving the amount of wood required. There needs to be an insulator in the recipe.
Re: [MOD 0.15] AAI Industry
Posted: Sun Jun 18, 2017 4:34 pm
by Toxomania
Hey,
the Fuel Processor seems very buggy to me, I've noticed two things so far:
- When mining it, the first time I got an electric furnace in return and the second time I got nothing at all
- the graphics seem to be bugged, it shows as a 6x6 building:
http://i.imgur.com/dX2lofT.png
though when hovering over it, you see it's actually a 3x3 building, and the building is not powered unless the 3x3 square is.
http://i.imgur.com/aucDVGf.png
When the building is working, this:
http://i.imgur.com/0C9vVU3.png is what you see. only whats inside the 3x3 square is animated, the rest is still.
Apart from that, I'm loving your mods so far, keep up the nice work!
Edit: If it's any help, this is my mod list:
http://i.imgur.com/SRCmVKd.png
Re: [MOD 0.15] AAI Industry
Posted: Sun Jun 18, 2017 7:44 pm
by adamcirillo
I've found a bug with your mod it changes bob's assembly machine 3 to use the tier 3 circuit when it should be using the tier 2 circuit just checked with bob himself and he confirmed that's how it should be. the assembly machine 4 is correct
Re: [MOD 0.15] AAI Industry
Posted: Sun Jun 18, 2017 9:13 pm
by Earendel
The mod portal is still not working so here is the update.
Re: [MOD 0.15] AAI Industry
Posted: Sun Jun 18, 2017 9:20 pm
by adamcirillo
the recipe is fixed for me now thanks
Re: [MOD 0.15] AAI Industry
Posted: Mon Jun 19, 2017 3:02 am
by ZombieMooose
Mod portal looks to be up now.
Cheers
Re: [MOD 0.15] AAI Industry
Posted: Mon Jun 19, 2017 5:17 pm
by sbadkins4@yahoo.com
Sir,
Maybe add rubber as a belt ingredient? Possibly add an early but inefficient way to make lubricant and add it as a component to motors?
Thank you for your time.
Re: [MOD 0.15] AAI Industry
Posted: Mon Jun 19, 2017 10:20 pm
by Nightinggale
I don't think belts should be more complex, at least not tier 1. Remember they are used to produce science packs, meaning it would be bad if they are too hard to produce. It would be particularly bad if it means you need a higher tier assembler to produce them. Worst case could be needing to assemble tousands by hand until you have researched an assembler good enough to build tier one belts.... that's just wrong and not in the spirit of the game.
Re: [MOD 0.15] AAI Industry
Posted: Tue Jun 20, 2017 2:28 am
by Sworn
Hy there @Earendel, first, very impressive mods that you is pulling together.
I don't got why electric labs requires burner labs and assembler machine 1 don't require burner assemble machines. Seems weird, you solve a lot of "trash" problems putting to be upgraded, then add one that does not. The recipe could be the burner assembler + circuits + electric motor
Re: [MOD 0.15] AAI Industry
Posted: Tue Jun 20, 2017 4:09 am
by ZombieMooose
Nightinggale wrote:I don't think belts should be more complex, at least not tier 1. Remember they are used to produce science packs, meaning it would be bad if they are too hard to produce. It would be particularly bad if it means you need a higher tier assembler to produce them. Worst case could be needing to assemble tousands by hand until you have researched an assembler good enough to build tier one belts.... that's just wrong and not in the spirit of the game.
You could add a lower tier of belts that require wooden planks; they would be very slow.
Re: [MOD 0.15] AAI Industry
Posted: Tue Jun 20, 2017 10:39 am
by Nightinggale
Wooden belts would make the need for wood even worse and it wouldn't fix the issue of science packs needing yellow belts. Apart from that I like the idea. Vikings moved ships across land on wooden rollers, which were most likely lubed with half rotten fish. This theory has been tested and it works while unlubed rollers didn't work. This means wood + fish (not much of either) would be able to make low tech belts, but this opens up the question: what to do if you start somewhere without fish?
Perhaps it would be a good idea to think of tree spread. I think there is a mod for that already. It might need some adjustments to be balanced with this mod.
If this mod takes the path of a lot of changes to vanilla recipes, it might be a good idea to split it into two, one for added burners and one for new recipes. I'm still not certain I like adding a huge need for stone and wood since I'm having problems gathering enough. Also cutting down all the forests within range means less pollution cleanup.
Re: [MOD 0.15] AAI Industry
Posted: Tue Jun 20, 2017 7:52 pm
by Earendel
Sworn wrote:I don't got why electric labs requires burner labs and assembler machine 1 don't require burner assemble machines. Seems weird, you solve a lot of "trash" problems putting to be upgraded, then add one that does not. The recipe could be the burner assembler + circuits + electric motor
The recipe did require the burner version before... but the recipe change got broken at some point. Thanks for pointing it out, that's fixed in the latest version.
Regarding the low-tech side of wooden transport belt and more burner entities, if I did that it would be part of an addon mod and there would need to be ways of making wood renewable. Also if I did that I might as well make you start from medieval tech. Ran out of bullet for your pistol - well you don't know how to make more so I guess you're going to be running round with a sword and/or bow for a while. Actually I quite like that idea... swords are awesome.
Re: [MOD 0.15] AAI Industry
Posted: Wed Jun 21, 2017 7:55 am
by Light
As much as I love how this mod handles the expansion of the burner phase, having belts even slower than the snail pace yellow belts sounds like a waste of resources and redundant enough to make you prefer hand transferring materials until yellow belts slowly move your stuff instead.
I'll also side with Nightinggale on this one in that if wood is scarce on your map and you don't (or can't yet) obtain wood through any greenhouse mods, then you're pretty screwed over when it comes to keeping the factory functioning for very long if new tech requires wood for major features such as the highest demanded entity in the game. This doesn't include other mods that may require high quantities of wood (or circuit boards) for recipes either.
Stone bricks are used a great deal in Angel's mods as a building material, however I personally don't seem to run low on stone given the ease of obtaining it through crushing and the later reliance on concrete bricks instead of stone bricks for higher tier buildings which is new addition that saves greatly on stone. With that said, a tech involving stone gear wheels could work out if something really "stone age" tech comes to mind for a new addition. Just not belts, otherwise it would suck stone reserves dry as well.
On another note, sniper turrets are missing motors in their recipe.
Re: [MOD 0.15] AAI Industry
Posted: Tue Jun 27, 2017 8:12 am
by DawnbringerHUN
hey Earendel !
I'm using Angel's and Bob's and AAI (all).
I don't have any Burner Lab, and I don't have the recipe for it. So I can't start research and can't get electricity. I don't have any Burner Trubine or recipe as well.
Re: [MOD 0.15] AAI Industry
Posted: Tue Jun 27, 2017 8:46 am
by Earendel
DawnbringerHUN wrote:
I don't have any Burner Lab, and I don't have the recipe for it. So I can't start research and can't get electricity. I don't have any Burner Trubine or recipe as well.
Can you post a screenshot of the production tab recipes?
Re: [MOD 0.15] AAI Industry
Posted: Tue Jun 27, 2017 10:52 am
by withers
I've been playing this mod in my current marathon playthrough and really like the changes.
Only suggestion I have is maybe make the burner lab less energy efficient vs the standard labs.
Re: [MOD 0.15] AAI Industry
Posted: Mon Jul 10, 2017 2:34 pm
by aklesey1
Hi Eerendel, there error in electric engine unit recipe - 40 lubricant but not 4 because it must be multiplied on 10 in factorio 0.15
Re: [MOD 0.15] AAI Industry
Posted: Tue Jul 18, 2017 9:30 pm
by aklesey1
Hi Earendel
Can ask u to make ur mod compatible for one promising mod PY coal processing - very cool and useful mod, fully based on bob mod's - this mods develops gameplay very much with new ways with processing coal and many other, and it will be compatible with angel mods in future
Forum page -
viewtopic.php?f=94&t=32272
Mod portal link -
https://mods.factorio.com/mods/pyanodon ... processing
There conflict in medium pole recipe, because ur mod chanigng this recipe and PYCP changing it too
https://yadi.sk/i/xSokUAQy3LBJ9o
Re: [MOD 0.15] AAI Industry
Posted: Sat Jul 22, 2017 6:10 pm
by steinio
Hey,
i'm also using various tiles mod (
https://mods.factorio.com/mods/The_Evil ... -tiles-mod) and it adds a lava biome what can be pumped with an offshore pump.
After removing the pump there is something wrong with your electric offshore pump:

- lava.png (62.71 KiB) Viewed 10265 times
Would be nice ifyou have a look at it.
Greetings, steinio.
Re: [MOD 0.15] AAI Industry
Posted: Tue Jul 25, 2017 4:19 am
by Steave
Apparently I can't post links in my first forum post, so have to do this before posting the bug report with the links.