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Re: [0.11.X] N.Tech-Chemistry
Posted: Tue May 12, 2015 5:29 pm
by orzelek
I have some questions:
1. Is it by design that I still have standard water + sulfur oxide recipe so trisulfuric acid can be skipped (this might be some mod interaction but recipe shows only as affected by base and N-Tech)?
2. Would you consider getting some improvement to oxygen manufacturing - it seems that a lot of it is needed so it becomes most dominant need(and also creates lots of nitrogen that needs to be cooled and stored).
Re: [0.11.X] N.Tech-Chemistry
Posted: Thu May 14, 2015 6:48 am
by Natha
orzelek wrote:I have some questions:
1. Is it by design that I still have standard water + sulfur oxide recipe so trisulfuric acid can be skipped (this might be some mod interaction but recipe shows only as affected by base and N-Tech)?
2. Would you consider getting some improvement to oxygen manufacturing - it seems that a lot of it is needed so it becomes most dominant need(and also creates lots of nitrogen that needs to be cooled and stored).
I'll look for your proposals and reports the next time

Re: [0.11.X] N.Tech-Chemistry
Posted: Fri May 15, 2015 8:29 pm
by IchoTolot
I think it would be much better to change the fuel-block recipe to use 1 liquid-hydrogen - the way it is now, it can be abused very easily as you can create litrally infinite amounts of fuel blocks using only water - and that in quite a fast pace I might add.
Plus points for creating a real use for liquid nitrogen, besides the increase of storage capacity

Re: [0.11.X] N.Tech-Chemistry
Posted: Wed Jun 10, 2015 9:55 am
by Evilness
IchoTolot wrote:I think it would be much better to change the fuel-block recipe to use 1 liquid-hydrogen - the way it is now, it can be abused very easily as you can create litrally infinite amounts of fuel blocks using only water - and that in quite a fast pace I might add.
Plus points for creating a real use for liquid nitrogen, besides the increase of storage capacity

I agree. The recepe is completely ridiculus. You need 3 seconds with a machine that uses 210kW to make a solid fules that has 25MJ. Making 20 hydrogen is almost free so that means you use approx 0.75MJ to make 25MJ. The recepe should have negative balance since its more recycling waste hydrogen, something like using using ~22MJ just to make the solid fuel. Together with the efficency of the power plant that should yeald a negative balance.

Re: [0.11.X] N.Tech-Chemistry
Posted: Tue Jul 07, 2015 4:51 pm
by Gotbread
I think i found a small problem. currently the recipe for sulfur trioxide uses 20 sulfur dioxide and 10 dioxygen. this should produce 20 sulfur trioxide, however, it only creates 2. This creates an imbalance since you need ten times as much raw materials. Currently using mod version 1.3.3 in game version 0.11.22.
Re: [0.11.X] N.Tech-Chemistry
Posted: Thu Jul 09, 2015 10:51 am
by IchoTolot
Gotbread wrote:I think i found a small problem. currently the recipe for sulfur trioxide uses 20 sulfur dioxide and 10 dioxygen. this should produce 20 sulfur trioxide, however, it only creates 2. This creates an imbalance since you need ten times as much raw materials. Currently using mod version 1.3.3 in game version 0.11.22.
That's actually intentional as far as I know:
sulfur dioxide and dioxygen are gases and take up ten times as much space as sulfur trioxide which is a fluid - so the numbers represent the amount of volume needed, not the actual amount of particals

Re: [0.11.X] N.Tech-Chemistry
Posted: Fri Jul 24, 2015 2:46 am
by Wyrm
Would you be angry if I told you I reenabled naphtha (based on a hand-hacked configuration option)?

Re: [0.11.X] N.Tech-Chemistry
Posted: Wed Aug 05, 2015 12:55 am
by Cooolaid
Here is a suggestion., Update your mods to v12.*
LOL

Re: [MOD 0.12.+] N.Tech-Chemistry
Posted: Sun Jan 24, 2016 8:42 am
by Natha
Version 1.5 now released!
The mod is now 0.12-compatible and works well with existing savegames.
Summary of changes:
- Added a new production chain (rocket fuel) with new chemical fluids and gases
- Added some basic gases like carbon dioxide and ammonia
- New researches
- New flame thrower recipe (v1.4.0)
Re: [MOD 0.12.+] N.Tech-Chemistry
Posted: Mon Feb 15, 2016 5:42 pm
by hoho
Is it possible that the mod file that got uploaded is missing a file?
I can see "require "util"" in control.lua but no such file seems to exist in the zip file. Also, I think this is what causes some of the recipes to be missing in-game though I'm not fully sure as I'm using a ton of mods.
Re: [MOD 0.12.+] N.Tech-Chemistry
Posted: Fri Feb 19, 2016 8:23 pm
by Natha
hoho wrote:Is it possible that the mod file that got uploaded is missing a file?
I can see "require "util"" in control.lua but no such file seems to exist in the zip file. Also, I think this is what causes some of the recipes to be missing in-game though I'm not fully sure as I'm using a ton of mods.
The util.lua isn't a file of the mod but a file of the game. You find it in Factorio/data/core/lualibs.
Re: [MOD 0.12.+] N.Tech-Chemistry
Posted: Sat Feb 20, 2016 7:46 am
by hoho
Natha wrote:The util.lua isn't a file of the mod but a file of the game. You find it in Factorio/data/core/lualibs.
Oh, OK. I still wonder why doesn't light oil->petroleum gas cracking show up without using console commands to force it. According to in-game info, only bobs and this mod changes the recipe/research :\
Re: [MOD 0.12.+] N.Tech-Chemistry
Posted: Sat Feb 20, 2016 10:36 am
by Szymcypt
hoho wrote:Natha wrote:The util.lua isn't a file of the mod but a file of the game. You find it in Factorio/data/core/lualibs.
Oh, OK. I still wonder why doesn't light oil->petroleum gas cracking show up without using console commands to force it. According to in-game info, only bobs and this mod changes the recipe/research :\
I've got same problem with no light oil -> petroleum gas recipe. Could you give me the command to force it up, please?
Re: [MOD 0.12.+] N.Tech-Chemistry
Posted: Sat Feb 20, 2016 11:14 am
by hoho
Szymcypt wrote:hoho wrote:Natha wrote:The util.lua isn't a file of the mod but a file of the game. You find it in Factorio/data/core/lualibs.
Oh, OK. I still wonder why doesn't light oil->petroleum gas cracking show up without using console commands to force it. According to in-game info, only bobs and this mod changes the recipe/research :\
I've got same thing with no light oil -> petroleum gas recipe. Could you give me the command to force it up, please?
I'm not quite certain what it was exactly but I think it was one (or both) of these:
Code: Select all
/c game.local_player.force.recipes["light-oil-cracking"].enabled=true
/c game.local_player.force.reset_recipes()
Re: [MOD 0.12.+] N.Tech-Chemistry
Posted: Sat Feb 20, 2016 12:30 pm
by Szymcypt
Yeah, the first one is working. Thx a lot

Re: [MOD 0.12.+] N.Tech-Chemistry
Posted: Sat Feb 20, 2016 1:30 pm
by Natha
Szymcypt wrote:I've got same problem with no light oil -> petroleum gas recipe. Could you give me the command to force it up, please?
Are you sure that you researched the technology that enables that recipe? Because my mod only changes a ingredient of the recipe.
Re: [MOD 0.12.+] N.Tech-Chemistry
Posted: Sat Feb 20, 2016 11:07 pm
by Black Mamba 666
sry for my bad english, but i have a very big Problem and i hope you can help me.
Everywhere on my Map i become Seawater but i need Water to make Carbon.
I understand i become water from the Pump but to craft this i need Carbon. What can/must i do?
Re: [MOD 0.12.+] N.Tech-Chemistry
Posted: Sat Feb 20, 2016 11:12 pm
by Szymcypt
Natha wrote:Szymcypt wrote:I've got same problem with no light oil -> petroleum gas recipe. Could you give me the command to force it up, please?
Are you sure that you researched the technology that enables that recipe? Because my mod only changes a ingredient of the recipe.
Yes. In vanilla game, Advanced oil processing enables light oil -> petroleum gas and heavy oil -> light oil. After installing mod the light oil -> LPG recipe disappears but heavy oil -> light oil recipe is still there. I've checked all technologies and nothing.
This command
Code: Select all
/c game.local_player.force.recipes["light-oil-cracking"].enabled=true
restored missing recipe. Of course there is no such thing like minecraft NEI so there is possible that I didn't spot that recipe during checking all technologies
Sry for my english btw
Re: [MOD 0.12.+] N.Tech-Chemistry
Posted: Mon Feb 22, 2016 2:02 pm
by Natha
Black Mamba 666 wrote:sry for my bad english, but i have a very big Problem and i hope you can help me.
Everywhere on my Map i become Seawater but i need Water to make Carbon.
I understand i become water from the Pump but to craft this i need Carbon. What can/must i do?
You have to purify the seawater in a chemical plant.
Re: [MOD 0.12.+] N.Tech-Chemistry
Posted: Sun Feb 28, 2016 10:04 am
by Chess
Hi, I'm using this mod and I noticed that my steam engines are running at half efficiency (255kw of the maximum 510kw) when i used seawater. I filled a tank with purified water and the engines were running at maximum.
I wonder if this behavior is intentional or if it is an error. If it is something intentional might be a good idea to mention it in the first post, cause it took me a while to figure out why i had so little energy.
Very cool mod by the way.