Page 28 of 190

Re: Development and Discussion

Posted: Mon Aug 15, 2016 12:19 pm
by Affly
It's a rather small request that can easily be changed but:

Could you decrease the colision size for your buildings in the mod by default? Right now you can walk between crushers and that's about it. You can't walk between buildings in picture below even though it looks like you should be able to and it's annoying.
Image

Re: Development and Discussion

Posted: Mon Aug 15, 2016 1:58 pm
by aklesey1
Question about petrochem catalysts
Why platinum catalyst calls "platinum" when its made from iron :?:

When i played cartmen industries in 0.10 i saw one product with platinum, but i haven't seen platinum ore
May be its time to add platinum ore in your mods? how calls ore which can give platinum :?:

Re: Development and Discussion

Posted: Mon Aug 15, 2016 2:01 pm
by steinio
Hmm I played only with crushed ore sorting until now and want to extend to leeching plants.
They need sulfuric acid what i can make from iron plates and sulfur.
But for iron plate i need iron ore what i get from the leeching plants.

How does this work?

Instead of sulfur the hydro plant could output sulfuric acid o-O

Re: Development and Discussion

Posted: Mon Aug 15, 2016 2:10 pm
by Arch666Angel
steinio wrote:Hmm I played only with crushed ore sorting until now and want to extend to leeching plants.
They need sulfuric acid what i can make from iron plates and sulfur.
But for iron plate i need iron ore what i get from the leeching plants.

How does this work?

Instead of sulfur the hydro plant could output sulfuric acid o-O
You have iron plates from smelting saphirite directly? :P
Or if you sort the crushed you also have iron-ore?
If you have bobs there is an alternative sulfuric acid recipe?

Re: Development and Discussion

Posted: Mon Aug 15, 2016 2:11 pm
by Affly
steinio wrote:They need sulfuric acid what i can make from iron plates and sulfur.
But for iron plate i need iron ore what i get from the leeching plants.
The nickel line has sulfur dioxide as by product, together with water you can make sulfuric acid.

Re: Development and Discussion

Posted: Mon Aug 15, 2016 2:12 pm
by steinio
So i need a low class production to establish a high class production? Hmm ok if i need so.
Thought there would be an easier way.

Nickel comes also from the floating plants.

Re: Development and Discussion

Posted: Mon Aug 15, 2016 2:26 pm
by Arch666Angel
steinio wrote:So i need a low class production to establish a high class production? Hmm ok if i need so.
Thought there would be an easier way.

Nickel comes also from the floating plants.
The easiest way might be to put some ore through floatation, clean the floatation waste water to get sulfur, turn that into acid and then set up the leaching/slag processing, since you need the floatation step anyway

Re: Development and Discussion

Posted: Mon Aug 15, 2016 2:32 pm
by BlakeMW
I know this is a tangential, but I'm not even sure what the Sulfur + Iron = Sulfuric Acid recipe in vanilla is a reference to. I'm guessing it refers to Ferric Chloride due to the fact that in-game the resulting acid is used in making chips.

In Bob's mod we should be able to just burn sulfur to get sulfur dioxide (literally just Sulfur->SO2), and then use the SO2+H2O recipe. Another plausible recipe would be Water+Oxygen+Sulfur -> Sulfuric Acid.

Re: Development and Discussion

Posted: Mon Aug 15, 2016 2:51 pm
by Arch666Angel
BlakeMW wrote:I know this is a tangential, but I'm not even sure what the Sulfur + Iron = Sulfuric Acid recipe in vanilla is a reference to. I'm guessing it refers to Ferric Chloride due to the fact that in-game the resulting acid is used in making chips.

In Bob's mod we should be able to just burn sulfur to get sulfur dioxide (literally just Sulfur->SO2), and then use the SO2+H2O recipe. Another plausible recipe would be Water+Oxygen+Sulfur -> Sulfuric Acid.
Yeah thats also what is in petrochems, my guess is more that the iron plate is meant as a catalyst, but who knows.

Re: Development and Discussion

Posted: Mon Aug 15, 2016 4:19 pm
by steinio
Well N.Chemistry has a nice sulfuric acid process with 4 or 5 steps.
Maybe i'll have a look at that again.

Btw: Is the thermal refining water hot or something?
So it could be used for steam engines.

Re: Development and Discussion

Posted: Tue Aug 16, 2016 8:18 am
by aeros1
steinio wrote:Well N.Chemistry has a nice sulfuric acid process with 4 or 5 steps.
Maybe i'll have a look at that again.

Btw: Is the thermal refining water hot or something?
So it could be used for steam engines.
It can though dunno if it is cost efficient as it seems fissures not yield good enough amounts to waste thermal water. In fact you may use as work body even sulphuric acid and oil game doesn't care. Though again considering acid has maximum temperature of 100(I think not tested with acid) so it is in fact less effective then regular water as it costs more to make.

Re: Development and Discussion

Posted: Tue Aug 16, 2016 10:39 am
by aklesey1
N.Tech Chemistry is cool mod with sulfur processing accent, but there's some bug with bobplates mod, i think author must fix it, u can read about this bug on last pages of its topic

Re: Development and Discussion

Posted: Tue Aug 16, 2016 6:11 pm
by Arch666Angel
https://github.com/Arch666Angel/angelsp ... _0.1.3.zip

---0.1.3
-added technologies
-added heavy-pump

So did some tinkering, but in the end I decided against an override to all of bobs techs and recipes, because it would make a mess with the mod and its tech and also might disrupt compatibility with other mods

Re: Development and Discussion

Posted: Tue Aug 16, 2016 9:35 pm
by aklesey1
Arch666Angel wrote:https://github.com/Arch666Angel/angelsp ... _0.1.3.zip

---0.1.3
-added technologies
-added heavy-pump

So did some tinkering, but in the end I decided against an override to all of bobs techs and recipes, because it would make a mess with the mod and its tech and also might disrupt compatibility with other mods
Nice work, i'll test it soon
U mean there are overrided bob technologies in this mod? (sorry for my speaking english :| )

Arch666Angel are u need a help with localization of infinite ores, processing and refinering mods? - there all on english and i want to translate it to russian

Re: Development and Discussion

Posted: Wed Aug 17, 2016 2:44 pm
by steinio
Meh now is my pre Petrochem oil cracking setup non functional because the pumpjacks deliver not oil but some ANgel's liquid.

Good that i had a look ;)

Re: Development and Discussion

Posted: Wed Aug 17, 2016 7:47 pm
by ZombieMooose
I have a suggestion, for people with low resolutions, perhaps moving all the processing buildings to a new category? Because it goes off the bottom of the screen sometimes.

Re: Development and Discussion

Posted: Fri Aug 19, 2016 1:40 pm
by steinio
Hah no need for N.Chemistry... your Petrochem recipes for sulfuric acid are much better.
Now i have this onions everywhere on my chemical plants ;)

Re: Development and Discussion

Posted: Fri Aug 19, 2016 11:05 pm
by Aubog007
Arch666Angel wrote:https://github.com/Arch666Angel/angelsp ... _0.1.3.zip

---0.1.3
-added technologies
-added heavy-pump

So did some tinkering, but in the end I decided against an override to all of bobs techs and recipes, because it would make a mess with the mod and its tech and also might disrupt compatibility with other mods
If you do decide to do an override, would that work as a config option, to disable or enable it based on preferences? Because I honestly would like an override, but i suppose others wouldn't.

Either way, loading up the mod for a quick glance shows me that when this is fully fleshed out that this will add many many hours of enjoyment to the game. Thank you very much for your hard work for all of Angel's mods.

Re: Development and Discussion

Posted: Sat Aug 20, 2016 9:04 pm
by aklesey1
Ore silos can be used only for ores or its very big simple chest?

Re: Development and Discussion

Posted: Sat Aug 20, 2016 9:09 pm
by Arch666Angel
aklesey1 wrote:Ore silos can be used only for ores or its very big simple chest?
Wish I could do that, but isn't possible to filter chests without scripting.
So they are just stylized chests, graphical gimmicks nothing more.