Re: Development and Discussion
Posted: Tue Sep 20, 2016 4:33 pm
Is the processing mod obselete or just not ready yet for 0.14?
I see. Thanks for the information.Arch666Angel wrote:Dependencies on techs only go in one direction. A higher tech can have a dependency on a lower tech in its definition. So adding higher techs depending on lower ones is quiet easy. The other way around is a bit more complicated because you have do modify another tech as well as adding a new one. The problem with what I do between Petrochem and bobs is that I do complete overrides of some techs (namely oil processing, advanced oil processing and sulfur processing), so these ones have to be reloaded or if they are already researched the recipes force activated (this is what a migration script does), or like you did it re-research them after the techs were reset (reset is again something done in migration script (if you keep in mind to add it))
I changed config lua file from 0.13 to 0.14 and i can play on 0.14 version all works nowsteinio wrote:Is the processing mod obselete or just not ready yet for 0.14?
You have both oil and gas wells and through processing they are partially interchangeable, so if I left it untouched I would have doubled the oil patches/liquid hydrocarbon sources. I think its fine for now, everything else will be a matter of balancing the whole thingorzelek wrote:Heh I just noticed that you are reducing amount of oil wells.Arch666Angel wrote:It does, but I added the Gas Well ages ago to the RSO fileorzelek wrote:Do I see correctly that petrochem adds new resource?
Might need to prod RSO to work with it then.
What would be reason for that? They are pretty scarce already:D
It is kind of, I'm not updating it anymore because I'm working on the successor mod, if there is any interesst I can put up an early version of the smelting mod.steinio wrote:Is the processing mod obselete or just not ready yet for 0.14?
Not at all researching basically changes one value with a recipes: It turn the enable variable from "false" to "true" -> if it is already true, researching it again will change nothing. Bobs also has the chemical plant on more than one location in the tech tree for example.Breith wrote:I see. Thanks for the information.Arch666Angel wrote:Dependencies on techs only go in one direction. A higher tech can have a dependency on a lower tech in its definition. So adding higher techs depending on lower ones is quiet easy. The other way around is a bit more complicated because you have do modify another tech as well as adding a new one. The problem with what I do between Petrochem and bobs is that I do complete overrides of some techs (namely oil processing, advanced oil processing and sulfur processing), so these ones have to be reloaded or if they are already researched the recipes force activated (this is what a migration script does), or like you did it re-research them after the techs were reset (reset is again something done in migration script (if you keep in mind to add it))
I'm still curious, I might have missed something, but with Petrochem, it looks like the Oil Well is available in two researches: the Pumpjack's one and the Oil & Gas extraction's one. Having the same object (i.e. the pumpjack MK1) unlocked by two different researches does not create any weird issues?
If it's at least as feature-complete as the petrochemicals mod (recipes/buildings exist, having research for them would be a bonus), yes, please!Arch666Angel wrote:if there is any interesst I can put up an early version of the smelting mod.
This would be nice.hoho wrote:If it's at least as feature-complete as the petrochemicals mod (recipes/buildings exist, having research for them would be a bonus), yes, please!Arch666Angel wrote:if there is any interesst I can put up an early version of the smelting mod.
I'm planning to restart my world soon-ish, again, to tweak some of the mods. Would be awesome to have more of your stuff in it
Add me to the list of people who are interested in this.Arch666Angel wrote:It is kind of, I'm not updating it anymore because I'm working on the successor mod, if there is any interesst I can put up an early version of the smelting mod.steinio wrote:Is the processing mod obselete or just not ready yet for 0.14?
Oh. Never realized that. Thanks.Arch666Angel wrote:Not at all researching basically changes one value with a recipes: It turn the enable variable from "false" to "true" -> if it is already true, researching it again will change nothing. Bobs also has the chemical plant on more than one location in the tech tree for example.
I will release the heavy pump as an addon with additional recipes (barreling and pumping raw ores through pipes), have to keep the expectations highNilaus wrote:Great to see development on the Petrochem mod. It felt a bit bare bones with lots of recipes with little purpose.
A lot of things are broken in my current playthrough due to the changes
* Heavy pumps disapeared, though I do not understand why as I really liked them
* Several recipes now require Angels versions of a gas instead of the standard/Bob's Mod version. This has broken an incredible amount of machines, but that is of course the joy/pain of jumping on an alpha version.
* Some recipes have changed completely, such as fertiliser which is now much more difficult (though it alleviates one of the issues in point 1 as it utilised the Urea gas)
* The Nitrogen+Oxygen from compressed air now requires a special Angel Compressed Air that I am unable to create/find/convert. Where is this or was it forgotten?
By far my biggest gripe with the Petrochem mod (and I do love your mods) is the difference between yours and Bobs gasses/liquids. This is incredibly frustrating that Nitrogen or Sulphuric Acid does not fit between factories. Can you (and Bob) please look into this; your mod only really shines when it is combined with Bobs due to the different ores, so they should mesh as seamlessly for gasses/liquids as they do for ore/metals.
Thank you for some great mods and keep it up.
Arch666Angel wrote:Nilaus wrote:Great to see development on the Petrochem mod. It felt a bit bare bones with lots of recipes with little purpose.
A lot of things are broken in my current playthrough due to the changes
* Heavy pumps disapeared, though I do not understand why as I really liked them
* Several recipes now require Angels versions of a gas instead of the standard/Bob's Mod version. This has broken an incredible amount of machines, but that is of course the joy/pain of jumping on an alpha version.
* Some recipes have changed completely, such as fertiliser which is now much more difficult (though it alleviates one of the issues in point 1 as it utilised the Urea gas)
* The Nitrogen+Oxygen from compressed air now requires a special Angel Compressed Air that I am unable to create/find/convert. Where is this or was it forgotten?
By far my biggest gripe with the Petrochem mod (and I do love your mods) is the difference between yours and Bobs gasses/liquids. This is incredibly frustrating that Nitrogen or Sulphuric Acid does not fit between factories. Can you (and Bob) please look into this; your mod only really shines when it is combined with Bobs due to the different ores, so they should mesh as seamlessly for gasses/liquids as they do for ore/metals.
Thank you for some great mods and keep it up.![]()
I will release the heavy pump as an addon with additional recipes (barreling and pumping raw ores through pipes), have to keep the expectations high
I put up a BIG sign warning everyone that it isnt complete and that there might be issues adding this to a running game, but yeah it messes with "things" but I guess that's to be expected with so many changes.
Urea is more exactly what is used in fertilizers, so I thought if I have it in the mod why not add it there, also the fertilizer should be a mid to late game boost to production as I understand it.
The compressed air comes from the air-filter, it should that in the recipe. It might be that you need to reset technologies and recipes and force enable the air-filter recipe if you were using earlier version, I did not write migrations for it.
For this issue I put the converter valve in: You want base game sulfuric acid? Put petrochem sulfuric acid through a converter pipe.
Thanks for replying so fast. I do not mind that it breaks, it is part of the "charm" of trying an alpha productArch666Angel wrote: I put up a BIG sign warning everyone that it isnt complete and that there might be issues adding this to a running game, but yeah it messes with "things" but I guess that's to be expected with so many changes.
I have now re-checked the tech tree and can see this under "Nitrogen Processing 1" which I of course researched long ago. I am about 60 hours into that campaign and it is being uploaded to youtube, so I hope I do not have to start over from scratch.Arch666Angel wrote: The compressed air comes from the air-filter, it should that in the recipe. It might be that you need to reset technologies and recipes and force enable the air-filter recipe if you were using earlier version, I did not write migrations for it.
For most cases, usual reset recipes/technologies should work, though:Nilaus wrote:I've tried the console command for technologies, but do not seem to be able to research it again or un-research it
/c game.player.force.technologies['nitrogen-processing-1'].researched=trueˇ
To make a research to be non-researched again you can use:Nilaus wrote:I cannot find any "reset technologies command
Try /c game.player.force.recipes["air-filter"].enabled = true this will force enable the recipe for the air-filter, if you also have nitrogen-processing-2 you need to activate the air-filter-2 also.Nilaus wrote:Thanks for replying so fast. I do not mind that it breaks, it is part of the "charm" of trying an alpha productArch666Angel wrote: I put up a BIG sign warning everyone that it isnt complete and that there might be issues adding this to a running game, but yeah it messes with "things" but I guess that's to be expected with so many changes.
I have now re-checked the tech tree and can see this under "Nitrogen Processing 1" which I of course researched long ago. I am about 60 hours into that campaign and it is being uploaded to youtube, so I hope I do not have to start over from scratch.Arch666Angel wrote: The compressed air comes from the air-filter, it should that in the recipe. It might be that you need to reset technologies and recipes and force enable the air-filter recipe if you were using earlier version, I did not write migrations for it.
I've tried the console command for technologies, but do not seem to be able to research it again or un-research it
/c game.player.force.technologies['nitrogen-processing-1'].researched=true
I cannot find any "reset technologies command but on the other hand it would also suck to have to research everything from scratch because of this. Do you have any advice for me or just live without it? It is interesting that the Angels process gives 10 times as much Oxygen as the corresponding Bobs process.
There was in issue with the tech, which I still don't have resolved fully, starting a new game the recipe for calcium chloride should be there. If you upgraded from 0.1.5 and already have researched chemical processing 2 from bobs, you might need to force activate it. /c game.player.force.recipes["calcium-chloride"].enabled = truepederbonde wrote:Hello,
First i want to thank you for your great mods. it have already given me lots of fun hours.
But i have a problem, i dont know how to make calcium chloride before blue science ( then you can make it with tungsten )
so i can start process silicon ( which is required for blue sience ).
I guess i could enable bobs original recipe stone + chloride but i really would like to do it your way if it is possible.
There is a recipe liquid-hydrofluoric-acid but it requires flourite-ore which seems impossible to require.
are im missing something or is this a bug?
the mods im running is
All bobs mods stuff.
angel petrochem refining silos and infinite ores.
and some other stuff that probably isnt important.
As stated many times before: I wont update anything about the processing mod.aklesey1 wrote:Oooh big thanks for creating purified water from oxygen and hydrogen - so this is how we can "burn" the hydrogen, really big thanks, my prayers were answered
And as i can understand we don't need petroleum gas now - it's in past now - there still remains a recipe for chlor methane in processing mod, may be u forgot about this recipie - our problem lies in the fact that we now cannot produce petroleum gas - we can get it only throw converter pipe using via methane, butr its looks funny
have to keep the expectations high