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Re: Development and Discussion

Posted: Sat Sep 24, 2016 9:58 pm
by Arch666Angel
orzelek wrote:Two "simple" questions:
1. If I'd like to start new game how long it could take to wait for smelting to replace processing?
2. Any plans for further changes to petrochem that could break the base built with it?
If you dont mind missing localization, a graphical issue and generic recipes I can put up a preview version

Re: Development and Discussion

Posted: Sat Sep 24, 2016 10:02 pm
by hoho
Arch666Angel wrote:
orzelek wrote:Two "simple" questions:
1. If I'd like to start new game how long it could take to wait for smelting to replace processing?
2. Any plans for further changes to petrochem that could break the base built with it?
If you dont mind missing localization, a graphical issue and generic recipes I can put up a preview version
Is there any sort of rough ETA for a version with more-or-less final recipes?

Just knowing if it's a couple of months instead of couple of weeks away would be nice to know :)

In either case, I personally would love to see that preview version.

Re: Development and Discussion

Posted: Sat Sep 24, 2016 10:05 pm
by Arch666Angel
Breith wrote:
Arch666Angel wrote:
Breith wrote:
Arch666Angel wrote:Added some missing localization strings, added some custom sounds, did some work on the barreling icons.
Speaking of localization, do you need people to translate your mods? I can easily translate them to French, if needed.
If you want to contribute localization for other languages you are more than welcome to do that, I will add it to the mods then.
Everything is under the "locale" folders? Should be fast enough to translate everything.
locale/en/whatever.cfg is always the english translation/localization

Re: Development and Discussion

Posted: Sat Sep 24, 2016 10:11 pm
by Arch666Angel
hoho wrote:
Arch666Angel wrote:
orzelek wrote:Two "simple" questions:
1. If I'd like to start new game how long it could take to wait for smelting to replace processing?
2. Any plans for further changes to petrochem that could break the base built with it?
If you dont mind missing localization, a graphical issue and generic recipes I can put up a preview version
Is there any sort of rough ETA for a version with more-or-less final recipes?

Just knowing if it's a couple of months instead of couple of weeks away would be nice to know :)

In either case, I personally would love to see that preview version.
The recipes are all there, they might change in crafting time and amount and there will be a water requirement and maybe a mold you have to "recycle" later on, but that should be it. Can't really give you an ETA if I'm motivated I get stuff done, if not or if I lack inspiration for a certain problem I dont. But the smelting mod is not as complicated as petrochems for example, it's more of make the processes interesting. I'll upload a preview version und you can take a look.

Re: Development and Discussion

Posted: Sat Sep 24, 2016 10:12 pm
by mexmer
Arch666Angel wrote:
mexmer wrote:that was fast :o

is it possible to disable chemistry from bobs, which ads chemical furnace, that now does nothing? or are there dependencies, so it's still needed?

guess, it's more than 1 building to make carbon now :D

http://imgur.com/a/Gr8yy
It's a bit more complex than before, I might have to tweak numbers a bit for that so you have to come up with a bit bigger setup, but that's basically it. The good point is that you probably want to do this anyway because it increases the fuel value of the coal.
heh, don't get me wrong, i'm not complaing, i'm quite happy with my current setup. it's working and it needs only red reasearch i think.
4 buildings is fine. i will probly add tank later (but that's green research), to buffer gas.

good work.

Re: Development and Discussion

Posted: Sat Sep 24, 2016 10:29 pm
by Nexela
I am complaining my favorite part is the metals. The chems just confuse me :)

Re: Development and Discussion

Posted: Sat Sep 24, 2016 10:39 pm
by hoho
Arch666Angel wrote:The recipes are all there, they might change in crafting time and amount and there will be a water requirement and maybe a mold you have to "recycle" later on, but that should be it.
So, roughly comparable to the state petrochem was in the first couple of public prereleases? That's actually even better than I hoped for :)
Arch666Angel wrote:Can't really give you an ETA if I'm motivated I get stuff done, if not or if I lack inspiration for a certain problem I dont
Perfectly understandable.

With big mod(pack)s as yours, my main hope is that people developing them don't burn out and stop. So far it seems you're doing just fine. Doing things when you want to is much preferred to doing things because people pester you for updates.

Question on petrochem, is the graph in the thread of that mod up-to-date? I too find it somewhat confusing, mostly due to seemingly having to deal with a metric ton of byproducts before having unlocked everything and quite possibly after that as well.

Re: Development and Discussion

Posted: Sat Sep 24, 2016 10:45 pm
by Arch666Angel
hoho wrote:
Arch666Angel wrote:The recipes are all there, they might change in crafting time and amount and there will be a water requirement and maybe a mold you have to "recycle" later on, but that should be it.
So, roughly comparable to the state petrochem was in the first couple of public prereleases? That's actually even better than I hoped for :)
Arch666Angel wrote:Can't really give you an ETA if I'm motivated I get stuff done, if not or if I lack inspiration for a certain problem I dont
Perfectly understandable.

With big mod(pack)s as yours, my main hope is that people developing them don't burn out and stop. So far it seems you're doing just fine. Doing things when you want to is much preferred to doing things because people pester you for updates.

Question on petrochem, is the graph in the thread of that mod up-to-date? I too find it somewhat confusing, mostly due to seemingly having to deal with a metric ton of byproducts before having unlocked everything and quite possibly after that as well.
Oh to be honest I felt the pressure with petrochem, but I'm also someone who wants to make it right, no matter how long it takes, so I will take my time if I dont like what I came up with, I did change the refining mod a lot in the beginning and did several revamps before I was happy with it. And Petrochems took so long because I wanted all the graphics to look like they are from one set, also improving my C4D skills a lot in the process AND of course digging through the wiki and learning about all the wonderful chemicals that will hurt and kill you...

The Graph is not up to date BUT someone made a wonderful mod: viewtopic.php?f=92&t=33269

Re: Development and Discussion

Posted: Sat Sep 24, 2016 10:57 pm
by orzelek
I'm not sure what do you mean by generic recipes so hard to tell.
If they work but there are no proper icons etc then all is good :D

I do need to polish up my early roboports mod that I made for angel/bob's/(marathon)/(science cost tweaker) masochists out there that would like to be able to use bots before 20h of game passed ;) (With marathon that would be more like 40 or more)

Re: Development and Discussion

Posted: Sat Sep 24, 2016 11:02 pm
by hoho
Arch666Angel wrote:The Graph is not up to date BUT someone made a wonderful mod: viewtopic.php?f=92&t=33269
I'm aware of that awesome mod but it's much easier to see what gets used where when there is a single graph depicting it.
I'm curious, how did you manage the what-goes-where relationships during developing petrochem? Was it all in your head?


Another thing that could help was if the hydrocarbons had more distinct icons. I like the general idea of them but having only about 1/6'th of the area of the icon be used for showing the molecule makes it relatively difficult to differentiate different hydrocarbons. Sadly, I have no clue how to achieve that while keeping the current theme of the icons.
orzelek wrote:I'm not sure what do you mean by generic recipes so hard to tell.
If they work but there are no proper icons etc then all is good :D
I think he meant they might be missing some components and some balancing would be nice.
orzelek wrote:I do need to polish up my early roboports mod that I made for angel/bob's/(marathon)/(science cost tweaker) masochists out there that would like to be able to use bots before 20h of game passed ;) (With marathon that would be more like 40 or more)
That would be lovely. I've been using pocketbots for ages and it's a drag when any of them gets killed early on.

Re: Development and Discussion

Posted: Sat Sep 24, 2016 11:02 pm
by Arch666Angel
Grab the latest updates for refining and petro from the portal, otherwise it will crash because of the dependencies

There you go:
https://github.com/Arch666Angel/angelso ... _0.1.0.zip

Re: Development and Discussion

Posted: Sat Sep 24, 2016 11:11 pm
by hoho
Wohoo!

Too bad it's 2 a.m here, I'll probably not get too far :D

Re: Development and Discussion

Posted: Sat Sep 24, 2016 11:18 pm
by Breith
Arch666Angel wrote:Grab the latest updates for refining and petro from the portal, otherwise it will crash because of the dependencies

There you go:
https://github.com/Arch666Angel/angelso ... _0.1.0.zip
Nice! I'll try that on my current save. Pretty sure I'm going to make the factory blow up :D .

Re: Development and Discussion

Posted: Sun Sep 25, 2016 12:52 am
by Arch666Angel
Let me know what you think of the basic setup/idea of the smelting.

Also: Last one for today
Petrochem
---0.1.12
-added bobgreenhouse as optional dependency
-added a dedicated lubricant recipe to oil processing
-change catalysts to be 4 generic ones, which have to be refilled after use

Re: Development and Discussion

Posted: Sun Sep 25, 2016 9:03 am
by aklesey1
Wow this angel smelting 0.1.0 mod looks intriguing

1) Using chlorine to process titanium ore
2) Using ammonia to process tungsten ore, hmmm......... now tungsten acid is missing in process chain, strange solution
3) Using coke to process iron ore - wow wow, ahahah :lol: its can be hard for early stages (I was afraid that the same fate may befall the copper ore, but all okey now)
4) Using coal to process tin ore
5) Using carbon monoxide to process to zinc ore
6) Using carbon monoxide to process to nickel ore

OMG i'll need may coal and many carbon monoxide
We don't require water to get carbon and that's good

Yes mod is young, and time'll show us the aftermaths

And this pretty nice graphics with plastic tones - i like this style - it sets the tone to all factorio graphics, I'm starting to feel his factorio differently :D
I think this mod lacks a machine for the melting of alloys, and machine to get liquid metals and our 6 raw ores

For the most part I agree with the forthcoming changes, because movement is life, continue in the same direction

Re: Development and Discussion

Posted: Sun Sep 25, 2016 10:36 am
by CptnNormality
Arch666Angel wrote:Grab the latest updates for refining and petro from the portal, otherwise it will crash because of the dependencies

There you go:
https://github.com/Arch666Angel/angelso ... _0.1.0.zip
Here's what I think is a close to complete english locaization. I've entered: tech, entity , liquid and item localizations based on the graphic icons that are available atm.

Re: Development and Discussion

Posted: Sun Sep 25, 2016 11:29 am
by orzelek
I took a short look at smelting and it seems that tech-entity relationship needs fixing.
If I do full tech unlock I get all 4 marks of various processing entities but they don't show up on respective tech unlocks for some reason.

Re: Development and Discussion

Posted: Sun Sep 25, 2016 11:46 am
by mexmer
Arch666Angel wrote:Grab the latest updates for refining and petro from the portal, otherwise it will crash because of the dependencies

There you go:
https://github.com/Arch666Angel/angelso ... _0.1.0.zip
can this be used with processing mod, or it's better to avoid it?

if i understood correctly, this one should be successor, but considering release date, seems to be elder, compared to processing.

Re: Development and Discussion

Posted: Sun Sep 25, 2016 11:51 am
by orzelek
mexmer wrote:
Arch666Angel wrote:Grab the latest updates for refining and petro from the portal, otherwise it will crash because of the dependencies

There you go:
https://github.com/Arch666Angel/angelso ... _0.1.0.zip
can this be used with processing mod, or it's better to avoid it?

if i understood correctly, this one should be successor, but considering release date, seems to be elder, compared to processing.
From what I understand it's meant to replace the processing mod.

Re: Development and Discussion

Posted: Sun Sep 25, 2016 11:56 am
by aklesey1
We will also need successor for bio processing mod which contains 2 stages