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Re: [MOD 0.12.+] N.Tech-Chemistry

Posted: Thu May 05, 2016 3:16 pm
by ZombieMooose
keeping an eye on this

liking what I see so far

Re: [MOD 0.12.+] N.Tech-Chemistry

Posted: Thu May 05, 2016 4:38 pm
by mooklepticon
tagging post. Love the look of this mod.

Re: [MOD 0.12.+] N.Tech-Chemistry

Posted: Fri May 06, 2016 6:00 pm
by johnnyBgoode
I think I have found a conflict with Bob's mods. The water purification line needs a chemical plant and chemical plants need blue chips in bob's mods. One of the ingredients of blue chips needs carbon. Carbon can only be produced with water and coal. So it effectively blocks the that progression since I can't use seawater to make carbon.

Unless I missed an early game building(desalinization plant?) that converts sea water to water then I'm stuck.

Re: [MOD 0.12.+] N.Tech-Chemistry

Posted: Fri May 06, 2016 8:23 pm
by steinio
johnnyBgoode wrote:I think I have found a conflict with Bob's mods. The water purification line needs a chemical plant and chemical plants need blue chips in bob's mods. One of the ingredients of blue chips needs carbon. Carbon can only be produced with water and coal. So it effectively blocks the that progression since I can't use seawater to make carbon.

Unless I missed an early game building(desalinization plant?) that converts sea water to water then I'm stuck.
Hihi blue chips, read your post and thought... what?
But you mean the basic electronic board and you are right.

A chemical plant also needs power what needs a steam engine whats need hot WATER.

Is the error not a bit fundamentaly earlier.

Greetings steinio

Re: [MOD 0.12.+] N.Tech-Chemistry

Posted: Sun May 08, 2016 1:26 pm
by Natha
I made a new update. Sorry for the delay.
Now, if Bob's mods are installed, seawater is disabled (but in past you also were able to disable seawater in config...)
The problem about ammona: I can't retrace it, if I install Bob's mods for test, it's also there, because Bob's mods don't use any ammonia.
Alkel U3 wrote:Hi, I encountered a problem when using this with KS Power and Homeworld at once. The combination just of either two of these is ok. Seems like Homeworld does something to concrete that N.Tech doesn't expect?

Code: Select all

Error Util.cpp:58: Error while loading recipe prototype "concrete" (recipe): No such node (amount)
Modifications: base->homeworld->N.Tech-Chemistry
Homeworld isn't compatible with the current versions ;)

Re: [MOD 0.12.+] N.Tech-Chemistry

Posted: Sun May 08, 2016 4:37 pm
by steinio
My suggestion is, to randomize the water ponds if sea water or not sea water.
In Bob's you can refine salt water to hydrogen and chlorine, but must first salten the normal pond water with salt from
cooking water...

This would be great to have salt water in ponds and also normal water.
Maybe depending on the size of the pond.

Greetings steinio

Re: [MOD 0.12.+] N.Tech-Chemistry

Posted: Sat May 14, 2016 7:26 am
by Natha
steinio wrote:My suggestion is, to randomize the water ponds if sea water or not sea water.
In Bob's you can refine salt water to hydrogen and chlorine, but must first salten the normal pond water with salt from
cooking water...

This would be great to have salt water in ponds and also normal water.
Maybe depending on the size of the pond.

Greetings steinio
This is a great suggestion, I'll see for that :)

Re: [MOD 0.12.+] N.Tech-Chemistry

Posted: Sat Jun 11, 2016 11:31 am
by Sedar
I encountered the same problem with amonnia + BobMod installed. Ammonia is does not exist in the recipes.

I did some research and found that the N.Tech-Chemistry and Bob-plates have the same technology, namely the nitrogen-processing. So if BobMod is installed, you can not study the technology which gives you access to ammonia. The solution of this problems could be just rename nitrogen-processing technology in N.Tech-Chemistry mod.

Re: [MOD 0.12.+] N.Tech-Chemistry

Posted: Sat Jul 02, 2016 12:09 pm
by ksw_otaku
I like this mod, will update to 13?

Re: [MOD 0.12.+] N.Tech-Chemistry

Posted: Sat Jul 02, 2016 7:59 pm
by Natha
ksw_otaku wrote:I like this mod, will update to 13?
Yes, my plan is to update the mod in one of the next days :)

Re: [MOD 0.13.+] N.Tech-Chemistry

Posted: Thu Jul 07, 2016 4:50 pm
by Natha
Update done. I added dinitrogen tetroxide which is used in rocket parts as fuel (beside the vanilla fuel item)
:)

Re: [MOD 0.13.+] N.Tech-Chemistry

Posted: Fri Jul 08, 2016 5:16 pm
by Graveeater
Verison 1.56. does not work for me:
Error when opening [...]\SteamLibrary\steamapps\common\Factorio\data\base\graphics/icons/solid-fuel-from-methylhydrazine.png for reading: No such file or directory

Probably just line 386 in recipes.lua:
icon = "__base__/graphics/icons/solid-fuel-from-methylhydrazine.png",
This should probably be
icon = "__N-Tech Chemistry__/graphics/icons/solid-fuel-from-methylhydrazine.png",

which fixes this.

Re: [MOD 0.13.+] N.Tech-Chemistry

Posted: Fri Jul 08, 2016 7:12 pm
by Natha
Graveeater wrote:Verison 1.56. does not work for me:
Error when opening [...]\SteamLibrary\steamapps\common\Factorio\data\base\graphics/icons/solid-fuel-from-methylhydrazine.png for reading: No such file or directory

Probably just line 386 in recipes.lua:
icon = "__base__/graphics/icons/solid-fuel-from-methylhydrazine.png",
This should probably be
icon = "__N-Tech Chemistry__/graphics/icons/solid-fuel-from-methylhydrazine.png",

which fixes this.
Already fixed, please download the newest version ;)

Re: [MOD 0.13.+] N.Tech-Chemistry

Posted: Fri Jul 08, 2016 7:23 pm
by Graveeater
Hmm... can't see a newer version.
Also it still says 1 day ago.
Did you publish it for 0.13?

Re: [MOD 0.13.+] N.Tech-Chemistry

Posted: Fri Jul 08, 2016 7:36 pm
by Natha
Graveeater wrote:Hmm... can't see a newer version.
Also it still says 1 day ago.
Did you publish it for 0.13?
Hmm, If I go to the mod portal, download the zip and look in recipes.lua:386, there is "__N-Tech Chemistry__".
It is still version 1.5.6, because I uploaded the fixed zip just a few minutes later.

Re: [MOD 0.13.+] N.Tech-Chemistry

Posted: Fri Jul 08, 2016 8:04 pm
by Graveeater
I guess I must have gotten unlucky here. And I think since the version is the same it does not update automatically.
I will just manually update later.

Also I found another issue:
From your recipe.lua

Code: Select all

{
		type = "recipe",
		name = "water-purification",
		icon = "__N-Tech Chemistry__/graphics/icons/water-purification.png",
		energy_required = 1,
		enabled = false,
		subgroup = "basic-gas-processing",
		order = "a[water-purification]",
		category = "chemistry",
		ingredients = {
		  {type="fluid", name="seawater", amount=1}
		},
		results = {
		  {type="fluid", name="water", amount=1}
		}
	  }
From angel-refineming:

Code: Select all

{
    type = "recipe",
    name = "water-purification",
    category = "water-treatment",
	subgroup = "water-treatment",
    energy_required = 1,
	enabled = "false",
    ingredients ={
	{type="fluid", name="water", amount=15}
	},
    results=
    {
      {type="fluid", name="water-saline", amount=2},
      {type="fluid", name="water-purified", amount=10},
    },
    icon = "__angelsrefining__/graphics/icons/water-purification.png",
    order = "a[water-purification]",
	},
I currently only have the angel refining recipe, making yours invisible. I think one of you has to rename it, for now I will disable seawater.

Re: [MOD 0.13.+] N.Tech-Chemistry

Posted: Mon Jul 11, 2016 10:25 am
by Natha
I made a new update, it includes improved sulfur production! :)

Re: [MOD 0.13.+] N.Tech-Chemistry

Posted: Thu Jul 21, 2016 1:24 pm
by aklesey1
Hi Natha, i'm playing with bob mods and starter technology electrolysis 1 (bobplates mod) not showing in left panel, it's like it doesn't exist, buti can find it when watching following technologies - nickel, zinc, lythium and another technologies

U must link your technology electolysis with bob technology because your technology leads to a dead end - there're only water electolysis recipe and recipie for electolyser

May it caused because bob updated bobplates mod and that bug appears? If N-tech Chemistry disabled bobplates electolysis technology shows correctly

Re: [MOD 0.13.+] N.Tech-Chemistry

Posted: Thu Jul 21, 2016 4:08 pm
by Natha
aklesey1 wrote:Hi Natha, i'm playing with bob mods and starter technology electrolysis 1 (bobplates mod) not showing in left panel, it's like it doesn't exist, buti can find it when watching following technologies - nickel, zinc, lythium and another technologies

U must link your technology electolysis with bob technology because your technology leads to a dead end - there're only water electolysis recipe and recipie for electolyser

May it caused because bob updated bobplates mod and that bug appears? If N-tech Chemistry disabled bobplates electolysis technology shows correctly
Thanks for report, I'll look :)

Re: [MOD 0.13.+] N.Tech-Chemistry

Posted: Thu Jul 21, 2016 4:36 pm
by aklesey1
Forgot to say i'm using bob revamp mod, it cames recently u know, may be u need to look for it too ;)