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Re: Development and Discussion
Posted: Fri Nov 11, 2016 12:51 am
by Arch666Angel
Some early WIP for the crawler.
Re: Development and Discussion
Posted: Fri Nov 11, 2016 6:57 am
by aklesey1
Looks like huge bus, nice
Re: Development and Discussion
Posted: Fri Nov 11, 2016 3:12 pm
by pyanodon
Arch666Angel wrote:Some early WIP for the crawler.
Ohhh.. what does it will do?
Re: Development and Discussion
Posted: Fri Nov 11, 2016 3:36 pm
by spitfire_23
Am I missing something, or is Lubricant extremely difficult to produce in Angel's Petrochem? I needed to set up an entire natural gas processing pipeline to get Residual Gas, and now I'm venting a bunch of other chemicals because I need way more Residual Gas for lubricant than anything else.
Re: Development and Discussion
Posted: Fri Nov 11, 2016 9:38 pm
by Mella
Yes yes Petrochem is very epic serious mod and u need residual gas to produce lubricant man

Re: Development and Discussion
Posted: Sat Nov 12, 2016 2:14 am
by Light
spitfire_23 wrote:Am I missing something, or is Lubricant extremely difficult to produce in Angel's Petrochem? I needed to set up an entire natural gas processing pipeline to get Residual Gas, and now I'm venting a bunch of other chemicals because I need way more Residual Gas for lubricant than anything else.
Using Angel's bio-processing mod and synthesizing propane from trees (or stone) will create plenty of residual gas without voiding the other important chemicals from natural gas processing. It's a lot smaller too.
Re: Development and Discussion
Posted: Sat Nov 12, 2016 10:10 am
by Light
Angel,
The uranium power mod will be using petroleum gas for its recipes. Since petroleum isn't available in petrochem, synthesis gas would be the closest equivalent.
So adding Synthesis Gas -> Petroleum Gas to the converter valve will be required to utilize his mod properly.
Re: Development and Discussion
Posted: Sat Nov 12, 2016 10:46 am
by Arch666Angel
Light wrote:Angel,
The uranium power mod will be using petroleum gas for its recipes. Since petroleum isn't available in petrochem, synthesis gas would be the closest equivalent.
So adding Synthesis Gas -> Petroleum Gas to the converter valve will be required to utilize his mod properly.
Petroleum gas should be replaced by methane in all instances.
Re: Development and Discussion
Posted: Sat Nov 12, 2016 10:59 am
by Light
Arch666Angel wrote:Light wrote:Angel,
The uranium power mod will be using petroleum gas for its recipes. Since petroleum isn't available in petrochem, synthesis gas would be the closest equivalent.
So adding Synthesis Gas -> Petroleum Gas to the converter valve will be required to utilize his mod properly.
Petroleum gas should be replaced by methane in all instances.
Oh, my bad.
Never realised it was under a different name, nor does the converter valve convert petroleum to methane so I wasn't even aware of it.
Re: Development and Discussion
Posted: Sat Nov 12, 2016 11:01 am
by Arch666Angel
pyanodon wrote:Arch666Angel wrote:Some early WIP for the crawler.
Ohhh.. what does it will do?
It will be basically a car with a big ass trunk and a big ass roboport.
Re: Development and Discussion
Posted: Sat Nov 12, 2016 6:04 pm
by Zephyrinius
These mods are amazing; I can't believe they are free, and I'd happily pay for them.
After many hours using Bob's + Angels (including all of Angels except for bioprocessing), I have hit one major frustration: sodium hydroxide.
It seems that sodium hydroxide can only be obtained via salt water electrolysis. This requires producing 50 units of purified water for each 1 unit of sodium hydroxide. After all my base's other needs for purified water are satisfied, that means that 1 need 25 clarifiers each time I want to increase my sodium hydroxide output by 1 per second! The result of this is that sodium hydroxide is the only bottleneck left in every production chain, despite my having set up massive farms of clarifiers just to dump purified water. This seems ridiculous, since:
- Pure water should not be difficult to dispose of
- The water coming from my offshore pump should really be salt water in the first place, shouldn't it?
Have I missed something? There is a recipe to get sodium hydroxide from salt and water, but there is no way to get salt (since the Bob's recipe for salt is disabled on line 125 of prototypes/angels-petrochem-override.lua.
Re: Development and Discussion
Posted: Sun Nov 13, 2016 1:16 am
by QuackerJ4ck
Yeah i stumbled about the same problem with the only solution to build massive dispose fields to get rid of the purified water - such a waste ;(
There really should be an option to get salt out of water to refine it - just like in Bobs.
Re: Development and Discussion
Posted: Sun Nov 13, 2016 6:00 am
by kingarthur
if your not doing a solar only game. send the water to some steam engines and make power with it
Re: Development and Discussion
Posted: Sun Nov 13, 2016 8:46 am
by kinnom
the problem originates from bob's mods, as there used to be way too much sodium hydroxide. the thing is that angel's mods use more than bob's mods
Re: Development and Discussion
Posted: Sun Nov 13, 2016 9:38 am
by pyanodon
Arch666Angel wrote:
It will be basically a car with a big ass trunk and a big ass roboport.
Looks very strong. Love it.
Re: Fuel balance
Posted: Sun Nov 13, 2016 11:20 pm
by marginoferror
Thanks for your response!
Arch666Angel wrote:
1) Pellets should be far superior to carbon because each step is an increase in fuel value.
2) and 3) I agree that there should be an override to the solid fuel recipes in Bob revamp, that's a mod I dont have and I really should look into, because there are several other recipes added by it and also by CMH Bobs that are not on par with petrochem recipes and disrupt the balance quiet a bit. To the fuel values: Reducing the coke to 1 unit and increasing the gas requirements sounds reasonable and is what I'm thinking about.
Not clear whether "should" means "this is the way it's expected to be now" or "this is the way it will be in the future"; just in case, this is what I see now in-game, discounting electricity costs:
Currently one coal is 8 MJ.
One coal worth of crushed coal is 2x 4MJ = 8 MJ
One coal worth of coke is 2x 5MJ = 10 MJ
One coal worth of carbon is 4x 6MJ = 24 MJ (!) minus a small amount of coal for carbon dioxide
One coal worth of coke pellets is 0.4x 30MJ = 12MJ
I didn't realize the issue was that Bob's Revamp isn't accounted for in the mod at all; now that I know that I'll just remove it from my modlist =) thanks.
Re: Development and Discussion
Posted: Mon Nov 14, 2016 12:38 pm
by safan
Arch666Angel wrote:pyanodon wrote:Arch666Angel wrote:Some early WIP for the crawler.
Ohhh.. what does it will do?
It will be basically a car with a big ass trunk and a big ass roboport.
Suggestions:
- make it have two speeds: one slow speed for driving inside a base, and a faster speed for driving to outposts.
- somehow let it pickup a whole warehouse in one go, to move it somewhere else.
- bonus points if you can make it pickup a tank with a fluid
Re: Development and Discussion
Posted: Tue Nov 15, 2016 12:30 pm
by EmperorZelos
I love all these mods

So much stuff! I recently updated and it's so much fun!
Could you add such that Nucular uranium can be processed and even made more productive through your usual means here?
Re: Development and Discussion
Posted: Wed Nov 16, 2016 12:14 am
by ReDragon
How i can use the petrochem mod when i use bob's electronics?
I first can make carbon when i would be able to resacht the coal processing 1 but how i shall come so far without the basic curcuits from bob's mod?
When i remove the petrochem mod than i have salt and carbon from bob's back.
Is there a way to solve this?
Re: Development and Discussion
Posted: Wed Nov 16, 2016 6:08 am
by steinio
Hello,
I also play with all Angel's and Bob's mods and went through the electronic production. but I don't remember how. You can use Angel's small chemical factory for that.
Maybe this mod helps you to find the recipes:
https://mods.factorio.com/mods/MrDoomah ... t-used-for
Greetings steinio