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Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Tue Apr 19, 2016 8:15 pm
by Arch666Angel
kiba wrote:Error in assignID, resource-category with name 'angels-fissure' does not exist.

I got this error using Angel Refining 0.1.2 and Angel processing 0.1.4. I am using RSO mod 1.5.4.
You need angelsinfinite ores for it to work, there are two combinations:
just the angelsrefining and base game or bobmods, angelsrefining and angelsinfiniteores.
The processing mod can be used independently from all of that.

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Tue Apr 19, 2016 8:16 pm
by kiba
I tried out angel ores. It ate my stone ores and iron ores field. :(

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Tue Apr 19, 2016 8:18 pm
by Arch666Angel
Guest_4544 wrote:Hey angle you could add this for the processing mod.


YYYY-MM-DD_angelsprocessing_version.json or
2016-04-19_angelsprocessing_1.4.json

Code: Select all

{
  "item":
  [
    ["processed-iron-ore", "iron-processed"],
    ["processed-copper-ore", "copper-processed"]
  ] 
}
Is the Ore Processing Plant graphic changes temporary? The 0.1.2 version looked nice.
What should this script do?

The gfx for the ore processing plant is temporary now that I know how to make them myself from the ground up. The current gfx is just a changed rocket silo, as is the bio plant, although the bio plant came out nicer.

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Tue Apr 19, 2016 8:19 pm
by Arch666Angel
kiba wrote:I tried out angel ores. It ate my stone ores and iron ores field. :(
Yeah it replaces all ores (base and bobmods) with the 6 ores and 1 patch resource, you need to refine all ores from that.

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Tue Apr 19, 2016 8:22 pm
by Guest_4544
Arch666Angel wrote: What should this script do?
It renames the item to a different one, essentially keeping the old item so users/players who updated this mod doesn't lose anything.
Arch666Angel wrote: The gfx for the ore processing plant is temporary now that I know how to make them myself from the ground up. The current gfx is just a changed rocket silo, as is the bio plant, although the bio plant came out nicer.
Alright, I was just wondering a bit why some animation parts were missing.

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Tue Apr 19, 2016 8:34 pm
by Arch666Angel
Shouldn't that be in the migration file then? :P

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Tue Apr 19, 2016 8:40 pm
by Guest_4544
Arch666Angel wrote:Shouldn't that be in the migration file then? :P
For the migrations there are 2 files types, JSON and LUA, the LUA one is for some script related stuff while the JSON one is meant for entitys, items etc... Which is mainly used for renaming old entity into a new entity

See here:
https://wiki.factorio.com/index.php?tit ... on_scripts

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Tue Apr 19, 2016 8:42 pm
by Arch666Angel
Guest_4544 wrote:
Arch666Angel wrote:Shouldn't that be in the migration file then? :P
For the migrations there are 2 files types, JSON and LUA, the LUA one is for some script related stuff while the JSON one is meant for entitys, items etc... Which is mainly used for renaming old entity into a new entity

See here:
https://wiki.factorio.com/index.php?tit ... on_scripts
Didn't know that, thought there where only the .lua files for that, thanks for the hint, will include it in the next release.

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Wed Apr 20, 2016 3:30 pm
by Arch666Angel
Image
Water treatment plant, but needs some more ideas for recipes and integration.

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Wed Apr 20, 2016 4:46 pm
by pyanodon
Looks amazing so far :)

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Wed Apr 20, 2016 4:52 pm
by Guest_4544
Arch666Angel wrote:Image
Water treatment plant, but needs some more ideas for recipes and integration.
Nice model, hmm perhaps it could be used to make some sort of distilled/cleaner/purified water types for flotation cell, that or getting rid of dirty waters.
Maybe change the "Block" part or whatever it is supposed to be from the piping a different style since it looks like it is on a rubber boat.

Since the Catalyst needs small alien fragment which can be only gained by killing biter/spitters (at least from mods that add such thing like supreme warfare) maybe make a new recipe?
A: Alien Shards
B: Catalyst made with Vanilla alien artifact.

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Wed Apr 20, 2016 8:20 pm
by Arch666Angel
You can get alien artifacts from the bio processing chain in angelsprocessing :)

The question is more like: Do I change the output of the offshore pump to something like salt-water, or handle the regular water as salt water and change other recipes that would require desalinated water and/or purified water.

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Wed Apr 20, 2016 8:48 pm
by Guest_4544
Arch666Angel wrote:You can get alien artifacts from the bio processing chain in angelsprocessing :)
Isn't that dependent on bobs mod or did you changed that now so it can work with vanilla stuff only?

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Wed Apr 20, 2016 9:09 pm
by Arch666Angel
At the moment you are right, there is only the bobmods part, haven't been at the point to transfer it to vanilla.

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Fri Apr 22, 2016 8:53 pm
by Arch666Angel
New processing plant, will change in size (5x5)

Image

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Tue Apr 26, 2016 1:01 pm
by Simcra
One of your mods is causing desync issues for us in multiplayer, not entirely sure what is responsible for it but please look into it. We really love your mods and have been unable to play with them due to this desync. It seems to happen after a player logs into the server for a second time, for example: when I log off for the day after a fresh reboot and then log back in the following day it desyncs endlessly. I'll report any more information on this as I get it, we're trying to isolate the issue.

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Tue Apr 26, 2016 1:19 pm
by Arch666Angel
The only thing that could lead to a desync that I can imagine at the moment is that one of you changed around something in the configs. For multiplayer to work everyone has to have the same configs settings not only for my mods, but for all the mods. Otherwise there isn't really anything in my mods that could lead to a desync.

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Tue Apr 26, 2016 1:43 pm
by Simcra
I'm honestly not entirely sure what caused it but it's something with the bio processing, when we turn off bioprocessing and fix the recipe that requires concrete-brick there are no desyncs.

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Tue Apr 26, 2016 2:00 pm
by Arch666Angel
Like I said the only thing I can think of is different settings, or something else one of you changed around, or different versions of the mod. Since there is no actual logic in the bio-processing involved, its just items, recipes and technology. Which version are you using? Try copying one version over to the other players.

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Posted: Tue Apr 26, 2016 2:31 pm
by Simcra
I know it confused me too, all I know is that it solved my problem turning them off and fixing the recipes in bob-ore-processing-entity.lua, we are all using the same version and have been using the same version since the day we installed your mods. The newest version. Additionally, with 0.12.30 the mod files can't be different, they are checked for consistency on connecting to a server.