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Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Mon Mar 12, 2018 6:17 pm
by laku
I am not quite sure were to report this, but here we go.

If angels petrochem is installed, madclowns processing and thorium get an error on startup. Installing madclowns extended minerals fixes this bug again. As a side note, I used to play without the exntended minerlas mod, but now, as just said, its broken.
23: Error in assignID, item with name 'clowns-ore3-crystal' does not exist.

Source: thorium-pure-processing (recipe).
7.032 Loaded shader file C:/Program Files (x86)/Steam/steamapps/common/Factorio/data/core/graphics/shaders/game.cso
7.032 Loaded shader file C:/Program Files (x86)/Steam/steamapps/common/Factorio/data/core/graphics/shaders/zoom-to-world.cso
7.032 Loaded shader file C:/Program Files (x86)/Steam/steamapps/common/Factorio/data/core/graphics/shaders/alpha-mask.cso
7.035 Initial atlas bitmap size is 16384
7.038 Created atlas bitmap 192x5 [none]
7.038 Created atlas bitmap 132x24 [no-crop, trilinear-filtering, icon, light]
7.060 Sprites loaded
7.060 Convert atlas 132x24 to: trilinear-filtering
7.067 Custom inputs active: 4
7.069 Factorio initialised
7.070 Mods to disable:Failed to load mods: Error in assignID, item with name 'clowns-ore3-crystal' does not exist.

Source: thorium-pure-processing (recipe).

Mods to be disabled:
• Clowns-Nuclear
• Clowns-Processing

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Mon Mar 12, 2018 6:46 pm
by MadClown01
aklesey1 wrote:Thanks for new update with directing getting of new ores
Can ask u - do u planing to create way to get new ores from slag?
No worries. Not yet.

laku wrote:...
Fixed :)

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Tue Mar 13, 2018 10:49 pm
by Catfight
Do you know if the rarity of the minerals is properly set when using RSO?

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Tue Mar 13, 2018 11:19 pm
by MadClown01
Catfight wrote:Do you know if the rarity of the minerals is properly set when using RSO?
Hi Catfight, what does that mean?
This mod is RSO-supported, and the spawning numbers are as discussed in the OP

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Sun Mar 18, 2018 3:56 pm
by Gambigobilla
I don't know if bug or working as intended.

Angel's Petrochem has an option;

Code: Select all

angels-enable-acids=Adds Petrochem Acids to Refining and Ores
angels-enable-acids=Changes Leaching recipes in Refining to use different Petrochem acids and if enabled also changes acid requirement of Infinite Ores
When left unchecked you only need sulfuric acid for leaching processes. Ores from your mod doesn't respect this option.

Edit: I just checked the code. Actually you have implemented this feature, but somehow it doesn't work. I checked my mod settings angels-enable-acids is false, base angel ores only require sulfuric acid and your ores still require other expensive acids. Weird.

Edit2: It seems ore-refining.lua defaults them to expensive acids.

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Sun Mar 18, 2018 10:10 pm
by steinio
Hi,

disabling infinite ores from your mod has no effect.
Checked only Phosphorite but suspect all ore patches keep their infinite counterpart.

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Mon Mar 19, 2018 10:06 am
by MadClown01
Gambigobilla wrote:...
steinio wrote:...
Thanks for the reports guys, bugs fixed :)

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Thu Mar 22, 2018 8:58 pm
by Jackalope_Gaming
Getting an error now that I've updated to the latest versions.

Error loading mods

Failed to load mods: Error while running setup for entity prototype "infinite-clowns-resource2" (resource): Minable properties fluid amount is not zero but a required fluid is not defined.

Mods to be disabled:
Clowns-Extended-Minerals
rso-mod

Edit while looking into this:
I found what might be details for this in the data-updates file. The fluid is clearly defined as "liquid-sulfuric-acid" in line 66 which should be exactly what Angel has going on.
Looking into Angel's Petrochem I found the code for "liquid-sulfuric-acid" in the petrochem/prototypes/items/petrochem-sulfur file and on line 31 it clearly has liquid-sulfuric-acid defined just like other fluids. However, the fact that it has to do with sulfuric acid specifically has me wondering if something with RSO's mining is off or if it's a case of the game not liking how there's sulfuric acid in the base game but angel introduces a different sulfuric acid and it's causing problems with mining infinite ores.

So far in looking at RSO's stuff involving Clowns and Angels, everything related to resource2 looks in line with other things. Same for Angel's Infinite Ores.

I'm kinda clueless what's going on. @_@


Edit2:
Whoops! I was looking at ore2 or something.

Looking at the files for resource2: data-updates expects the required fluid for resource2 to be steam. But if we go into \prototypes\generation\infinite-clowns-resource2.lua line 55 we see the required_fluid = "fluid". Changing it to read

Code: Select all

required_fluid = "steam",
results in the mod loading properly. And its effects in game are... Resource2 is oil sand, let's look at the oil sand... Yup, it takes 5 steam per mining operation to mine both the regular and the infinite oil sand.

So fixing this loading issue is just going into \prototypes\generation\infinite-clowns-resource2.lua, line 55, and changing

Code: Select all

required_fluid = "fluid",
to be

Code: Select all

required_fluid = "steam",

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Mon Mar 26, 2018 2:07 am
by MadClown01
Jackalope_Gaming wrote:...
Thanks for the detailed report, will fix for next version.

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Wed Mar 28, 2018 3:53 pm
by Hellatze
when i use this mod, do i have to make new game ?

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Wed Mar 28, 2018 6:18 pm
by MadClown01
Hellatze wrote:when i use this mod, do i have to make new game ?
Nope, exploring new chunks is good enough :)

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Mon Apr 09, 2018 9:53 pm
by aklesey1
One wish to this mod
Can u add 3 ores from py coal processing to make more compatibility to ur mod and py coal processing?

This is:
1) Borax
2) Niobium ore
3) Molybdenum ore - its already exists in angel's ore thanks to kingarthur and for his compatibility mod - PyCoal Touched By an Angel https://mods.factorio.com/mod/PyCoalTBaA

If we have 7 additional angel's ores its content should have more diversity

Just look at py mods - that's amazing :D

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Wed Apr 11, 2018 10:17 am
by Barton1991
MadClown01 wrote:
Jackalope_Gaming wrote:...
Thanks for the detailed report, will fix for next version.

Any ETA on this fix mate?

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Thu Apr 12, 2018 1:37 am
by MadClown01
Barton1991 wrote:
MadClown01 wrote:
Jackalope_Gaming wrote:...
Thanks for the detailed report, will fix for next version.

Any ETA on this fix mate?
Releasing now

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Fri Apr 13, 2018 6:00 pm
by steinio
Hi,

made a german (locale\de) locale for this mod:
Clowns-Extended-Minerals.cfg
(12.6 KiB) Downloaded 163 times

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Wed Apr 18, 2018 7:50 pm
by steinio
Well, the crushed ore sorting takes only 0.5 instead of 1 tick like the Angel's ores.
Can you please change it so all times are the same?

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Wed Apr 25, 2018 7:27 pm
by sparr
Would be convenient if there were map gen settings for your ores for railworld settings. Angel's refining has examples in prototypes/generation/angels-override.lua

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Wed Apr 25, 2018 9:23 pm
by smeagol001
is this omnimatter compatible too?

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Fri Apr 27, 2018 6:26 am
by aklesey1
smeagol001 wrote:is this omnimatter compatible too?
https://mods.factorio.com/mod/OmniCrystal_Clowns take

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Posted: Sat Apr 28, 2018 4:57 am
by smeagol001
omnimatter+bobs+angels+clowns extended minerals+sct breaks gameprogression!!
with that combination sct makes it impossible to obtain tin cause clown alters the basic impure extraction so it nolonger produces bobmonium/rubyte and the washing 2 is a sicence which requires tin for research which you cant get anymore cause everything that would make tin uses the research that usses tin oO