MOD [ 0.18.x / 1.1 ] Bio-Industries

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bNarFProfCrazy
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Re: MOD [0.12+] Bio-Farm 1.0.0 - Tree Farming Mod

Post by bNarFProfCrazy »

Nice mod. It really saves my day one a world with rare oil.

However I would like to request some more changes.

1)
Is it possible to alter the recipes from "40x Basic Wood Production" to "Basic Wood Production" + Produces 40x Wood?
AFAIK you did the same for the seedling.
Because the first time I saw the recipe "2x Coal 1" I really had a hard time to ntotice that producing that would give me just plain coal.
Coal 1 -> Basic coal processing (Produces 2x Coal)
Coal 2 -> Advanced coal processing (Produces 4x Coal)

2)
Please drop the liquid nitrogen barrel.
Using a pipe to connect to your production is a well known concept in Factorio and it also spares the metal fragments from the barrel in the (100x) fertilizer.^^

3)
Please optimize the entry order in the crafting inventory.
bio lab... is between assembly machine 1 and 2.
Move the liquid/air/biomass up to them plant liquid stuff (advanced oil processing etc...) or give them their own row
Move the (organic) plastic bar to the other (vanilla) eplastic bar.

4)
What is the difference between biomass-0 and biomass-1 ingame both are just named biomass?
And how is the user supposed to differentiate between both?
I accidentally mixed a pipe of those two and later wondered why my production is not working. And the pipes just looked right.
(Maybe call it "enriched" and make it a little bit darker/greener)

5) (Just personal preference, so feel free to ignore)
Less buildings that only have a few abilities.
Stone crusher -> assemby machine
Bio lab -> chem plant
Bio reactor -> bio farm
cokery -> chem plant or add module support

EDIT: I don't know anything about modding so I'm not even sure whether my suggestions can be achieved at all.

I hope i didn't sound to negative because you did a nice job creating this mod.
I really appreciate it.

PS: The German translation is partially missing (mostly recipe names).
I can update the missing parts if you want. (Maybe after you addressed the naming issues)
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Re: MOD [0.12+] Bio-Farm 1.0.0 - Tree Farming Mod

Post by TheSAguy »

bNarFProfCrazy wrote:Nice mod. It really saves my day one a world with rare oil.

However I would like to request some more changes.....
Great feedback bNarFProfCrazy, Thanks.
I'll answer each in more detail later.
Last edited by TheSAguy on Mon Apr 25, 2016 3:59 am, edited 1 time in total.
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Re: MOD [0.12+] Bio-Farm 1.0.0 - Tree Farming Mod

Post by Deathawaits »

is this mod compatible with dytech?
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Re: MOD [0.12+] Bio-Farm 1.0.0 - Tree Farming Mod

Post by TheSAguy »

Deathawaits wrote:is this mod compatible with dytech?
There should be no reason it's not.
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Re: MOD [0.12+] Bio-Farm 1.0.0 - Tree Farming Mod

Post by TheSAguy »

Version 1.1.0 up. A lot of changes from bNarFProfCrazy feedback.

New Building - Garden - Will reduce pollution. (Not sure how balancing is currently)
Removed Building - Bio-lab, now just use the vanilla Chen Lab.
Removed German Translation, was outdated and I can't update...
Cokery should now work with Blue-prints and modules. This should help speed, though might tweak in next release to make it a little faster.
Description Updates.
Dropped liquid nitrogen barrel. So if you were using this... Might have an issue. Sorry.
bNarFProfCrazy wrote:Nice mod. It really saves my day one a world with rare oil.

However I would like to request some more changes.

1)
Is it possible to alter the recipes from "40x Basic Wood Production" to "Basic Wood Production" + Produces 40x Wood?
AFAIK you did the same for the seedling.
Because the first time I saw the recipe "2x Coal 1" I really had a hard time to ntotice that producing that would give me just plain coal.
Coal 1 -> Basic coal processing (Produces 2x Coal)
Coal 2 -> Advanced coal processing (Produces 4x Coal)
Check it out now and let me know if they look good.

bNarFProfCrazy wrote: 2)
Please drop the liquid nitrogen barrel.
Using a pipe to connect to your production is a well known concept in Factorio and it also spares the metal fragments from the barrel in the (100x) fertilizer.^^
Agree. Dropped. Never used it.

bNarFProfCrazy wrote: 3)
Please optimize the entry order in the crafting inventory.
bio lab... is between assembly machine 1 and 2.
Move the liquid/air/biomass up to them plant liquid stuff (advanced oil processing etc...) or give them their own row
Move the (organic) plastic bar to the other (vanilla) eplastic bar.
Check it out now and let me know if I missed anything.
bNarFProfCrazy wrote: 4)
What is the difference between biomass-0 and biomass-1 ingame both are just named biomass?
And how is the user supposed to differentiate between both?
I accidentally mixed a pipe of those two and later wondered why my production is not working. And the pipes just looked right.
(Maybe call it "enriched" and make it a little bit darker/greener)
This was from the Tree farm mod. Leaving as is for now. Will revisit later.


bNarFProfCrazy wrote: 5) (Just personal preference, so feel free to ignore)
Less buildings that only have a few abilities.
Stone crusher -> assemby machine
Bio lab -> chem plant
Bio reactor -> bio farm
cokery -> chem plant or add module support
I dropped the Biolab.

bNarFProfCrazy wrote: I can update the missing parts if you want. (Maybe after you addressed the naming issues)
Please do and I'll include.
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Re: MOD [0.12+] Bio-Farm 1.1.0 - Tree Farming Mod

Post by kiba »

Hi, I can't seem to find the recipe for fertilizer.
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Re: MOD [0.12+] Bio-Farm 1.1.0 - Tree Farming Mod

Post by Qon »

I was using the barrel. You deleted it just because you don't use it? :shock: :o
If you didn't like using up steel then you should make it possible to empty the barrel instead of using it up in a recipe. :roll:
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Re: MOD [0.12+] Bio-Farm 1.1.0 - Tree Farming Mod

Post by bNarFProfCrazy »

kiba wrote:Hi, I can't seem to find the recipe for fertilizer.
Its right next to iron sticks / iron gear
Qon wrote:I was using the barrel. You deleted it just because you don't use it? :shock: :o
If you didn't like using up steel then you should make it possible to empty the barrel instead of using it up in a recipe. :roll:
.

Why don't you use pipes instead?
If you have too many iron/steel then you could send it over to me to build some nice solar mk 5 panels (XyLe). ;)
(~29k iron + ~23k copper / unit)

Planned production 1 unit / minute (or to be realistic 0.75 or 1.25)

Which is the reason why I need an alternative source for plastic (~700 plastic / unit)
Last edited by bNarFProfCrazy on Mon Apr 25, 2016 11:38 am, edited 1 time in total.
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Re: MOD [0.12+] Bio-Farm 1.1.0 - Tree Farming Mod

Post by kiba »

bNarFProfCrazy wrote:
kiba wrote:Hi, I can't seem to find the recipe for fertilizer.

Its right next to iron sticks / iron gear
Pretty sure it's gone.
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Re: MOD [0.12+] Bio-Farm 1.1.0 - Tree Farming Mod

Post by Qon »

bNarFProfCrazy wrote:
Qon wrote:I was using the barrel. You deleted it just because you don't use it? :shock: :o
If you didn't like using up steel then you should make it possible to empty the barrel instead of using it up in a recipe. :roll:
.

Why don't you use pipes instead?
If you have too many iron/steel then you could send it over to me to build some nice solar mk 5 panels. ;)
(~29k iron + ~23k copper / unit)

Planned production 1 unit / minute (or to be realistic 0.75 or 1.25)

Which is the reason why I need an alternative source for plastic (~700 plastic / unit)
I have a single big location for production of the barrels which I ship with robots. Avoids the pipe mess and makes the fertiliser production units small. I have other production lines to make dedicated and nicely planned setups for before I do something big with this.
Mk5? Whose mod? My version or someone elses?
I prefer mk6, but I should also make a fast production line for solar so that I can get a few additional GW when I need it.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
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Re: MOD [0.12+] Bio-Farm 1.0.0 - Tree Farming Mod

Post by Deathawaits »

TheSAguy wrote:
Deathawaits wrote:is this mod compatible with dytech?
There should be no reason it's not.
nah, i mean, if there is any way to get the rubber trees :D
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Re: MOD [0.12+] Bio-Farm 1.0.0 - Tree Farming Mod

Post by TheSAguy »

Deathawaits wrote:
TheSAguy wrote:
Deathawaits wrote:is this mod compatible with dytech?
There should be no reason it's not.
nah, i mean, if there is any way to get the rubber trees :D
V1.1.1 - DyTech Rubber and Sulfur support... I think.

Deathawaits,

I don't play with DyTech, but I quickly added some code for support for Rubber and Sulfur Wood.
Do you mind letting me know if it works.

Thanks.
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Re: MOD [0.12+] Bio-Farm 1.1.1 - Tree Farming Mod

Post by kiba »

Still no fertilizer recipe.
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Re: MOD [0.12+] Bio-Farm 1.1.1 - Tree Farming Mod

Post by steinio »

Hey what should i do with that wood pulp?
I don't need charcoal or something.
Currently i send it to InstantVoidChest.

Could you make a receipe for wood pulp -> wood pellets -> wood board maybe?
This would make some sense.

Greetings steinio
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Re: MOD [0.12+] Bio-Farm 1.1.1 - Tree Farming Mod

Post by TheSAguy »

kiba wrote:Still no fertilizer recipe.
Did you research it?
Anyone else having this issue?
Last edited by TheSAguy on Tue Apr 26, 2016 8:09 pm, edited 1 time in total.
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Re: MOD [0.12+] Bio-Farm 1.1.1 - Tree Farming Mod

Post by kiba »

TheSAguy wrote:
kiba wrote:Still no fertilizer recipe.
Did you research it?
Anyone else having this issue?
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Researched, yes.
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Re: MOD [0.12+] Bio-Farm 1.1.1 - Tree Farming Mod

Post by TheSAguy »

kiba wrote:
TheSAguy wrote:
kiba wrote:Still no fertilizer recipe.
Did you research it?
Anyone else having this issue?
Researched, yes.
Give V 1.1.2 a try.
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Re: MOD [0.12+] Bio-Farm 1.1.2 - Tree Farming Mod

Post by kiba »

Fix worked. Thanks.
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Re: MOD [0.12+] Bio-Farm 1.0.0 - Tree Farming Mod

Post by Deathawaits »

TheSAguy wrote:
Deathawaits wrote:
TheSAguy wrote:
Deathawaits wrote:is this mod compatible with dytech?
There should be no reason it's not.
nah, i mean, if there is any way to get the rubber trees :D
V1.1.1 - DyTech Rubber and Sulfur support... I think.

Deathawaits,

I don't play with DyTech, but I quickly added some code for support for Rubber and Sulfur Wood.
Do you mind letting me know if it works.

Thanks.
seems to work.. Didnt find anything that doesnt :D ty man <3
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Re: MOD [0.12+] Bio-Farm 1.1.2 - Tree Farming Mod

Post by Chreutz »

It is probably worth mentioning that this mod comes with settings that changes the reach of the player. Don't know if that is intentional... I Just spent an hour trying to locate which mod was causing this :-).
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