aklesey1 wrote:Hi Shenpen
1)
https://yadi.sk/i/yfaLpRFG3PcUvq - What the???
Ash from py coal processing? Maybe it was meant that you should use the ash from Bio Industries?
But ur mod hasn't any dependencies to ANY mods? only for base game! Is it normal? it is scheduled?
2) Tiny suggestion to u:
PetrochemPlus also has this salt but in solid form, i can produce tons of this salt from synthesis nitrous oxide recipe
https://mods.factorio.com/mods/kinnom/PCP
viewtopic.php?f=185&t=40273
3) THIS RECIPE KILLS ME
https://yadi.sk/d/OOex73sM3PcVjc
Arch666Angel going to faint from such breach in balance
4) This Electrolysis can be actual only if we'll use only bob's but not angel's
https://yadi.sk/d/WR8Jdkoj3PcWCu - i must say some recipe must be toggling off when angel's is detected
5) Ammonium nitrate also existing in angel's Petrochem in solid form
Hi aklesey1
1. A lot for me to sift through, so I will take my time reading.
2. For now: Soon on my list is sorting out compatibility with other mods. Not done yet, so your results may vary....
3. Where did you find a lathe?
- lathe.png (5.67 KiB) Viewed 8900 times
4. What is your "tiny suggestion" and what salt are you thinking about?
Compatibility issues:
Factorio DrugLab is a standalone mod for Factorio.
It is not (yet) intended for use with other mods.
I am in no way surprised that you have a few problems.
They will be sorted out, but not today.
Initially I tried to build the mod based on Angels products, but found that I needed to do a stand-alone mod first and the return to compatibility issues AND the further potential that Angels products opens up. So compatibility soon, balance adjustments not so soon and further options not soon at all.
As I understand it, compatibility is really about this:
1. Sorting names so that recipes in two different mods will not have same names and thus compete for the same production. As long as you dont have a conflict over names, there is nothing wrong with having two different ways of producing an item.
2. Sorting names so that resources (items, stuff that goes on belts or in pipes) that can be made in both mods (or in mod and base-mod) can be used for either mod. This is made possible by giving them the same item name. This would seem to make the graphics-file for the item of one the mods excluded from gameplay, but that is what you would call a cosmetic problem.
3. Sorting out technologies, so that the mod does not inadvertently create a disruptive shortcut to advanced tech in another mod.
I guess that something can be done with data from english locale files iff they cover all item names and all recipe names.
You could then sort the critical names out on the basis of commonalities between the two x two sets of names.
Repeat that for all major mods (Base-mod, Bobs, Angels (including subsidiaries), pY-Coal, 5Dim, Yoki Industries, DyWorld, Bio Industries, KS Power, Deep core mining, Quarry, Asphalt Roads, Deep Quarry, Mining Tools, BioTech...) and you should have something that fit in nicely. Which ones have I forgotten about?
The problem with this is that as far as I know you can have a recipe in a mod that is not declared in the locale file.
You need the recipe name there if you want translations of the names, though. So I am not sure if this is a problem or not.
Another way of looking at this would be to think that locale files are key to solving compatibility issues, not just for translations.
Apart from pure functional compatibility there is the issue of balance: Does one mod make the gameplay of another mod trivial or obsolete?
As in does some mod allow you to make rocket science from wood? And thus short circuit the gameplay of much of Factorio. My main rule is that I dislike modifications that makes the gameplay easier and I mostly like mods that makes the gameplay harder. The exception to this, is when a modification makes a production-line too hard to be worthwhile or too hard to compete with alternative production-lines.
This is mostly a matter of taste, balance and common sense, with no hard rules. And of listening to people like you who would perhaps like to add mods without feeling that it makes things weird. Or listening to mod-makers if they have suggestions. That is at least how I understand the issues.
I hope that you will have some patience with this.
- Factori DrugLab Chemical Factory.png (4.01 MiB) Viewed 8979 times
With regards to manganese ore specifically, that was actually a bit of the reason why I chose to do a stand-alone mod first.
In order to make potassium permanganate you do need manganese. In Angels' It would seem to be a bit of a choke point - intended or not* - and thus a part of gameplay balance.
In DrugLab you would need to find more efficient large scale ways to produce manganese, so there is a bit of tension.
Im sure that we can find ways to sort that out in a sensible manor, but like explained above, it might take a while.
*) Fucking intended for sure - I know for a fact that he enjoys tormenting people by making his production-lines intricate and complicated beyond any reason!