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Re: [Mod 0.15.34] Factorio DrugLab

Posted: Sat Nov 11, 2017 2:55 pm
by Shenpen
Arch666Angel wrote:
Shenpen wrote:Does the game save need to be with the mod in an older mod-version?
yes
So changing the mod version (and hence the migration file) to something newer should, would, could and did work. Bingo!
Problem solved :)

Thank you!

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Sat Nov 11, 2017 7:39 pm
by Arch666Angel
Migration is run once if the game detects that the mod version you have is newer/higher than the mod version in the save you are loading up.

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Sat Nov 11, 2017 8:41 pm
by aklesey1
Hi Shenpen
1) https://yadi.sk/i/yfaLpRFG3PcUvq - What the??? :shock: 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

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Sun Nov 12, 2017 7:22 am
by Shenpen
Arch666Angel wrote:Migration is run once if the game detects that the mod version you have is newer/higher than the mod version in the save you are loading up.

Yeah. I think I have it sorted now.
The code is great, but in order to use it, it helps a lot to actually know what it is doing... :)

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Sun Nov 12, 2017 7:26 am
by Shenpen
aklesey1 wrote:Hi Shenpen
1) https://yadi.sk/i/yfaLpRFG3PcUvq - What the??? :shock: 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
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
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! :D

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Sun Nov 12, 2017 4:47 pm
by Shenpen
Xagros wrote:Very good :D
Please make a list of contributors :)
Like this?:
Linked_Credit.png
Linked_Credit.png (53.99 KiB) Viewed 8942 times
Link to you correct?


Factorio DrugLab SciencePack Factory1.png
Factorio DrugLab SciencePack Factory1.png (3.1 MiB) Viewed 8943 times

Re: [Mod 0.15.37] Factorio DrugLab

Posted: Fri Nov 17, 2017 9:24 pm
by Shenpen
Updates for 1.4.0. :


Solid Fuel from Fuel Oil, Kerosine, Diesel.
Napalm Flamethrower, Napalm Canister.

Napalm Flametrower2.png
Napalm Flametrower2.png (484.51 KiB) Viewed 8923 times
Info video on Napalm Flamethrower:

https://youtu.be/CDZ54cvg0hY

Re: [Mod 0.15.37] Factorio DrugLab

Posted: Sat Nov 18, 2017 6:52 am
by Shenpen
Updates for 1.4.1. :
Napalm turret, Napalm damage research, Research requirements reorganized, Performance enhancement in production of potassium permanganate, cocaine extraction mix and coco-paste, plastic from propane recipe. Compatibility changes for technologies.


Updates for 1.4.x :
headlineImage.adapt.1460.high.alberta_tar_sands_oil_070814.1404862716868.jpg
headlineImage.adapt.1460.high.alberta_tar_sands_oil_070814.1404862716868.jpg (1 MiB) Viewed 8503 times
tar sands.png
tar sands.png (1.83 MiB) Viewed 8491 times
Updates for 1.5.x :
nextup.jpg
nextup.jpg (1.1 MiB) Viewed 8917 times
aerial-view-1024x546.jpg
aerial-view-1024x546.jpg (173.8 KiB) Viewed 8879 times
fracking.png
fracking.png (2.77 MiB) Viewed 6072 times
Asphalt, Blast Cartridge(gp), Sand, Sludge, Emulsion

Compatibility changes

Bitumen benefits:
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3296184/

Re: [Mod 0.15.37] Factorio DrugLab

Posted: Tue Nov 21, 2017 5:13 pm
by aklesey1
OMG what's this? What u mean Shenpen?

Re: [Mod 0.15.37] Factorio DrugLab

Posted: Tue Nov 21, 2017 6:26 pm
by Shenpen
aklesey1 wrote:OMG what's this? What u mean Shenpen?

Involves drilling.... 8-)

Where did you get the lathe (above) from?

Re: [Mod 0.15.37] Factorio DrugLab

Posted: Tue Nov 21, 2017 8:34 pm
by aklesey1
Shenpen wrote:
aklesey1 wrote:OMG what's this? What u mean Shenpen?

Involves drilling.... 8-)

Where did you get the lathe (above) from?
My education? U don't like my speaking english?

Re: [Mod 0.15.37] Factorio DrugLab

Posted: Tue Nov 21, 2017 9:29 pm
by Shenpen
Image

Where is this from?

Looks like a lathe.
Which mod is it from?

Google translation:

Откуда это?

Похоже на токарный станок.
Из какого мода он?

Image

Re: [Mod 0.15.37] Factorio DrugLab

Posted: Wed Nov 22, 2017 6:23 am
by Xagros
URL checked

Where can I check the original text? After reading it, I fixed only the awkward part.

마약연구소

코카 나무를 재배하여 정글 속 불법 코카인 연구소를 만들고 싶다는 생각을 하신적이 있습니까? 대규모의 마약 생산 시설 건축에 대한 열망을 가지신적이 있습니까? 아니면 이 둘 다 원하신적이 있습니까? 이 중에 해당되신다면 팩토리오 마약연구소는 당신에게 다양한 종류의 식물 재배 및 화학 물질 생산부터 약물 및 기타 제품의 산업 생산까지의 다양한 컨텐츠를 당신에게 제공 할 것입니다. 생산성을 위해 당신은 식물을 재배하고 및 화학 물질을 사용할 수 있어야하고 생산된 약물 및 제품을 산업 생산에 활용해야합니다.

Re: [Mod 0.15.37] Factorio DrugLab

Posted: Wed Nov 22, 2017 8:22 am
by Shenpen
Xagros wrote:URL checked

Where can I check the original text? After reading it, I fixed only the awkward part.

마약연구소

코카 나무를 재배하여 정글 속 불법 코카인 연구소를 만들고 싶다는 생각을 하신적이 있습니까? 대규모의 마약 생산 시설 건축에 대한 열망을 가지신적이 있습니까? 아니면 이 둘 다 원하신적이 있습니까? 이 중에 해당되신다면 팩토리오 마약연구소는 당신에게 다양한 종류의 식물 재배 및 화학 물질 생산부터 약물 및 기타 제품의 산업 생산까지의 다양한 컨텐츠를 당신에게 제공 할 것입니다. 생산성을 위해 당신은 식물을 재배하고 및 화학 물질을 사용할 수 있어야하고 생산된 약물 및 제품을 산업 생산에 활용해야합니다.
It is a google translation of the ordinary introduction:
"Do you want to set up your first jungle-lab for some primitive Bazoco? Do you have ambitions towards illicit drug production on a grande scale? In any case, Factorio DrugLab is what you need to take the wide variety of plants and chemicals available and utilize them in industrial production of drugs and other products."

Re: [Mod 0.15.37] Factorio DrugLab

Posted: Mon Nov 27, 2017 6:26 am
by Sir_Cherry
Hello, I've been running this mod with many others and there seems to be an incompatibility between this and omnimatter - liquid.
I've read that mod compatibility is planned but not currently being worked on, but I thought you might want to be made aware of this.
prototypes/recipy.lua:1431
Image

I'm not an expert at modding but I believe that if you're defining "normal recipe" then you should also define the "expensive recipe", or at least the "default recipe".

In fact after changing it around the problem was solved: (This is what I meant by "default recipe" btw)
Image

Re: [Mod 0.15.37] Factorio DrugLab

Posted: Mon Nov 27, 2017 6:32 am
by Shenpen
Hey Thanks!

Contrary to popular belief it is always very welcome when people can point out things that needs to be corrected or improved.
I will certainly have a look at this.

Re: [Mod 0.15.37] Factorio DrugLab

Posted: Wed Nov 29, 2017 3:43 am
by Shenpen
For 1.4.3
0.16 updates
German translation
[Hot-keys module-prep]
Wax chemical
Ash fc

Re: [Mod 0.16.04] Factorio DrugLab

Posted: Sun Dec 17, 2017 7:18 pm
by Shenpen
Bughunting:



Napalm damage research inconsequence [hook the damage category in]
Normal vs. Expensive recipes
v
autoplace resource names




Updates:
Updates to translations of older versions
Update language to include prompt to do ingame updates after downloading and installing as external sites are not updated as frequently as the ingame system.
7 changes to research requirements for deepdrill. v


Upgrades:
Technology: Napalm Fire Warfarev
Wax fuel valuev
Graphics for manganese sedimentsv
Graphics fix for Big Oil Agitator
Recipe numeric optimization (primes)v
128-icon-prepv
Hot-key working module

Uploads: http for graphics addresses
Intro text legible
Intro video addresses

catalyst128.png
catalyst128.png (12.33 KiB) Viewed 4435 times

Re: [Mod 0.16.04] Factorio DrugLab

Posted: Sat Dec 23, 2017 5:35 pm
by barcharcraz
I'm getting " disable:Failed to load mods: Error while loading entity prototype "tarsands-dl" (resource): Frame count in hr_version doesn't match normal frame count in property tree at ROOT.resource.tarsands-dl.stages.sheet.hr_version
Modifications: Factorio DrugLab"

Running 0.16.7

Re: [Mod 0.16.04] Factorio DrugLab

Posted: Sat Dec 23, 2017 6:02 pm
by barcharcraz
I got things to load by eliminating the anim stages for tarsands-dl and changing the hr width and hight from 256x128 (the size of the image) to 64x64 (this size of the spirte. And also change stages and variations to 4,2 for the low resolution version