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Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Sat Apr 14, 2018 6:52 pm
by steinio
Sworn wrote:There is a missing localized name at the "mod settings" when starting a new game.
The second options has invalid key

MadClows01's Nuclear Extension
Enable Nuclear...
unknow key: "mod-settings-name.clows-centrifuging"
Enable Thorium...
Yes this key is also missing in the english version.

Updated the german locale to describe Centrifuging (Uraniumenrichment)
Clowns-Nuclear.cfg
(2.67 KiB) Downloaded 147 times

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Mon May 14, 2018 9:58 am
by MadClown01
Ok big change - Clowns-Nuclear has been seperated into two mods, one containing the AngelBob features and one containing the vanilla features. I'll update the page when I can.

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Mon May 14, 2018 6:46 pm
by orzelek
Silly question but for AngelBob should we grab both vanilla and AngelBob version or only AngelBob?
For example the Nuclear stuff for vanilla has info about nuclear ammo but AngelBob doesn't.

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Mon May 14, 2018 10:22 pm
by MadClown01
orzelek wrote:Silly question but for AngelBob should we grab both vanilla and AngelBob version or only AngelBob?
For example the Nuclear stuff for vanilla has info about nuclear ammo but AngelBob doesn't.
Not a silly question, I've been asked a few times! You need both :)

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Tue May 15, 2018 5:32 pm
by nets
The Nuclear Angelbob extension doesn't list a forum post, so if this isn't suitable here then can delete this.

But in the new Angelbob nuclear extension there are multiple recipes converting spent uranium and thorium but i can't seem to find the right building to reprocess spent thorium (or uranium) into strontium, caesium, polonium and the other new items. Mousing over says they are made in no building and general assembly machines does not show those recipes as an option. I've researched all nuclear fuels. I've research all methods of reprocessing. How do i go about?
EDIT: I've tried centrifuging building, various gas buildings, chemical plants. At this point i honestly think there is a disconnect somewhere.
EDIT:
https://imgur.com/PXHZ30a.jpg
https://imgur.com/yWamLdY.jpg
https://imgur.com/OVlsuGu.jpg
https://imgur.com/jn7ZQIi.jpg

EDIT: Looking at FNEI, this is most likely a bug.

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Sun May 20, 2018 12:07 am
by MadClown01
nets wrote:The Nuclear Angelbob extension doesn't list a forum post, so if this isn't suitable here then can delete this.

But in the new Angelbob nuclear extension there are multiple recipes converting spent uranium and thorium but i can't seem to find the right building to reprocess spent thorium (or uranium) into strontium, caesium, polonium and the other new items. Mousing over says they are made in no building and general assembly machines does not show those recipes as an option. I've researched all nuclear fuels. I've research all methods of reprocessing. How do i go about?
EDIT: I've tried centrifuging building, various gas buildings, chemical plants. At this point i honestly think there is a disconnect somewhere.
EDIT:
https://imgur.com/PXHZ30a.jpg
https://imgur.com/yWamLdY.jpg
https://imgur.com/OVlsuGu.jpg
https://imgur.com/jn7ZQIi.jpg

EDIT: Looking at FNEI, this is most likely a bug.
Yep that is a bug. I thought I fixed it, I did not -_-

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Mon May 21, 2018 10:14 am
by nets
MadClown01 wrote:Yep that is a bug. I thought I fixed it, I did not -_-
I spent a few hours trying to see if i could fix it, i couldn't. I'm not sure how to debug structures nor how to get some form of debug layer/printing up. I just don't know what is required for a prototype or item to be connected with buildings or otherwise qualify it. So all i could do in the end was look for spelling errors and inconsistencies. Which is kind of frustrating, considering i keep finding bugs and not being able to contribute back.
I'll just have to wait for a fix, if any comes.

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Wed May 23, 2018 2:29 pm
by jessefjxm
MadClown01 wrote:
nets wrote:The Nuclear Angelbob extension doesn't list a forum post, so if this isn't suitable here then can delete this.

But in the new Angelbob nuclear extension there are multiple recipes converting spent uranium and thorium but i can't seem to find the right building to reprocess spent thorium (or uranium) into strontium, caesium, polonium and the other new items. Mousing over says they are made in no building and general assembly machines does not show those recipes as an option. I've researched all nuclear fuels. I've research all methods of reprocessing. How do i go about?
EDIT: I've tried centrifuging building, various gas buildings, chemical plants. At this point i honestly think there is a disconnect somewhere.
EDIT:
https://imgur.com/PXHZ30a.jpg
https://imgur.com/yWamLdY.jpg
https://imgur.com/OVlsuGu.jpg
https://imgur.com/jn7ZQIi.jpg

EDIT: Looking at FNEI, this is most likely a bug.
Yep that is a bug. I thought I fixed it, I did not -_-
You missed fluid box:

entity.fluid_boxes = {
{
production_type = "input",
pipe_covers = pipecoverspictures(),
base_area = 10,
base_level = -1,
pipe_connections = {{ type="input", position = {0, -2} },}
},
{
production_type = "output",
pipe_covers = pipecoverspictures(),
base_area = 10,
base_level = 1,
pipe_connections = {{ type="output", position = {0, 2} },}
},
off_when_no_fluid_recipe = true
}

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Thu May 24, 2018 7:38 am
by MadClown01
Ok I'm quite confused. I've spent some time trying to replicate the exact error.

The physical (basic) separations are both done in the centrifuge:
Physical.png
Physical.png (193.19 KiB) Viewed 8007 times
The chemical (advanced) separations are done in either the Angel's or Vanilla chemical plants:
Chemical.png
Chemical.png (333.5 KiB) Viewed 8007 times
Why is this working for me but not for you guys?
Do you have both MadClown01's Vanilla Nuclear Extension and MadClown01's AngelBob Nuclear Extension?
Also, why do I need to add a fluid box to the centrifuge when the advanced separations are done in the chemical plant?

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Thu May 24, 2018 1:31 pm
by nets
MadClown01 wrote:Ok I'm quite confused. I've spent some time trying to replicate the exact error.

The physical (basic) separations are both done in the centrifuge:

The chemical (advanced) separations are done in either the Angel's or Vanilla chemical plants:

Why is this working for me but not for you guys?
Do you have both MadClown01's Vanilla Nuclear Extension and MadClown01's AngelBob Nuclear Extension?
The physical separation works and is understood.
The chemical separation does not work as the options to select something to separate is missing.
Here is a series of pictures describing what is available, as perhaps i may have overlooked something. But this is the comprehensive list i get for a Chemical Plant MK4. As per previous current.log i do have "MadClown01's Nuclear Extension" AND "MadClown01's AngelBob Nuclear Extension" installed.

https://imgur.com/e2rzpkP.jpg
https://imgur.com/Ko1wSgG.jpg
https://imgur.com/vRD9cPv.jpg
https://imgur.com/kbDumge.jpg
https://imgur.com/J8dlxrv.jpg
https://imgur.com/ijA79gc.jpg
https://imgur.com/1aZomA6.jpg
https://imgur.com/EsqrK4L.jpg
https://imgur.com/8pCikwC.jpg
https://imgur.com/Jl9ZcLP.jpg

If there is any information you require, i'll be happy to provide it.
EDIT: I double-checked with Advanced Chemical Plant and Vanilla Chemical Plant, this is also missing.

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Thu May 24, 2018 1:52 pm
by jessefjxm
The recipe category tells me these recipes should be put in centrifuge, so I haven't try chemical (advanced) before.. I'll take a look at latest version.

Edit: no, I can't find those recipes in chemical plant. Maybe you forget to add centrifuge category support on chemical plant, or to change the category of these recipes?

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Tue May 29, 2018 3:10 pm
by nets
Perhaps we can give some information that would help debugging the problem? The problem hasn't gone away. Is it possible that the bug is related to going from just Nuclear to later integration of AngelBob-Nuclear? Angelbob-Nuclear did not exist (in the mods database) when i started this map, only Nuclear did.

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Wed May 30, 2018 2:26 am
by MadClown01
nets wrote:Perhaps we can give some information that would help debugging the problem? The problem hasn't gone away. Is it possible that the bug is related to going from just Nuclear to later integration of AngelBob-Nuclear? Angelbob-Nuclear did not exist (in the mods database) when i started this map, only Nuclear did.
Sure. The code for one of the two advanced recipes is this:
Untitled.png
Untitled.png (15.2 KiB) Viewed 7942 times
As you can see, the category for the recipe is "chemistry" which means that it should be craftable in chemical plants. It isn't an issue with tech or anything, as people are able to unlock the recipe - just not apply it to their structures.

I'm a bit stumped tbh.

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Wed May 30, 2018 4:59 pm
by orzelek
nets wrote:Perhaps we can give some information that would help debugging the problem? The problem hasn't gone away. Is it possible that the bug is related to going from just Nuclear to later integration of AngelBob-Nuclear? Angelbob-Nuclear did not exist (in the mods database) when i started this map, only Nuclear did.
Can you post a screenshot with list of mods from recipe that modify it.
There is a chance that other mod is modifying the recipe in some way.

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Wed May 30, 2018 11:05 pm
by thaelina
Except the current version for download on the mod portal doesn't have them attached to chemistry.

Code: Select all

data:extend(
{
	{
		type = "recipe",
		name = "thorium-nuclear-fuel-reprocessing",
		energy_required = 50,
		enabled = false,
		category = "centrifuging",
		ingredients = {{"used-up-thorium-fuel-cell", 5}},
		icon = "__Clowns-Nuclear__/graphics/icons/thorium-nuclear-fuel-reprocessing.png",
		icon_size = 32,
		subgroup = "clowns-nuclear-cells",
		order = "c-a-b",
		results =
		{
			{type="item", name="thorium-232", amount=3},
			{type="item", name="plutonium-239", amount=1}
		},
	},
	
	{
		type = "recipe",
		name = "advanced-nuclear-fuel-reprocessing",
		energy_required = 50,
		enabled = true,
		category = "centrifuging",
		ingredients =
		{
			{type="item", name="used-up-uranium-fuel-cell", amount=5},
			{type="fluid", name="liquid-nitric-acid", amount=20}
		},
		icon = "__Clowns-Nuclear__/graphics/icons/nuclear-fuel-reprocessing.png",
		icon_size = 32,
		subgroup = "clowns-nuclear-cells",
		order = "c-b-a",
		results =
		{
			{type="item", name="uranium-238", amount="3"},
			{type="item", name="plutonium-239", amount="2"},
			{type="item", name="strontium-90", amount="1"},
			{type="item", name="caesium-137", amount="1"},
			{type="fluid", name="water-radioactive-waste", amount="100"}
		},
	},
	
	{
		type = "recipe",
		name = "advanced-thorium-nuclear-fuel-reprocessing",
		energy_required = 50,
		enabled = true,
		category = "centrifuging",
		ingredients =
		{
			{type="item", name="used-up-thorium-fuel-cell", amount=1},
			{type="fluid", name="liquid-nitric-acid", amount=20}
		},
		icon = "__Clowns-Nuclear__/graphics/icons/thorium-nuclear-fuel-reprocessing.png",
		icon_size = 32,
		subgroup = "clowns-nuclear-cells",
		order = "c-b-b",
		results =
		{
			{type="item", name="thorium-232", amount="3"},
			{type="item", name="plutonium-239", amount="1"},
			{type="item", name="protactinium-231", amount="1"},
			{type="fluid", name="water-radioactive-waste", amount="20"}
		},
	},
}
)
Editing it by hand to chemistry fixes it

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Thu May 31, 2018 12:06 pm
by MadClown01
thaelina wrote:Except the current version for download on the mod portal doesn't have them attached to chemistry.

Code: Select all

data:extend(
{
	{
		type = "recipe",
		name = "thorium-nuclear-fuel-reprocessing",
		energy_required = 50,
		enabled = false,
		category = "centrifuging",
		ingredients = {{"used-up-thorium-fuel-cell", 5}},
		icon = "__Clowns-Nuclear__/graphics/icons/thorium-nuclear-fuel-reprocessing.png",
		icon_size = 32,
		subgroup = "clowns-nuclear-cells",
		order = "c-a-b",
		results =
		{
			{type="item", name="thorium-232", amount=3},
			{type="item", name="plutonium-239", amount=1}
		},
	},
	
	{
		type = "recipe",
		name = "advanced-nuclear-fuel-reprocessing",
		energy_required = 50,
		enabled = true,
		category = "centrifuging",
		ingredients =
		{
			{type="item", name="used-up-uranium-fuel-cell", amount=5},
			{type="fluid", name="liquid-nitric-acid", amount=20}
		},
		icon = "__Clowns-Nuclear__/graphics/icons/nuclear-fuel-reprocessing.png",
		icon_size = 32,
		subgroup = "clowns-nuclear-cells",
		order = "c-b-a",
		results =
		{
			{type="item", name="uranium-238", amount="3"},
			{type="item", name="plutonium-239", amount="2"},
			{type="item", name="strontium-90", amount="1"},
			{type="item", name="caesium-137", amount="1"},
			{type="fluid", name="water-radioactive-waste", amount="100"}
		},
	},
	
	{
		type = "recipe",
		name = "advanced-thorium-nuclear-fuel-reprocessing",
		energy_required = 50,
		enabled = true,
		category = "centrifuging",
		ingredients =
		{
			{type="item", name="used-up-thorium-fuel-cell", amount=1},
			{type="fluid", name="liquid-nitric-acid", amount=20}
		},
		icon = "__Clowns-Nuclear__/graphics/icons/thorium-nuclear-fuel-reprocessing.png",
		icon_size = 32,
		subgroup = "clowns-nuclear-cells",
		order = "c-b-b",
		results =
		{
			{type="item", name="thorium-232", amount="3"},
			{type="item", name="plutonium-239", amount="1"},
			{type="item", name="protactinium-231", amount="1"},
			{type="fluid", name="water-radioactive-waste", amount="20"}
		},
	},
}
)
Editing it by hand to chemistry fixes it
How completely bizarre. I've put out a new release, please let me know whether anything changes.

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Thu May 31, 2018 4:43 pm
by thaelina
Everything seems to be fine with the update.

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Sat Jun 02, 2018 5:34 am
by MadClown01
thaelina wrote:Everything seems to be fine with the update.
I am relieved xD

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Wed Aug 01, 2018 7:06 pm
by Frost
So I am finally at a point where I need nuclear (500 odd MW) and I am looking at the fuel cells. I take it the thorium cells last 50% longer?

Shame I can not try is yet, but science cost tweaker yellow flasks are a real bitch (and so are all the other ones past green).

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Posted: Wed Jan 23, 2019 5:01 am
by Bobblybook
MadClown01 wrote:
Mon May 14, 2018 10:22 pm
orzelek wrote:Silly question but for AngelBob should we grab both vanilla and AngelBob version or only AngelBob?
For example the Nuclear stuff for vanilla has info about nuclear ammo but AngelBob doesn't.
Not a silly question, I've been asked a few times! You need both :)
Could you please list this requirement in the angelbob version's page and/or on the vanilla nuclear extension's description also? Maybe even add a mod dependancy from the angelbob nuclear extension to the base one, which would make it very clear when installing in-game via the mod list. Currently it almost looks as if the angelbob's version is an alternate version for those running angelbobs, while the vanilla one is for non-angelbobs runs, and there is nothing to suggest that it's a "base + additional" relationship instead.
Edit: It is actually listed as a dependency in-game once installed so that request is N/A.

I've been using mods for a long time and this was not clear to me - any of the above additions would make it more obvious to everyone. It's not a big deal, but it's useful information and I'm sure you'll continue to get questions about it in the future, so making it clear in the mod descriptions will probably save you a lot of headache.
Thanks for the mod work! <3 People like you make this game many times more fun than it already is.