[MOD 1.1] N.Tech-Chemistry
Re: [0.11.X] N.Tech-Chemistry
I have some questions:
1. Is it by design that I still have standard water + sulfur oxide recipe so trisulfuric acid can be skipped (this might be some mod interaction but recipe shows only as affected by base and N-Tech)?
2. Would you consider getting some improvement to oxygen manufacturing - it seems that a lot of it is needed so it becomes most dominant need(and also creates lots of nitrogen that needs to be cooled and stored).
1. Is it by design that I still have standard water + sulfur oxide recipe so trisulfuric acid can be skipped (this might be some mod interaction but recipe shows only as affected by base and N-Tech)?
2. Would you consider getting some improvement to oxygen manufacturing - it seems that a lot of it is needed so it becomes most dominant need(and also creates lots of nitrogen that needs to be cooled and stored).
Re: [0.11.X] N.Tech-Chemistry
I'll look for your proposals and reports the next timeorzelek wrote:I have some questions:
1. Is it by design that I still have standard water + sulfur oxide recipe so trisulfuric acid can be skipped (this might be some mod interaction but recipe shows only as affected by base and N-Tech)?
2. Would you consider getting some improvement to oxygen manufacturing - it seems that a lot of it is needed so it becomes most dominant need(and also creates lots of nitrogen that needs to be cooled and stored).
Re: [0.11.X] N.Tech-Chemistry
I think it would be much better to change the fuel-block recipe to use 1 liquid-hydrogen - the way it is now, it can be abused very easily as you can create litrally infinite amounts of fuel blocks using only water - and that in quite a fast pace I might add.
Plus points for creating a real use for liquid nitrogen, besides the increase of storage capacity
Plus points for creating a real use for liquid nitrogen, besides the increase of storage capacity
Re: [0.11.X] N.Tech-Chemistry
I agree. The recepe is completely ridiculus. You need 3 seconds with a machine that uses 210kW to make a solid fules that has 25MJ. Making 20 hydrogen is almost free so that means you use approx 0.75MJ to make 25MJ. The recepe should have negative balance since its more recycling waste hydrogen, something like using using ~22MJ just to make the solid fuel. Together with the efficency of the power plant that should yeald a negative balance.IchoTolot wrote:I think it would be much better to change the fuel-block recipe to use 1 liquid-hydrogen - the way it is now, it can be abused very easily as you can create litrally infinite amounts of fuel blocks using only water - and that in quite a fast pace I might add.
Plus points for creating a real use for liquid nitrogen, besides the increase of storage capacity
Re: [0.11.X] N.Tech-Chemistry
I think i found a small problem. currently the recipe for sulfur trioxide uses 20 sulfur dioxide and 10 dioxygen. this should produce 20 sulfur trioxide, however, it only creates 2. This creates an imbalance since you need ten times as much raw materials. Currently using mod version 1.3.3 in game version 0.11.22.
Re: [0.11.X] N.Tech-Chemistry
That's actually intentional as far as I know:Gotbread wrote:I think i found a small problem. currently the recipe for sulfur trioxide uses 20 sulfur dioxide and 10 dioxygen. this should produce 20 sulfur trioxide, however, it only creates 2. This creates an imbalance since you need ten times as much raw materials. Currently using mod version 1.3.3 in game version 0.11.22.
sulfur dioxide and dioxygen are gases and take up ten times as much space as sulfur trioxide which is a fluid - so the numbers represent the amount of volume needed, not the actual amount of particals
Re: [0.11.X] N.Tech-Chemistry
Would you be angry if I told you I reenabled naphtha (based on a hand-hacked configuration option)?
Re: [0.11.X] N.Tech-Chemistry
Here is a suggestion., Update your mods to v12.*
LOL
LOL
Re: [MOD 0.12.+] N.Tech-Chemistry
Version 1.5 now released!
The mod is now 0.12-compatible and works well with existing savegames.
Summary of changes:
The mod is now 0.12-compatible and works well with existing savegames.
Summary of changes:
- Added a new production chain (rocket fuel) with new chemical fluids and gases
- Added some basic gases like carbon dioxide and ammonia
- New researches
- New flame thrower recipe (v1.4.0)
Re: [MOD 0.12.+] N.Tech-Chemistry
Is it possible that the mod file that got uploaded is missing a file?
I can see "require "util"" in control.lua but no such file seems to exist in the zip file. Also, I think this is what causes some of the recipes to be missing in-game though I'm not fully sure as I'm using a ton of mods.
I can see "require "util"" in control.lua but no such file seems to exist in the zip file. Also, I think this is what causes some of the recipes to be missing in-game though I'm not fully sure as I'm using a ton of mods.
Re: [MOD 0.12.+] N.Tech-Chemistry
The util.lua isn't a file of the mod but a file of the game. You find it in Factorio/data/core/lualibs.hoho wrote:Is it possible that the mod file that got uploaded is missing a file?
I can see "require "util"" in control.lua but no such file seems to exist in the zip file. Also, I think this is what causes some of the recipes to be missing in-game though I'm not fully sure as I'm using a ton of mods.
Re: [MOD 0.12.+] N.Tech-Chemistry
Oh, OK. I still wonder why doesn't light oil->petroleum gas cracking show up without using console commands to force it. According to in-game info, only bobs and this mod changes the recipe/research :\Natha wrote:The util.lua isn't a file of the mod but a file of the game. You find it in Factorio/data/core/lualibs.
Re: [MOD 0.12.+] N.Tech-Chemistry
I've got same problem with no light oil -> petroleum gas recipe. Could you give me the command to force it up, please?hoho wrote:Oh, OK. I still wonder why doesn't light oil->petroleum gas cracking show up without using console commands to force it. According to in-game info, only bobs and this mod changes the recipe/research :\Natha wrote:The util.lua isn't a file of the mod but a file of the game. You find it in Factorio/data/core/lualibs.
Re: [MOD 0.12.+] N.Tech-Chemistry
I'm not quite certain what it was exactly but I think it was one (or both) of these:Szymcypt wrote:I've got same thing with no light oil -> petroleum gas recipe. Could you give me the command to force it up, please?hoho wrote:Oh, OK. I still wonder why doesn't light oil->petroleum gas cracking show up without using console commands to force it. According to in-game info, only bobs and this mod changes the recipe/research :\Natha wrote:The util.lua isn't a file of the mod but a file of the game. You find it in Factorio/data/core/lualibs.
Code: Select all
/c game.local_player.force.recipes["light-oil-cracking"].enabled=true
/c game.local_player.force.reset_recipes()
Last edited by Koub on Sat Feb 20, 2016 12:32 pm, edited 1 time in total.
Reason: Fixed code tags
Reason: Fixed code tags
Re: [MOD 0.12.+] N.Tech-Chemistry
Yeah, the first one is working. Thx a lot
Re: [MOD 0.12.+] N.Tech-Chemistry
Are you sure that you researched the technology that enables that recipe? Because my mod only changes a ingredient of the recipe.Szymcypt wrote:I've got same problem with no light oil -> petroleum gas recipe. Could you give me the command to force it up, please?
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Re: [MOD 0.12.+] N.Tech-Chemistry
sry for my bad english, but i have a very big Problem and i hope you can help me.
Everywhere on my Map i become Seawater but i need Water to make Carbon.
I understand i become water from the Pump but to craft this i need Carbon. What can/must i do?
Everywhere on my Map i become Seawater but i need Water to make Carbon.
I understand i become water from the Pump but to craft this i need Carbon. What can/must i do?
Re: [MOD 0.12.+] N.Tech-Chemistry
Yes. In vanilla game, Advanced oil processing enables light oil -> petroleum gas and heavy oil -> light oil. After installing mod the light oil -> LPG recipe disappears but heavy oil -> light oil recipe is still there. I've checked all technologies and nothing.Natha wrote:Are you sure that you researched the technology that enables that recipe? Because my mod only changes a ingredient of the recipe.Szymcypt wrote:I've got same problem with no light oil -> petroleum gas recipe. Could you give me the command to force it up, please?
This command
Code: Select all
/c game.local_player.force.recipes["light-oil-cracking"].enabled=true
Sry for my english btw
Re: [MOD 0.12.+] N.Tech-Chemistry
You have to purify the seawater in a chemical plant.Black Mamba 666 wrote:sry for my bad english, but i have a very big Problem and i hope you can help me.
Everywhere on my Map i become Seawater but i need Water to make Carbon.
I understand i become water from the Pump but to craft this i need Carbon. What can/must i do?
Re: [MOD 0.12.+] N.Tech-Chemistry
Hi, I'm using this mod and I noticed that my steam engines are running at half efficiency (255kw of the maximum 510kw) when i used seawater. I filled a tank with purified water and the engines were running at maximum.
I wonder if this behavior is intentional or if it is an error. If it is something intentional might be a good idea to mention it in the first post, cause it took me a while to figure out why i had so little energy.
Very cool mod by the way.
I wonder if this behavior is intentional or if it is an error. If it is something intentional might be a good idea to mention it in the first post, cause it took me a while to figure out why i had so little energy.
Very cool mod by the way.