[0.17.x] AnonyMods - Overhaul mod

Topics and discussion about specific mods
AnonymoScoot
Long Handed Inserter
Long Handed Inserter
Posts: 54
Joined: Mon Jul 18, 2016 5:25 pm
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by AnonymoScoot »

orzelek wrote:Few additional balance comments:
1. Chlorine is very widely used and I can only see salt water electrolysis as it's production method. It means that voiding of huge amounts of oxygen and hydrogen is needed. Did I miss some other method of producing chlorine?
2. Personal roboport seems to be so costly that it's almost worthless. You can have fully bot based base and still be unable to use personal version due to advanced mainboards and processing units.
3. Electronics is a killer even with output for following set to 2: inductors, p-n junctions and silicon.
3. Some recipes seem to have no productivity applied like p-n junction, diode and module boards. Are those by design?

Overall mod is very interesting and with some others like high science cost getting to the end seems very long :)
Having access to personal roboport much earlier would help a lot (to be able to make it along with batteries and solar panels when you have advanced electronics).
1. Some recipes of electrolysis give you pure element and some chlorine, I might add more options to make chlorine or substances that use chlorine
2. I have in plan to rebalance and remake the combat stuff when I get to making new enemies and combat related stuff
3. I guess lowering the amount of required components for boards should help
4. Some added stuff have missing productivity applied to them so I will have to fix those things too.
Airat9000 wrote:hi :) at what stage of the mod?
I would like to know when will be about combining with angels mods, and most importantly your angels and resources were on the map, not just one
Don't know, this mod may take a long time before it will look finished.
aklesey1
Smart Inserter
Smart Inserter
Posts: 1862
Joined: Sun May 18, 2014 3:45 pm
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by aklesey1 »

Any news about ur mod? And any news about ways to get more quartz?
Nickname on ModPortal - Naron79
effreem
Manual Inserter
Manual Inserter
Posts: 3
Joined: Mon Mar 07, 2016 8:56 pm
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by effreem »

Does this mod have long underground belts and long underground pipes?
AnonymoScoot
Long Handed Inserter
Long Handed Inserter
Posts: 54
Joined: Mon Jul 18, 2016 5:25 pm
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by AnonymoScoot »

aklesey1 wrote:Any news about ur mod? And any news about ways to get more quartz?
I'm looking into adding more stuff this week, finally have some time to work on it.
effreem wrote:Does this mod have long underground belts and long underground pipes?
Higher tiers of underground belts and underground pipes do go further.
aklesey1
Smart Inserter
Smart Inserter
Posts: 1862
Joined: Sun May 18, 2014 3:45 pm
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by aklesey1 »

Big thanks for salt from thermal water, for now i can produce salt and products from salt from that, very useful :)

And will u add new loaders mk4 and mk5 in future? And wish about graphics - just look for Shinybob's mod viewtopic.php?f=91&t=19970 - this mod have loaders with amazing graphics, I want to suggest the Nexela and qjm to give fashion to you graphics from his mod, Arch666Angel is also co-author of graphics for these loaders? may be they will be agree what do u think? ;) http://i.imgur.com/tmDJlAE.jpg

https://mods.factorio.com/mods/kij336/add-loader i can load this mod with ur mod, but i can't see loaders from add loaders mod
Last edited by aklesey1 on Sun Feb 26, 2017 6:55 pm, edited 2 times in total.
Nickname on ModPortal - Naron79
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by Airat9000 »

find bug not loaded on Replicators mod

and andelsbio
Attachments
2017-02-26_21-39-03.jpg
2017-02-26_21-39-03.jpg (43.33 KiB) Viewed 7016 times
2017-02-26_21-34-29.jpg
2017-02-26_21-34-29.jpg (77.46 KiB) Viewed 7017 times
AnonymoScoot
Long Handed Inserter
Long Handed Inserter
Posts: 54
Joined: Mon Jul 18, 2016 5:25 pm
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by AnonymoScoot »

aklesey1 wrote:Big thanks for salt from thermal water, for now i can produce salt and products from salt from that, very useful :)

And will u add new loaders mk4 and mk5 in future? And wish about graphics - just look for Shinybob's mod - this mod have loaders with amazing graphics, I want to suggest the Nexela and qjm to give fashion to you graphics from his mod, Arch666Angel is also co-author of graphics for these loaders? may be they will be agree what do u think? ;) http://i.imgur.com/tmDJlAE.jpg

https://mods.factorio.com/mods/kij336/add-loader i can load this mod with ur mod, but i can't see loaders from add loaders mod
Loaders is something that I did not think of adding, the mod should work for vanilla ones but not for the two new ones as there isn't any code to add those types inside my mod.
Airat9000 wrote:find bug not loaded on Replicators mod

and andelsbio
Do they throw errors only if my mod is on? Angle's mods should be intended to be used with bob's, as for replicators, don't know what could be causing the issue.
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by Airat9000 »

AnonymoScoot wrote:
aklesey1 wrote:Big thanks for salt from thermal water, for now i can produce salt and products from salt from that, very useful :)

And will u add new loaders mk4 and mk5 in future? And wish about graphics - just look for Shinybob's mod - this mod have loaders with amazing graphics, I want to suggest the Nexela and qjm to give fashion to you graphics from his mod, Arch666Angel is also co-author of graphics for these loaders? may be they will be agree what do u think? ;) http://i.imgur.com/tmDJlAE.jpg

https://mods.factorio.com/mods/kij336/add-loader i can load this mod with ur mod, but i can't see loaders from add loaders mod
Loaders is something that I did not think of adding, the mod should work for vanilla ones but not for the two new ones as there isn't any code to add those types inside my mod.
Airat9000 wrote:find bug not loaded on Replicators mod

and andelsbio
Do they throw errors only if my mod is on? Angle's mods should be intended to be used with bob's, as for replicators, don't know what could be causing the issue.
yes you mod ussage
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by Airat9000 »

find 2 bug! not work!

fupower


more more bugs (124 mod work) you mod 50% mods delete ;( please help in fix

update in
fupower - you mods add images copy fupower - to anonyMods
work


And replicators_1.1.8 - work (cashe in trable)

Not work
update in 2
Mining Tools (link in mod you fixed (more resources))
i am fixed
although the codes written but does not see the resources from your mod.

In Angels mods - to all please compartible future
Attachments
MiningTools_1.0.31.zip
(1.4 MiB) Downloaded 143 times
2017-02-27_1-13-08.jpg
2017-02-27_1-13-08.jpg (120.22 KiB) Viewed 7005 times
2017-02-26_22-26-53.jpg
2017-02-26_22-26-53.jpg (46.19 KiB) Viewed 7011 times
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by Airat9000 »

began to translate the mod

400 lines in translate ru

already lost his nerve - who are willing to help I only
Attachments
ru.rar
(11.2 KiB) Downloaded 126 times
Ratzap
Filter Inserter
Filter Inserter
Posts: 371
Joined: Sun Aug 16, 2015 11:15 pm
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by Ratzap »

I think I saw this mod before and wrote it off as a bobs clone. I gave it a try yesterday since I saw the update on the mod portal and I must say I'm pleasantly surprised. Of the usual mods I run with it only conflicted with Flow Control and I can live without that. It's like a good mixture of dytech, bobs and angel/py bits. Lots more raw materials and ingredients but the recipes and chains aren't ludicrously long or complex.

I hope you focus on finishing and polishing your mod before pandering to demands for compatibility with others. I'd rather play a well balanced unique mod than a shoehorned mishmash of 200 squashed together.
AnonymoScoot
Long Handed Inserter
Long Handed Inserter
Posts: 54
Joined: Mon Jul 18, 2016 5:25 pm
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by AnonymoScoot »

Airat9000 wrote:find 2 bug! not work!

fupower


more more bugs (124 mod work) you mod 50% mods delete ;( please help in fix

update in
fupower - you mods add images copy fupower - to anonyMods
work


And replicators_1.1.8 - work (cashe in trable)

Not work
update in 2
Mining Tools (link in mod you fixed (more resources))
i am fixed
although the codes written but does not see the resources from your mod.

In Angels mods - to all please compartible future
Fu-power seems to take the file path of the minig-drill image and modify it, and since my mod modifies it too the resulting filepath doesn't exist. Either disable the modification of mining drill in his or mine mod.

As for the mining tools, the different types of ore generation seem to be hardcoded for individual ore, not including mine.
Ratzap wrote:I think I saw this mod before and wrote it off as a bobs clone. I gave it a try yesterday since I saw the update on the mod portal and I must say I'm pleasantly surprised. Of the usual mods I run with it only conflicted with Flow Control and I can live without that. It's like a good mixture of dytech, bobs and angel/py bits. Lots more raw materials and ingredients but the recipes and chains aren't ludicrously long or complex.

I hope you focus on finishing and polishing your mod before pandering to demands for compatibility with others. I'd rather play a well balanced unique mod than a shoehorned mishmash of 200 squashed together.
Well Flow Control is not needed actually, because my mod already does have its own pipe modifying techniques( default key combo : SHIFT + E on pipe ), but if you really want to play with it, rewrite the variable inside Config.lua :

Code: Select all

Config.Enabled["pipe-junctions"] = false
Also nice to hear people enjoy it.
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by Airat9000 »

AnonymoScoot wrote:
Airat9000 wrote:find 2 bug! not work!

fupower


more more bugs (124 mod work) you mod 50% mods delete ;( please help in fix

update in
fupower - you mods add images copy fupower - to anonyMods
work


And replicators_1.1.8 - work (cashe in trable)

Not work
update in 2
Mining Tools (link in mod you fixed (more resources))
i am fixed
although the codes written but does not see the resources from your mod.

In Angels mods - to all please compartible future
Fu-power seems to take the file path of the minig-drill image and modify it, and since my mod modifies it too the resulting filepath doesn't exist. Either disable the modification of mining drill in his or mine mod.

As for the mining tools, the different types of ore generation seem to be hardcoded for individual ore, not including mine.
Ratzap wrote:I think I saw this mod before and wrote it off as a bobs clone. I gave it a try yesterday since I saw the update on the mod portal and I must say I'm pleasantly surprised. Of the usual mods I run with it only conflicted with Flow Control and I can live without that. It's like a good mixture of dytech, bobs and angel/py bits. Lots more raw materials and ingredients but the recipes and chains aren't ludicrously long or complex.

I hope you focus on finishing and polishing your mod before pandering to demands for compatibility with others. I'd rather play a well balanced unique mod than a shoehorned mishmash of 200 squashed together.
Well Flow Control is not needed actually, because my mod already does have its own pipe modifying techniques( default key combo : SHIFT + E on pipe ), but if you really want to play with it, rewrite the variable inside Config.lua :

Code: Select all

Config.Enabled["pipe-junctions"] = false
Also nice to hear people enjoy it.
Understand! please help in Mining Tools intergrate and me back to test ant translate full you mod help you
Ratzap
Filter Inserter
Filter Inserter
Posts: 371
Joined: Sun Aug 16, 2015 11:15 pm
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by Ratzap »

AnonymoScoot wrote: Well Flow Control is not needed actually, because my mod already does have its own pipe modifying techniques( default key combo : SHIFT + E on pipe ), but if you really want to play with it, rewrite the variable inside Config.lua :

Code: Select all

Config.Enabled["pipe-junctions"] = false
Also nice to hear people enjoy it.
I guessed there was something in there doing the same thing due to the conflict, that's fine thanks. I'll just use the built in one.

Aye, feedback is always useful. If nothing else it's a bit of motivation eh?
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by Airat9000 »

72% translate rus

833in1455 lines

:D
Attachments
ru.rar
(11.17 KiB) Downloaded 125 times
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by Airat9000 »

and questions

will there be precious metals, like diamond, and others that I have not found them
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by Airat9000 »

find bug
Attachments
2017-03-02_0-48-32.jpg
2017-03-02_0-48-32.jpg (42.99 KiB) Viewed 6936 times
Ratzap
Filter Inserter
Filter Inserter
Posts: 371
Joined: Sun Aug 16, 2015 11:15 pm
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by Ratzap »

Airat9000 wrote:find bug
Isn't that because you have Angels crammed in there too?
AnonymoScoot
Long Handed Inserter
Long Handed Inserter
Posts: 54
Joined: Mon Jul 18, 2016 5:25 pm
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by AnonymoScoot »

Airat9000 wrote:find 2 bug! not work!

fupower


more more bugs (124 mod work) you mod 50% mods delete ;( please help in fix

update in
fupower - you mods add images copy fupower - to anonyMods
work


And replicators_1.1.8 - work (cashe in trable)

Not work
update in 2
Mining Tools (link in mod you fixed (more resources))
i am fixed
although the codes written but does not see the resources from your mod.

In Angels mods - to all please compartible future
Found out that when adding recipes for example dynamites for my mod's ores you used underscores instead of dashes. The ores defined in Prototypes table are not the names, they are keys that have tables associated with them so they can take info from there. The names should be changed to something like this :

Code: Select all

add_dynamite( "aluminum-ore", false )
add_dynamite( "cobalt-ore", false )
add_dynamite( "gold-ore", false )
add_dynamite( "lead-ore", false )
add_dynamite( "limestone-ore", false )
add_dynamite( "mercury-ore", false )
add_dynamite( "natural-gas", false )
add_dynamite( "nickel-ore", false )
add_dynamite( "phosphorus-ore", false )
add_dynamite( "quartz-ore", false )
add_dynamite( "sulfur-ore", false )
add_dynamite( "thermal-water", false )
add_dynamite( "tin-ore", false )
add_dynamite( "titanium-ore", false )
add_dynamite( "tungsten-ore", false )
add_dynamite( "zinc-ore", false )
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: [0.14.x] AnonyMods - Overhaul mod

Post by Airat9000 »

AnonymoScoot wrote:
Airat9000 wrote:find 2 bug! not work!

fupower


more more bugs (124 mod work) you mod 50% mods delete ;( please help in fix

update in
fupower - you mods add images copy fupower - to anonyMods
work


And replicators_1.1.8 - work (cashe in trable)

Not work

update in 2
Mining Tools (link in mod you fixed (more resources))
i am fixed
although the codes written but does not see the resources from your mod.

In Angels mods - to all please compartible future
Found out that when adding recipes for example dynamites for my mod's ores you used underscores instead of dashes. The ores defined in Prototypes table are not the names, they are keys that have tables associated with them so they can take info from there. The names should be changed to something like this :

Code: Select all

add_dynamite( "aluminum-ore", false )
add_dynamite( "cobalt-ore", false )
add_dynamite( "gold-ore", false )
add_dynamite( "lead-ore", false )
add_dynamite( "limestone-ore", false )
add_dynamite( "mercury-ore", false )
add_dynamite( "natural-gas", false )
add_dynamite( "nickel-ore", false )
add_dynamite( "phosphorus-ore", false )
add_dynamite( "quartz-ore", false )
add_dynamite( "sulfur-ore", false )
add_dynamite( "thermal-water", false )
add_dynamite( "tin-ore", false )
add_dynamite( "titanium-ore", false )
add_dynamite( "tungsten-ore", false )
add_dynamite( "zinc-ore", false )
if you write code using bottom line, he does not see the error - but does not see the resources in mods

если же прописать код через нижнюю строку, то он не видит ошибку - но и не видит ресурсы в моде

i am tested result
Attachments
2017-03-02_23-33-48.jpg
2017-03-02_23-33-48.jpg (28.5 KiB) Viewed 6912 times
Post Reply

Return to “Mods”