Thanks!ZombieMooose wrote:Great work!
Commenting to stay up to date and give praise
Our side project is going quite well too
Moderator: Arch666Angel
Thanks!ZombieMooose wrote:Great work!
Commenting to stay up to date and give praise
That's the best news I've heard all week lolMadClown01 wrote:Thanks!ZombieMooose wrote:Great work!
Commenting to stay up to date and give praise
Our side project is going quite well too
Well in New Zealand it's Monday so that doesn't mean much here :pZombieMoose wrote:
That's the best news I've heard all week lol
It depends on the processing, but they're likely different for drugs. I can't say I know for sure.Sir_Cherry wrote:EDIT: I apologize. Druglab seems to be using Tar Sands, not Oil Sands. I don't know about the chemical composition of these, but by the name I'll assume that they're different resources. If there is, however, some compatibility issues, I'd still be grateful if it could be resolved in the future. I'll test it myself later on and I'll let you know if there are some issues.
I may be misunderstanding but I didn't really think of anything bigger than just having both mods use the same item name so you can progress the crafting tree with one as opposed to having duplicate items that mean the same thing.Light wrote:It depends on the processing, but they're likely different for drugs. I can't say I know for sure.
Thanks for the tiporzelek wrote:If you create ore with name matching pattern:Then RSO will automatically add it to center of ore patches based on threshold setting.Code: Select all
"infinite-"..normal name
You need to define min/max normally. If you add autoplace it will show in map settings, without it it won't be listed there. I think Angel uses RSO detection in infinite ores mod to add the autoplace when RSO is not present.
I think it's really cool how you actually work with this stuff!Light wrote: ... Bitumen is sometimes referred to as tar because you can make tar with it, with bitumen being the main money maker in oil sands (or tar sands by some). Crude oil can be pumped but bitumen has to be mined and heated to extract it from the other useless minerals. The process is obviously more complicated with many more steps, but that's the simplified version of it.
Actually that would be quite handy please! I've got so much to do here alreadySir_Cherry wrote:MadClown, I'm going to work on Omnimatter compatibility for this mod for personal use.
Or at least the thing that I have in mind won't be too difficult so I'm going to do it.
If you'd like, I can send you a zip with my changes once I'm done.
It'd involve a few new lines in data-updates.lua and a new graphics folder
Oh believe me I hear you. I'm already on the warpath regarding the difference between Angel's "fertilizer" and Bob's "fertiliser", I think Arch666Angel wishes I'd stop bringing it upSir_Cherry wrote:MadClown, as for my suggestion, I think it'd be good if something like that was done. It's only because I wouldn't want Factorio to have the same problems that Minecraft had with 10 types of copper in a modpack and all working only within their own mod. Minecraft now has Forge which adds a oreDictionary but I doubt something like that would show up for Factorio due to the difference in how mods are made.
Thanks!Dr_Apparatus wrote:Love the idea. Imo there can't be enough ores in Factorio!
I have two questions though:
If I have an existing map can I still find the ore patches after installing the mod?
Will there be any integration to Angels Biotech?
You need Bob's Metals, Chemicals and Intermediates mod enabled for that recipe to work.HorusOP wrote:Hey, I'm getting an error; I have all of angels and most of bob's enabled, along with your processing and science:
Not in this particular mod. I'm looking at it for Clowns-Processing.Dr_Apparatus wrote:Oh no I was just curious if there will be some kind of content related to the Algae growing part of it?
Thanks All except alluvial deposits require some type of fluid.Wildejackson wrote:Wait so are there infinite versions of all the minerals including the sand? Do they require liquids to mine? If so which ones? Very cool mod BTW
Hmm it seems I need to update the dependenciesHorusOP wrote:Hey, I'm getting an error; I have all of angels and most of bob's enabled, along with your processing and science: