Page 3 of 9
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Thu Jan 05, 2017 7:41 pm
by Airat9000
AnonymoScoot wrote:aklesey1 wrote:Anonymoscoot can u make electric furnaces, mining drills and pumpjacks with higher tiers? We already have high-tier assemblers, oil refineries, chemical plants and electolyzers
Already working on it, it will be in next update.
old post ideas for you))

thanks man
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Thu Jan 05, 2017 8:50 pm
by Catbert
There seems to be a problem with the new version. The chemical furnances in my game have been removed

Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Thu Jan 05, 2017 9:19 pm
by aklesey1
I can't find recipes for brick chemical furnace and brick mixing furnace? but i can make simple brick furnace
I have updated a box from the previous version, and i'm playing with old save
Can i reset state of "chemical furnaces 1" and @mixing furnaces 1" technologies?
And one request for u Anonymoscoot - can u increase the frequency of quartz ore spawn for default options? i'm often playing with default options, but quartz ore sometimes is really hard to find, sometimes i can find it deep in area with bitters
P.S. Idea with calcium silicate for steel furnaces was cool and some realistic
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Thu Jan 05, 2017 10:19 pm
by orzelek
There is no migration in the mod so any tech changes and/or entity name changes will result in lost recipes or entities deleted from map.
I was not really advanced in game so only lost one burner furnace but if you have big base this might be a big problem.
For a partial fix you can make file 0.lua with this in it:
Code: Select all
for _, force in pairs(game.forces) do
force.reset_recipes()
force.reset_technologies()
local technologies = force.technologies;
local recipes = force.recipes;
if technologies["chemical-furnaces-1"].researched then
recipes["stone-chemical-furnace"].enabled = true
end
if technologies["mixing-furnaces-1"].researched then
recipes["stone-mixing-furnace"].enabled = true
end
end
and put it in migrations subfolder in mod folder. You'll need to extract the mod for this ofc.
This will fix the tech/recipe changes so you should see new things but it's a bit of bandaid. All old entities will still dissapear.
@AnonymooScoot
I'd recommend looking at base game data folder and migrations that are in it.
You should find some good examples of how json migration (for entity changes) and lua migration (for things like recipe/tech updates and enabling items on already reserched techs) work.
Also chemical and mixing furnace research 1 is mising prerequisities so it doesn't show up. And lack of migration means even if it's researched you won't get the unlocks. I've expanded example above with code to unlock those two if research has been already done. Research prerequisities need a separate fix.
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Jan 06, 2017 9:56 am
by aklesey1
Thanks orzelek, but its don't working
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Jan 06, 2017 10:06 am
by aklesey1
Wooden transport belt in config.lua? Wow that''s interesting - its true on default value
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Jan 06, 2017 10:51 am
by AnonymoScoot
orzelek wrote:There is no migration in the mod so any tech changes and/or entity name changes will result in lost recipes or entities deleted from map.
I was not really advanced in game so only lost one burner furnace but if you have big base this might be a big problem.
For a partial fix you can make file 0.lua with this in it:
Code: Select all
for _, force in pairs(game.forces) do
force.reset_recipes()
force.reset_technologies()
local technologies = force.technologies;
local recipes = force.recipes;
if technologies["chemical-furnaces-1"].researched then
recipes["stone-chemical-furnace"].enabled = true
end
if technologies["mixing-furnaces-1"].researched then
recipes["stone-mixing-furnace"].enabled = true
end
end
and put it in migrations subfolder in mod folder. You'll need to extract the mod for this ofc.
This will fix the tech/recipe changes so you should see new things but it's a bit of bandaid. All old entities will still dissapear.
@AnonymooScoot
I'd recommend looking at base game data folder and migrations that are in it.
You should find some good examples of how json migration (for entity changes) and lua migration (for things like recipe/tech updates and enabling items on already reserched techs) work.
Also chemical and mixing furnace research 1 is mising prerequisities so it doesn't show up. And lack of migration means even if it's researched you won't get the unlocks. I've expanded example above with code to unlock those two if research has been already done. Research prerequisities need a separate fix.
The mod is still in development, and it's easier to generate new world with all changes taking place rather than figuring out what things have gone missing. I don't think migration files are necessary yet, maybe in the future, as for chemical/mixing furnaces 1, they are not supposed to have prerequisites, they are available from start.
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Jan 06, 2017 10:57 am
by orzelek
Chemical and mixing furnaces were not available for me from start.
And on new game they seem to be hidden behind research.
I do understand not making all the migrations while in development - might be worth mentioning after update that it might break existing bases.
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Jan 06, 2017 11:00 am
by Catbert
What am i supposed to do with my server hosting your mod? Now all the chemical furnances are gone and new ones cannot be researched. We were more than 21 hours in the game, with a huge factory. You must put in the old stuff again and only add new things to the mod instead of replacing, or make a new mod if updates will break the map.
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Jan 06, 2017 11:19 am
by aklesey1
Some suggestions for balance:
I consider that value of solder in this project is underestimated, the solder can be used in early electronics
Often ш have many many count of galena ore on the map and vice versa I have a little count quartz
I think this mod is very realistic and hardcore in some places, be not afraid to be creative and courageous - just look at angel petrochem mod or angel refining mod - they're amazing, so many small details are worked out

Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Jan 06, 2017 11:32 am
by AnonymoScoot
orzelek wrote:Chemical and mixing furnaces were not available for me from start.
And on new game they seem to be hidden behind research.
I do understand not making all the migrations while in development - might be worth mentioning after update that it might break existing bases.
The chemical/mixing furnaces seem to work for me
Catbert wrote:What am i supposed to do with my server hosting your mod? Now all the chemical furnances are gone and new ones cannot be researched. We were more than 21 hours in the game, with a huge factory. You must put in the old stuff again and only add new things to the mod instead of replacing, or make a new mod if updates will break the map.
While the entities will be gone, you can still enable the recipes for new ones :
Code: Select all
/c game.forces.player.recipes["brick-chemical-furnace"].enabled = true
/c game.forces.player.recipes["brick-mixing-furnace"].enabled = true
/c game.forces.player.recipes["stone-chemical-furnace"].enabled = true
/c game.forces.player.recipes["stone-mixing-furnace"].enabled = true
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Jan 06, 2017 11:38 am
by aklesey1
I had liked the idea with modular turrets
Idea with cryogenics is cool too
What do you think of the inserters constructed according to the same scheme?
1) Inserter frame
2) Inserter arm - with 2 parts
3) Insererter claw
Separate thanks for ways of receiving chlorine from substances which can be chlorides or chlorine the containing substances by the nature - yes its some realistic too i like this
What relation quartz has to receiving sodium chloride? Why we can't get sodium chloride from water& May be we need "salt water"?
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Jan 06, 2017 12:26 pm
by AnonymoScoot
aklesey1 wrote:I had liked the idea with modular turrets
Idea with cryogenics is cool too
What do you think of the inserters constructed according to the same scheme?
1) Inserter frame
2) Inserter arm - with 2 parts
3) Insererter claw
Separate thanks for ways of receiving chlorine from substances which can be chlorides or chlorine the containing substances by the nature - yes its some realistic too i like this
What relation quartz has to receiving sodium chloride? Why we can't get sodium chloride from water& May be we need "salt water"?
Salt water electrolysis requires water and salt, and salt requires water and quartz, without quartz, it would be just water + water and you would magicly get NaCl from it, it would be logical if it would be salt water, but there is no such thing, and quartz seemed like the best solution.
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Jan 06, 2017 12:41 pm
by aklesey1
Okey i'm agree with u, but we should receive quartz one way or another maybe there is a way to receive quartz as a by-product?
We need quartz for:
1) Salt and calcium production chains - Calcium silicate, Calcium chloride
2) Aluminium
3) Gold
4) Silicon
5) Sodium productiuon chains - sodium chloride, sodium perchlorate
6) Glass
7) Phosphorus
Another suggestion about belts, underground belts, splitters - they are not upgradeble, why? May be u can add secondary recipes with upgrades not only crafting from zero?
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Jan 06, 2017 4:25 pm
by Airat9000
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Jan 06, 2017 4:37 pm
by Catbert
Ok i did that and some other stuff, i hope it works now. But seriously, you cannot update your mod in such a way. People are going to be building huge factories and if they are broken just by updating it is unacceptable. Small changes like different inputs or readjusting pipes is ok but breaking the game by removing entities without replacement is an absolute no go.
AnonymoScoot wrote:
Catbert wrote:What am i supposed to do with my server hosting your mod? Now all the chemical furnances are gone and new ones cannot be researched. We were more than 21 hours in the game, with a huge factory. You must put in the old stuff again and only add new things to the mod instead of replacing, or make a new mod if updates will break the map.
While the entities will be gone, you can still enable the recipes for new ones :
Code: Select all
/c game.forces.player.recipes["brick-chemical-furnace"].enabled = true
/c game.forces.player.recipes["brick-mixing-furnace"].enabled = true
/c game.forces.player.recipes["stone-chemical-furnace"].enabled = true
/c game.forces.player.recipes["stone-mixing-furnace"].enabled = true
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Jan 06, 2017 5:29 pm
by AnonymoScoot
Looking at the code, it takes the electric mining drill prototypes and changes their icon graphics with another one by adding different file path, it would work ok if it would be deriving from vanilla if the file path is specified right, however my mod changes graphic filepath with custom one, so the mod tries to modify the file path again but to an unexisting file, one way to prevent this is to disable modifications inside the config.lua file of those prototypes.
Catbert wrote:Ok i did that and some other stuff, i hope it works now. But seriously, you cannot update your mod in such a way. People are going to be building huge factories and if they are broken just by updating it is unacceptable. Small changes like different inputs or readjusting pipes is ok but breaking the game by removing entities without replacement is an absolute no go.
AnonymoScoot wrote:
Catbert wrote:What am i supposed to do with my server hosting your mod? Now all the chemical furnances are gone and new ones cannot be researched. We were more than 21 hours in the game, with a huge factory. You must put in the old stuff again and only add new things to the mod instead of replacing, or make a new mod if updates will break the map.
While the entities will be gone, you can still enable the recipes for new ones :
Code: Select all
/c game.forces.player.recipes["brick-chemical-furnace"].enabled = true
/c game.forces.player.recipes["brick-mixing-furnace"].enabled = true
/c game.forces.player.recipes["stone-chemical-furnace"].enabled = true
/c game.forces.player.recipes["stone-mixing-furnace"].enabled = true
Sorry, gonna think about it next time, didn't test any migration files, gotta look into it in the future.
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Jan 06, 2017 5:32 pm
by Airat9000
Looking at the code, it takes the electric mining drill prototypes and changes their icon graphics with another one by adding different file path, it would work ok if it would be deriving from vanilla if the file path is specified right, however my mod changes graphic filepath with custom one, so the mod tries to modify the file path again but to an unexisting file, one way to prevent this is to disable modifications inside the config.lua file of those prototypes.
Catbert wrote:Ok i did that and some other stuff, i hope it works now. But seriously, you cannot update your mod in such a way. People are going to be building huge factories and if they are broken just by updating it is unacceptable. Small changes like different inputs or readjusting pipes is ok but breaking the game by removing entities without replacement is an absolute no go.
AnonymoScoot wrote:
please example code in fixing (he will try to replace it, what would the two mods worked)
And example codes in Angels mods work Petrochem mod and smelting
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Jan 06, 2017 5:51 pm
by Airat9000
Fupower fixed in you mod
config file in mod FuPower
Code: Select all
fudrill=
{
improvedDrill = true,
alienDrill = true, -- Depends on improvedDrill
},
to
Code: Select all
fudrill=
{
improvedDrill = false,
alienDrill = false, -- Depends on improvedDrill
},
now I want to understand how to combine your mod with 3 angels mods.
Re: [0.14.x] AnonyMods - Overhaul mod
Posted: Fri Jan 06, 2017 5:54 pm
by AnonymoScoot
Airat9000 wrote:
please example code in fixing (he will try to replace it, what would the two mods worked)
And example codes in Angels mods work Petrochem mod and smelting
The thing is my mod replaces file path for electric mining drill icon, and no matter what I would do the mod will error because it tries to find a non existing file, the way to fix it is to not modify the graphic file path by disabling modification of the drill in config.lua