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Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Thu Jul 21, 2016 5:01 am
by CMH
Hey bob,
Just trying to update my mod, and I ran into a bit of difficulty locating a recipe.
The recipe "polishing-wheel-synthetic" which should be in your MCI mod can't seem to be found when I put it into my mod:
Code: Select all
data.raw["recipe"]["polishing-wheel-synthetic"] = nil
When written as above, the game-error tells me that the recipe couldn't be found. Have you got another recipe linking to this?
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Thu Jul 21, 2016 7:04 am
by kinnom
CMH wrote:Hey bob,
Just trying to update my mod, and I ran into a bit of difficulty locating a recipe.
The recipe "polishing-wheel-synthetic" which should be in your MCI mod can't seem to be found when I put it into my mod:
Code: Select all
data.raw["recipe"]["polishing-wheel-synthetic"] = nil
When written as above, the game-error tells me that the recipe couldn't be found. Have you got another recipe linking to this?
That is NOT detection code
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Thu Jul 21, 2016 8:28 am
by CMH
I was removing the recipe, but when removed it says recipe not found.
The same issue doesn't happen when I removed a couple of others with the same exact code, so it is only with this recipe for some reason. Which leads me to believe the recipe is referred to elsewhere.
Or some other reason I'm not sure of.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Thu Jul 21, 2016 8:53 am
by bobingabout
It is likely it is on a technology as a recipe unlock somewhere. you'll need to remove the reference from there too.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Thu Jul 21, 2016 11:12 am
by CMH
ok, thanks. Will try.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Thu Jul 21, 2016 11:30 am
by aklesey1
Hi bob, is mod N-Tech Chemistry compatible with your MCI mod and revamp mod?
Why i'm asking - i have little strange problem:
I'm playing with bob mods and starter technology electrolysis 1 (bobplates mod) not showing in left panel, it's like it doesn't exist, buti can find it when watching following technologies - nickel, zinc, lythium and another technologies
N-tech chemistry not linked its electolysis technology with bob technology, now its technology leads to a dead end - there're only water electolysis recipe and recipie for electolyser
May it caused because bob updated bobplates mod and that bug appears? If N-tech Chemistry disabled bobplates electolysis technology shows correctly
But N-tech Chem,istry cool mod with many additionalk chemical processes, Natha - author of that says that mod is fine addition for bob mods? and his mod has dependency to bobplates and bobores
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Sat Jul 23, 2016 6:11 pm
by kinnom
Do you have any clue as to why bobplates recipes refuse to work in
foreman
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Sat Jul 23, 2016 11:52 pm
by bobingabout
aklesey1 wrote:and his mod has dependency to bobplates and bobores
If his mod has a dependancy of mine, that means he's likely done it to overide certain things in my mod on purpose.
kinnom wrote:Do you have any clue as to why bobplates recipes refuse to work in
foreman
Because of the way I have dynamic recipes (they change based on what items exist in the game), and not only that, but that the dynamics are controlled by a custom script, well, that's why foreman would get them wrong.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Sun Jul 24, 2016 7:37 pm
by kinnom
I manged to track the problem down to prototypes.entity.entities requiring prototypes.entity.pumps
Code: Select all
C:\Users\nieuw\AppData\Local\Temp\bobplates_0.13.2\bobplates_0.13.2\data.lua (...s_0.13.2\bobplates_0.13.2\prototypes\entity\entities.lua:1: module 'pumps' not found:
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Mon Jul 25, 2016 6:45 am
by bobingabout
kinnom wrote:I manged to track the problem down to prototypes.entity.entities requiring prototypes.entity.pumps
Code: Select all
C:\Users\nieuw\AppData\Local\Temp\bobplates_0.13.2\bobplates_0.13.2\data.lua (...s_0.13.2\bobplates_0.13.2\prototypes\entity\entities.lua:1: module 'pumps' not found:
that is an unexpected error, since by the game's logic, that is correct.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Mon Jul 25, 2016 10:44 am
by kinnom
remember that that is foreman, not factorio
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Mon Jul 25, 2016 1:15 pm
by bobingabout
kinnom wrote:remember that that is foreman, not factorio
Of course. I mean, I can change it to be compatible, but it was still unexpected.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Sat Jul 30, 2016 12:37 pm
by aklesey1
Hi Bob
Why do I need a water pump if I turn off ground water? For what recipes I need water pump now?
I set ground water true in bobconfig mod but i can't get water from nothing? i need to start new game or its bug?
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Sat Jul 30, 2016 12:42 pm
by Nexela
aklesey1 wrote:Hi Bob
Why do I need a water pump if I turn off ground water? For what recipes I need water pump now?
It is used for barreling liquids up after researching
I think the pump should be renamed to something like "pumping station" and merge air compressor into it to do all barreling, bottling, and air creating from one machine. then set it to be obtainable after barrelling or compressor research if use ground water is true.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Sat Jul 30, 2016 12:58 pm
by aklesey1
aklesey1 wrote: I set ground water true in bobconfig mod but i can't get water from nothing? i need to start new game or its bug?
Crap i'm sorry I have not looked at bobplates config.lua - is it means what bobconfig not main mod to changing options?

Forgot to say - i'm using AngelsRefinering
No i cannot find recipie for lithia water
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Sat Jul 30, 2016 1:17 pm
by Nexela
Using bobconfig is the way to go.
Angels refining or ores mod can't remember which turns off ground water/lithia water spots. You can put water pump jacks on angels fissures to get water.
bobmods.config.plates.EnableGroundWater = false
you can make that true to enable pumps to get water from nothing again.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Fri Sep 09, 2016 2:45 pm
by crysanja
I just found out that it is much cheaper to produce Oxygen via electrolysis then air seperation in this mod.(factor is greather then 2x)
This is realy horrifiying me =)
Could you maybe increase the production numbers from air seperation alot?
atm it is 2 Nitrogen and 0.5 Oxygen cycle, maybe it could be increased to something like 200 nitrogen and 50 oxygen cycle?
Think thouse numbers would be way more reasonable.
In addition air seperation produces way more pollution then electrolysis, increasing numbers would fix this a little too.
Maybe the air seperation could be done in the Compressor building?
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Fri Sep 09, 2016 3:00 pm
by steinio
According to this:
https://en.wikipedia.org/wiki/Atmosphere_of_Earth Nitrogen is nearly 4 times more available in the atmosphere then oxygen (on Earth).
So following values would be realistic for 100[unit] of air:
N2 O2
78 20
39 10
19,5 5
9,75 2.5
4,88 1.25
2,43 0.625
So bad for us Bob's values are nearly realistic
Greetngs steinio
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Fri Sep 09, 2016 3:08 pm
by bobingabout
crysanja wrote:I just found out that it is much cheaper to produce Oxygen via electrolysis then air seperation in this mod.(factor is greather then 2x)
This is realy horrifiying me =)
Could you maybe increase the production numbers from air seperation alot?
atm it is 2 Nitrogen and 0.5 Oxygen cycle, maybe it could be increased to something like 200 nitrogen and 50 oxygen cycle?
Think thouse numbers would be way more reasonable.
In addition air seperation produces way more pollution then electrolysis, increasing numbers would fix this a little too.
Maybe the air seperation could be done in the Compressor building?
I'll look into the balancing. Can't really separate the air in the compressor, because it only has one output.
I suppose there is more than one option available too, I could drastically reduce the crafting speed of the separation, and/or increase the electric cost of electrolysis, I was thinking of doing that anyway.
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Posted: Fri Sep 09, 2016 7:17 pm
by Nexela
increase the electric cost of electrolysis
Noooooooooooooooo
I know it was talked about somewere but I really need to do the math on the coal->solid fuel via hydrogen vs just coal for power plants.