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Re: Development and Discussion
Posted: Sat Sep 24, 2016 1:44 pm
by Arch666Angel
aklesey1 wrote:A few words about Bio Industries - this mod contains - CO or carbon monoxide - but in Bio Industries this gas call CO - I don't insist but in principle you could override this gas
Question about liquid air - i think this is really very simplistic form of air liquefaction, very easy but not realistic, I have used it many recipes are becoming very realistic, but it's up to you to decide how hardcore should be this chain
diongham wrote:I have one suggestion: change the compatibility for fertilizer so we can use bio industries instead oh Bob's greenhouse
Fertilizer requires bob sodium hydroxide instead of Petrochem sodium hydroxide
I know u did really huge work with this mod and again big thanks to u but bob mod's can interact with another popular mods, please you have to consider that there are other mods with hard crafting chains

There is an global override in place so that every instance of bob sodium hydroxide is replaced with the petrochem sodium hydroxide, as well as other bob chemicals. Just checked, the recipes with bio industries are overwritten. If that's not the case you might have to reset recipes.
Re: Development and Discussion
Posted: Sat Sep 24, 2016 2:18 pm
by Arch666Angel
Please update both mods
Petrochem
---0.1.9
-fixed an override issue
-moved liquifier mk2 to advanced chemistry tech
-added unlocks for liquifier mk3 and mk4
Refining
---0.3.4
-changed recipes for the liquifier to be more avaiable early game
-fixed the base game recipes for MK3 leaching plant and floatation cell
Re: Development and Discussion
Posted: Sat Sep 24, 2016 2:35 pm
by mexmer
Arch666Angel wrote:Please update both mods
Petrochem
---0.1.9
-fixed an override issue
-moved liquifier mk2 to advanced chemistry tech
-added unlocks for liquifier mk3 and mk4
Refining
---0.3.4
-changed recipes for the liquifier to be more avaiable early game
-fixed the base game recipes for MK3 leaching plant and floatation cell
that was fast
is it possible to disable chemistry from bobs, which ads chemical furnace, that now does nothing? or are there dependencies, so it's still needed?
guess, it's more than 1 building to make carbon now
http://imgur.com/a/Gr8yy
Re: Development and Discussion
Posted: Sat Sep 24, 2016 3:10 pm
by rkain101
Arch666Angel wrote:
rkain101 wrote:So I've been trying the Petrochem mod, and am greatly enjoying the added complexity, but I've hit a bit of a stumbling block: How do I craft lubricant? Electric Engines & blue belts still seem to need it, but I can't find any hint of its existence. I considered that it might be like plastic (where the crafting icon does not match the end product, something I hope you'll fix in a future version), but I don't see any fluid that might be lubricant, or that my assemblers recognize as lubricant.
It can be converted from mineral oil in a converter pipe for now, I will add a recipe for lubricant later on. Although the recipes should be changed to mineral oil anyway?
When I loaded up Factorio just now, both of these were true, so I no longer have a problem. Thank you. Not sure why it wasn't registering mineral oil as lubricant before...
Re: Development and Discussion
Posted: Sat Sep 24, 2016 4:34 pm
by pederbonde
After the update i had i new recipe for calcium chloride. Chrushed Stone + chloride so now it seems to work.
Also i want to suggest a plastic recipe.
Ethen + chlor -> EDC -> VCM -> PVC -> plastic
Re: Development and Discussion
Posted: Sat Sep 24, 2016 4:39 pm
by Breith
Arch666Angel wrote:Added some missing localization strings, added some custom sounds, did some work on the barreling icons.
Speaking of localization, do you need people to translate your mods? I can easily translate them to French, if needed.
Re: Development and Discussion
Posted: Sat Sep 24, 2016 5:03 pm
by Ratzap
Arch666Angel wrote:
That is indeed a problem, I might have forgotten to copy the recipe override for the liquifier when changing the overrides from my handwritten ones to using the AWESOME! functions Exasperation provided me with. Will check and change that

The chain should be: Coal -> Crusher -> Crushed Coal -> Furnace -> Coke -> Liquifier -> Carbon
Coal -> Liquifier -> Carbon Dioxide --^
*sigh* I spent ages poring over the recipes, tech tree and even looking inside the mod files because I thought "people have been using this, something this basic to progress cannot be missing".
Nevermind. Built two liquidisers which now use basic circuits, one hand crafted mk2 assembler and I'm turning out blue circuits now. Ta
Re: Development and Discussion
Posted: Sat Sep 24, 2016 6:03 pm
by aklesey1
Arch666Angel wrote: There is an global override in place so that every instance of bob sodium hydroxide is replaced with the petrochem sodium hydroxide, as well as other bob chemicals. Just checked, the recipes with bio industries are overwritten. If that's not the case you might have to reset recipes.
Recipe for fertilizer in bio industries not changed - still requires bob sodium hydroxide for fertilizer - only bob mo's and angel mods - no another mods
How to reset these recipies? Can u post screenshot where its changed?
Re: Development and Discussion
Posted: Sat Sep 24, 2016 6:22 pm
by Arch666Angel
mexmer wrote:that was fast
is it possible to disable chemistry from bobs, which ads chemical furnace, that now does nothing? or are there dependencies, so it's still needed?
guess, it's more than 1 building to make carbon now
http://imgur.com/a/Gr8yy
It's a bit more complex than before, I might have to tweak numbers a bit for that so you have to come up with a bit bigger setup, but that's basically it. The good point is that you probably want to do this anyway because it increases the fuel value of the coal.
rkain101 wrote:
When I loaded up Factorio just now, both of these were true, so I no longer have a problem. Thank you. Not sure why it wasn't registering mineral oil as lubricant before...
Might have been that you needed to reset recipes then so that the changes were registered with the save, but since it's working now everything is good and fine...I hope...
pederbonde wrote:After the update i had i new recipe for calcium chloride. Chrushed Stone + chloride so now it seems to work.
Also i want to suggest a plastic recipe.
Ethen + chlor -> EDC -> VCM -> PVC -> plastic
There are two recipes now to make calcium chloride, one takes stone the other one crushed stone. I will probably remove the stone one and increase the amount of crushed stone taken, so you can sink a bit more into the recipe.
Thanks for the suggestion, might add that as a last tier recipe, but I probably also need another resin recipe then.
Breith wrote:Arch666Angel wrote:Added some missing localization strings, added some custom sounds, did some work on the barreling icons.
Speaking of localization, do you need people to translate your mods? I can easily translate them to French, if needed.
If you want to contribute localization for other languages you are more than welcome to do that, I will add it to the mods then.
Ratzap wrote:
*sigh* I spent ages poring over the recipes, tech tree and even looking inside the mod files because I thought "people have been using this, something this basic to progress cannot be missing".
Nevermind. Built two liquidisers which now use basic circuits, one hand crafted mk2 assembler and I'm turning out blue circuits now. Ta
Sry for the troubles, like I said I missed to copy over the one override to change the liquifier recipes.
Re: Development and Discussion
Posted: Sat Sep 24, 2016 6:23 pm
by Arch666Angel
aklesey1 wrote:Arch666Angel wrote: There is an global override in place so that every instance of bob sodium hydroxide is replaced with the petrochem sodium hydroxide, as well as other bob chemicals. Just checked, the recipes with bio industries are overwritten. If that's not the case you might have to reset recipes.
Recipe for fertilizer in bio industries not changed - still requires bob sodium hydroxide for fertilizer - only bob mo's and angel mods - no another mods
How to reset these recipies? Can u post screenshot where its changed?
/c game.player.force.reset_recipes()
Re: Development and Discussion
Posted: Sat Sep 24, 2016 6:36 pm
by aklesey1
Arch666Angel wrote:aklesey1 wrote:Arch666Angel wrote: There is an global override in place so that every instance of bob sodium hydroxide is replaced with the petrochem sodium hydroxide, as well as other bob chemicals. Just checked, the recipes with bio industries are overwritten. If that's not the case you might have to reset recipes.
Recipe for fertilizer in bio industries not changed - still requires bob sodium hydroxide for fertilizer - only bob mo's and angel mods - no another mods
How to reset these recipies? Can u post screenshot where its changed?
/c game.player.force.reset_recipes()
No effect - may be i don't know how to activate console commands? i'm not there are must be one commant to activate console commands
In some cases, it is required to do? Why game can't do this automatically - may mod need script to reset recipes automatically?
Re: Development and Discussion
Posted: Sat Sep 24, 2016 6:39 pm
by Arch666Angel
aklesey1 wrote:Arch666Angel wrote:aklesey1 wrote:Arch666Angel wrote: There is an global override in place so that every instance of bob sodium hydroxide is replaced with the petrochem sodium hydroxide, as well as other bob chemicals. Just checked, the recipes with bio industries are overwritten. If that's not the case you might have to reset recipes.
Recipe for fertilizer in bio industries not changed - still requires bob sodium hydroxide for fertilizer - only bob mo's and angel mods - no another mods
How to reset these recipies? Can u post screenshot where its changed?
/c game.player.force.reset_recipes()
No affect - may i don't know how to activate console commands? i'm not there are must be one commant to activate console commands
In some cases, it is required to do? Why game can't do this automatically - may mod need script to reset recipes automatically?
recipe reset is normally done via migration script and I did include one in every version at the moment.
I might need to add Bio Industries to the optional dependecies for petrochem
This is what it looks like for me when starting a new game:
Re: Development and Discussion
Posted: Sat Sep 24, 2016 6:48 pm
by aklesey1
I'm not as stupid as you may think

when i want to test changes in mods i'm starting new game? and i'm try to download new version from mod portal? i know that changed mods can cause big changes in recipies and in another aspects
And what that i see when starting new game with bob mods and angel mods
Sorry for big picture for now
I thought may it can be Bob's Revamp mod and deleted it but no effect
I want to check changes only on new game no old saves i swear
Re: Development and Discussion
Posted: Sat Sep 24, 2016 7:01 pm
by pederbonde
Hello again,
recipe for catalyst-aluminium seems to be gone in petrochem-solids, i dont know if this was intentional or not.
I still have some recipies that requires catalyst-aluminium.
I have not tested on a new game but i tried to reset recipies.
I will add it in manually for now.
Re: Development and Discussion
Posted: Sat Sep 24, 2016 7:02 pm
by Arch666Angel
See the first line in big yellow letters? Bio Industries is modifying the recipe after the Petrochem changes, so it maybe enough to add the bio industries dependecy to petrochem.
Re: Development and Discussion
Posted: Sat Sep 24, 2016 7:05 pm
by aklesey1
I have to apologize to you I'm probably boring you with all these overrides issues - as tester of your mods i'm trying to help u in development and gameplay/balancing questions
Its up to u how to how to deal with bio industries
I'm using this mod because i want to get wood from trees and getting coal from wood and that's all

Re: Development and Discussion
Posted: Sat Sep 24, 2016 7:30 pm
by pederbonde
removed to not confuse anyone
Re: Development and Discussion
Posted: Sat Sep 24, 2016 7:31 pm
by Arch666Angel
pederbonde wrote:Hello again,
recipe for catalyst-aluminium seems to be gone in petrochem-solids, i dont know if this was intentional or not.
I still have some recipies that requires catalyst-aluminium.
I have not tested on a new game but i tried to reset recipies.
I will add it in manually for now.
You are right it is missing...I did things...probably... :/
Might be a good point to revise and think about the whole catalyst thingy: Idea is to get away from the fixed metal one and 4 different ones that will be scattered to the 4 tiers and use 2 metals according to their tier -> (tier 1 metal catalyst (take iron and copper, tier 2 takes Aluminium and silver, tier 3 takes titanium and cobalt, tier 4 takes tungsten and nickel)
Edit:
Petrochem
---0.1.10
-changed optional dependency on angels refining and bob plates to fixed dependency
-added optional dependency for bio industries and marathon to fix issues with load order and overrides
-added aluminium catalyst recipe back in
Re: Development and Discussion
Posted: Sat Sep 24, 2016 8:59 pm
by orzelek
Two "simple" questions:
1. If I'd like to start new game how long it could take to wait for smelting to replace processing?
2. Any plans for further changes to petrochem that could break the base built with it?
Re: Development and Discussion
Posted: Sat Sep 24, 2016 9:33 pm
by Breith
Arch666Angel wrote:Breith wrote:Arch666Angel wrote:Added some missing localization strings, added some custom sounds, did some work on the barreling icons.
Speaking of localization, do you need people to translate your mods? I can easily translate them to French, if needed.
If you want to contribute localization for other languages you are more than welcome to do that, I will add it to the mods then.
Everything is under the "locale" folders? Should be fast enough to translate everything.