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[MOD 0.10.X] Cartmen's Chemical Mod [v1.0.1]

Posted: Sun Oct 19, 2014 7:52 pm
by cartmen180
Hello again fellow Factorians.

I have separated the basic chemicals from my main mod into this one. On its own it does not add much. Just the chemicals and a way to produce them, but the chemicals are not used for anything else in this mod.
You will need my main mod Cartmen's Industrial Renewal for this mod to be useful.

The reason I separated it is so other modders can use it to add new things in the game that require the basic chemicals in this mod.
If you feel a chemical should be in this mod I might add it.

Download:
http://bit.ly/109Ydgw

Re: [MOD 0.10.X] Cartmen's Chemical Mod [v1.0]

Posted: Sun Oct 19, 2014 7:55 pm
by Airat9000
good work! i am testing

idea more items in game in resourse (zink, tungsten) ammo and other

Re: [MOD 0.10.X] Cartmen's Chemical Mod [v1.0]

Posted: Sun Oct 19, 2014 9:04 pm
by Airat9000
bug new map not generated in natural gas (((

Re: [MOD 0.10.X] Cartmen's Chemical Mod [v1.0]

Posted: Sun Oct 19, 2014 9:05 pm
by cartmen180
That is odd, chemicals doesn't change the spawn of natural gas. What settings did you use?

Re: [MOD 0.10.X] Cartmen's Chemical Mod [v1.0]

Posted: Sun Oct 19, 2014 9:14 pm
by Airat9000
cartmen180 wrote:это странно, химических веществ, не меняет возрождения природного газа. Какие настройки вы использовали?


very high
max in
start zone very big

Re: [MOD 0.10.X] Cartmen's Chemical Mod [v1.0]

Posted: Sun Oct 19, 2014 10:13 pm
by cartmen180
hmm, maybe one of the .zip files was corrupt. Try downloading all my mods again and see if it still happens.

Re: [MOD 0.10.X] Cartmen's Chemical Mod [v1.0]

Posted: Sun Oct 19, 2014 10:47 pm
by Airat9000
cartmen180 wrote:хм, может быть, в один zip-файлов был поврежден. Попробуйте загрузить все мои моды снова и посмотреть, если это все еще происходит.


mod normal work! thanks!

Re: [MOD 0.10.X] Cartmen's Chemical Mod [v1.0.1]

Posted: Mon Oct 20, 2014 4:59 pm
by cartmen180
updated to 1.0.1
- new picture for the itemgroup

Re: [MOD 0.10.X] Cartmen's Chemical Mod [v1.0.1]

Posted: Thu Oct 30, 2014 10:02 pm
by SigmatroN
Hi there! First of all got to say, the mod is great! Thanks to it, the game feels so fresh and very realistic. I did not experienced this with any other mod, so great job here :D
However, there is one thing I have to address. Why the technology "Basic chemistry 4" requires "Advanced oil processing"? Advanced oil processing requires Science packs 3, that require Advanced Circuits, that require Integrated Circuits, Photoresist and Epoxy, that require Basic chemistry 4. Am I missing something?

Re: [MOD 0.10.X] Cartmen's Chemical Mod [v1.0.1]

Posted: Thu Oct 30, 2014 10:07 pm
by cartmen180
I am aware of this issue and it will be fixed in the next version. I am a little swamped right now, so i will post a quickfix to solve this issue.

edit: quickfix is uploaded to the main download directory, check the readme for instructions.
edit2: if you like the realism in this mod i will have a treat for you sometime next week or so :P

Re: [MOD 0.10.X] Cartmen's Chemical Mod [v1.0.1]

Posted: Thu Oct 30, 2014 10:22 pm
by SigmatroN
I fixed It myself, but still thanks. Shame, a saved game cannot be fixed :D

Re: [MOD 0.10.X] Cartmen's Chemical Mod [v1.0.1]

Posted: Thu Oct 30, 2014 10:38 pm
by cartmen180
SigmatroN wrote:I fixed It myself, but still thanks. Shame, a saved game cannot be fixed :D
yes it can, if you have removed the loop in your fix, load your save, open the console and type:
game.player.force.resettechnologies()
this resets requirements but not your progess. So you can continue where you left off :)