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Re: [MOD 0.16] MadClown01's Processing

Posted: Sun Mar 11, 2018 3:59 am
by Light
Another major balance issue has come my way regarding hexafluorite after spending hours building and running it. (The 570/m U-238 cycle setup I mentioned in your thermonuclear thread)

The entire setup is rather massive and vastly expensive for just a minor savings of uranium ore, but the largest offender is that the fluorine cost isn't worth it in the slightest. The best way to go about this is providing fluorite waste water after the creation of the hexaflourite with a 90% return so it's moderately self-sustainable and not wasteful.

The entire setup is very expensive in both power and materials overall, so self-sustainability is critical when the gains aren't worth the constant cost of power and materials. This helps make it costly to get it started but much more tolerable to run over a prolonged period of time, just as the uranium power mod was designed to be. However, constantly paying this high cost destroys the entire chain and makes uranium ore alone far superior.

I've got some visual representations to support this, which are all based on my per minute process of 570 uranium cycles.

-----

Just a small sample of the requirements for hexaflourite (Including the sulfate recycling!)
Chain
Uranium ore alone
Chain
It's quite extensive and complicated in its own right, but when you also factor in the Angels ores required to make the essentials, you start to really notice the heavy cost.


Fluorite + Uranium ore
Recipe
Uranium alone
Recipe
Far cheaper by a long shot, even without all the other processing materials on top of it. So that's something else to add to your list to reconsider the balance for to make it more worthwhile.

Re: [MOD 0.16] MadClown01's Processing

Posted: Sun Mar 11, 2018 8:11 am
by MadClown01
Light wrote:...
Thanks for the extremely indepth feedback.

I'll adjust the fluorine gas and hydrofluoric acid requirements.

Unfortunately there might be quite a long wait until I next update Processing, because I'm currently struggling with my Koravex overhaul and there are a TON of things to balance there (so many spreadsheets)

Hmu on Discord and I'll send you a prototype if you want :P

Re: [MOD 0.16] MadClown01's Processing

Posted: Sun Mar 11, 2018 2:48 pm
by Light
MadClown01 wrote:Hmu on Discord and I'll send you a prototype if you want :P
I do not use Discord, so a PM on here would suffice.

Re: [MOD 0.16] MadClown01's Processing

Posted: Sun Mar 11, 2018 6:30 pm
by ZombieMooose
MadClown01 wrote:Hmu on Discord and I'll send you a prototype if you want :P
Which discord? lol

Re: [MOD 0.16] MadClown01's Processing

Posted: Sun Mar 11, 2018 6:42 pm
by MadClown01
ZombieMooose wrote:
MadClown01 wrote:Hmu on Discord and I'll send you a prototype if you want :P
Which discord? lol
Factorio official or Cult Omnissiah

Re: [MOD 0.16] MadClown01's Processing

Posted: Mon Mar 12, 2018 4:38 pm
by Nedreow
After downloading the latest update of Processing factorio gives me an error:
'Path _Clowns-Nuclear_/graphics/icons/ore-5.png does not match any enabled mod'
It seems Processing is looking for several icons from your Nuclear Munitions Mod. I am not using biters and as such do not have that mod installed.

The locations are (grep for the win):
electronics.lua:20
electronics.lua:49
pure-processing.lua:48
pure-processing.lua:51
pure-processing.lua:99
pure-processing.lua:149
pure-processing.lua:199
pure-processing.lua:251
pure-processing.lua:303

Re: [MOD 0.16] MadClown01's Processing

Posted: Mon Mar 12, 2018 6:43 pm
by MadClown01
Nedreow wrote:...
Fixed. Thanks for the heads-up.

Re: [MOD 0.16] MadClown01's Processing

Posted: Mon Mar 12, 2018 7:07 pm
by MadClown01
Light wrote:...
ZombieMooose wrote:...
Actually, I changed my mind and just released it. Enjoy!

Re: [MOD 0.16] MadClown01's Processing

Posted: Mon Mar 12, 2018 7:28 pm
by steinio
Hi,

did you remove the kovarex enrrichment process?

Nuklear Fission Armor don't start anymore.

Edit: yes you niled it. That's a no-go.
Only disable it if necessary.

Nuclear Artillery also don't start anymore.

Maybe loop through all techs and recipes and replace the kep with yours.

Re: [MOD 0.16] MadClown01's Processing

Posted: Mon Mar 12, 2018 8:20 pm
by MadClown01
steinio wrote:Hi,

did you remove the kovarex enrrichment process?

Nuklear Fission Armor don't start anymore.

Edit: yes you niled it. That's a no-go.
Only disable it if necessary.

Nuclear Artillery also don't start anymore.

Maybe loop through all techs and recipes and replace the kep with yours.
Ahhh whoops sorry - will fix when I get home. I did add a game setting that will preserve the Koravex process

Re: [MOD 0.16] MadClown01's Processing

Posted: Mon Mar 12, 2018 8:41 pm
by aklesey1
Found unused boric acid in MadClown's Processing - borax boron have many many applications in py mods ;)
Where do u planing to use boric acid? :?:

Re: [MOD 0.16] MadClown01's Processing

Posted: Mon Mar 12, 2018 8:44 pm
by MadClown01
aklesey1 wrote:Found unused boric acid in MadClown's Processing - borax boron have many many applications in py mods ;)
Where do u planing to use boric acid? :?:
Shhhhh don't spoil the surprise ;)

Re: [MOD 0.16] MadClown01's Processing

Posted: Tue Mar 13, 2018 4:53 pm
by Xoryk
hello
I just update factorio to 16.30 and mods with mod updater and got this error (in attachment).
Disabling your mod is sufficient to run factioro.

But after toggiling it back with angels refining result with error.

Re: [MOD 0.16] MadClown01's Processing

Posted: Tue Mar 13, 2018 7:42 pm
by MadClown01
Xoryk wrote:hello
I just update factorio to 16.30 and mods with mod updater and got this error (in attachment).
Disabling your mod is sufficient to run factioro.

But after toggiling it back with angels refining result with error.
Fixed!

Re: [MOD 0.16] MadClown01's Processing

Posted: Wed Mar 14, 2018 4:16 pm
by Xoryk
unfortunatly not everything, this time thorium-pure-processing

edit: Instaling MadClown01's Extended AngelBob Minerals fixed the problem

Re: [MOD 0.16] MadClown01's Processing

Posted: Wed Mar 14, 2018 6:37 pm
by MadClown01
Xoryk wrote:unfortunatly not everything, this time thorium-pure-processing

edit: Instaling MadClown01's Extended AngelBob Minerals fixed the problem
I'm 99% sure my latest release fixes this bug :)

Re: [MOD 0.16] MadClown01's Processing

Posted: Fri Mar 16, 2018 4:36 am
by aklesey1
Where Ammonium Chloride can be used what do u think?

Re: [MOD 0.16] MadClown01's Processing

Posted: Fri Mar 16, 2018 5:13 am
by MadClown01
aklesey1 wrote:Where Ammonium Chloride can be used what do u think?
I don't think there's any new functionality for it that isn't covered already by other chemicals.

Re: [MOD 0.16] MadClown01's Processing

Posted: Sat Mar 17, 2018 10:43 am
by reinei
MadClown01 wrote:
Xoryk wrote:unfortunatly not everything, this time thorium-pure-processing
[...]
I'm 99% sure my latest release fixes this bug :)
Just tested it with 1.2.2 and the error still persists.
I have yet to install your ore mod though to see if that fixes the error. (But it that case it should either be resolved or listed as a dependency, right?)

Anyway cool additions

EDIT:
The error is caused by data.lua only checking if mods["Clowns-Nuclear"] exists and then adding the technology result thorium-pure-processing
Which is defined in pure-processing.lua, but checks that BOTH mods["Clowns-Nuclear"] AND mods["Clowns-Extended-Minerals"] are defined.
So as a hotfix, move the first

Code: Select all

end
in data.lua below the second one

Re: [MOD 0.16] MadClown01's Processing

Posted: Sat Mar 17, 2018 8:33 pm
by MadClown01
reinei wrote:...
HomerSimpson-250x300.png
HomerSimpson-250x300.png (56.89 KiB) Viewed 7969 times
Thanks heaps - fixed for next release.