Closed Qatavin closed 2 days ago
For 2.0 updates, please use branch "dev2.0". I've done a bit but still a ton still to go!
I'm not sure about the electronics assembly machine 1 change. When talking about the recipe, are you looking before or after my recent changes to assembly machine tiers?
Yes, I know it's annoying how it is. I kinda like it 😈 Makes people appreciate the upgrade more!
I should ask, what is currently being worked on by who? Just to avoid multiple people covering the same sections. I've chipped away at some of this list already, but there's still a fair number of simple changes to make.
Also, check this out:
Mirrorable 2x2 electronics machines. It turned out that you do indeed need to make a second fluid box on the same side (an output, so that it remains invisible). This should work just fine for fluid-burning and chemical furnaces as well, but distilleries are going to be a much bigger issue.
Unrelated to that, do we want to take this opportunity to update the assembling machine color mask? I made one for my mod that has a higher resolution and cutouts for some of the mechanical bits that hang over the side on the left.
There's an open PR from someone working on Bob's modules. Other than that it's just you and me I believe. And everything I've done is committed.
Electronic assembly machines look good! What's the issue with distilleries? 🤔
Sure, if you want to update the masks. Anything graphics related I don't touch! Will this resolve https://github.com/modded-factorio/bobsmods/issues/167 ?
There's nowhere for the mirrored fluid box connection to attach to.
I'll take care of #167 at the same time as updating the mask, no problem.
I was trying to load Ores earlier (because I need Ores to load Plates, and Plates to have distilleries, electrolysers, and so on for what I was doing above) and there seemed to be a problem with generating something that I couldn't easily track down. I'm hoping you can figure it out. Or maybe this would be a good time to switch over to the vanilla ore generation functions.
I assumed that the distillery would just work as-is. It already has a line of symmetry. Flipping just means swapping the in and out.
That might work in some cases, but not all of them. And I think if the mirroring doesn't work in every case, the game won't allow it at all.
Perhaps if the north version could be swapped with the south version when they're flipped, and east with west? Or something like that.
Turned out I was half right. It took a little research, but as it happens, the Recycler has a very similar issue with its item output, so the game has a graphics_set_flipped property to deal with this kind of situation. Distilleries have been solved.
Stone chemical furnaces turned out to be tougher than expected. This is what I ended up doing. It's definitely not perfect - you can see an incomplete section of pipe on the one in the top left. Could probably be fixed with a bit of a redraw, though. Or the graphics could be outright replaced. They are very old.
Wire connections were annoying to figure out, but I think I've got the hang of them now. I'm not totally satisfied with this, but it gets the job done, I guess. If anyone has any thoughts about how to improve the positioning, I'm all ears.
Both of these feel like they'd look better if the back part of the pipe connection were smaller. But I feel like that's something that can be put off for later.
Edit: Also, I've decided to skip adding circuit connections to stone and steel furnaces of all kinds. Only electric furnaces (of the Assembling Machine type) will have them. Partly because they're clearly meant to be rudimentary machines, and partly because it would be too much of a pain to find a place to stick the connector such that it wouldn't get in the way of any pipe connections.
Once I got Plates running, there were a few more things I decided I needed to update, including air compressors and barreling pumps. Unfortunately...
By all appearances, there is no way whatsoever to make mirrored circuit connections. Which means that this is the best I can do, just having the connectors touching the entity in both mirrored and regular versions. It sucks, but I don't want to remove it because being able to control these with the circuit network seems like it might be pretty desirable, given their barreling and unbarreling applications. Any thoughts?
Definitely having the connections is better than not. It's just a visual thing so I wouldn't worry too much about it for now. I'll ask around though, see if anyone has found a way.
I asked on the Factorio forums, but got no response.
Quick notes
While I'm working on this, one thing I've been wanting to do for a while is add fluid boxes to electronics machine 1. It makes sense to do so because its recipe is closer to assembling machine 2 than 1. Also, it's kind of a pain that electronics machine 1 can't take ferric chloride solution, so you can't use it to make red circuit boards (which are required to make electronics machine 2)