Bugs & FAQ
Moderator: Arch666Angel
Re: Bugs & FAQ
Hello Angel,
Here is the fix for angelsinfiniteores/localization-override.lua
https://mods.factorio.com/mods/Arch666A ... sion/11699
Version 0.7.5 of angelsrefining does not work without petrochem because:
Here is the fix for angelsinfiniteores/localization-override.lua
https://mods.factorio.com/mods/Arch666A ... sion/11699
Version 0.7.5 of angelsrefining does not work without petrochem because:
- The recipe category "heavy-pump" is missing from angelsrefining
- The item-subgroup "petrochem-well-head" is missing from angelsrefining. The item-group "petrochem-refining" must be also defined for this to work
- The localization for heavy-pump item, entity, recipe and item-group must also be defined.
Re: Bugs & FAQ
The base game has changed the alt view storage contents overlay to be a specific size rather than a relative size. As a result, your warehouses show a teeny tiny overlay instead of the proper one they used to.
Factorissimo has also run into this, but in the latest version, the mod author fixed it. Could you do the same with your warehouses?
Factorissimo has also run into this, but in the latest version, the mod author fixed it. Could you do the same with your warehouses?
Re: Bugs & FAQ
I will ask a little silly question - where to find the angel's trigger options which Arch666Angel moved to petrochem mod?
https://mods.factorio.com/mods/Arch666A ... spetrochem
1) Hide converter recipes
2) Enable acid overrides for refining recipes
I mean only angel trigger options for petrochem in 0.15 version
We had 6 angel triggers, so they useless for now? yes?
https://mods.factorio.com/mods/Arch666A ... spetrochem
There're only 2 options in mod options in game menu:Changelog:
--0.5.0
-update to 0.15
-converted trigger mods to mod options
1) Hide converter recipes
2) Enable acid overrides for refining recipes
I mean only angel trigger options for petrochem in 0.15 version
We had 6 angel triggers, so they useless for now? yes?
Nickname on ModPortal - Naron79
Re: Bugs & FAQ
It seems that on the latest version of Angel's Chemical Processing (Petrochem), the Flare Stack and Clarifier often get stuck at 1 amount below what they need to process the incoming fluid/gas. This is causing stalls in my slag processing loop where I have to manually re-place the Flare Stack to fix it. Placing a pump in front of the flare stack seems to reduce but not eliminate the problem.
Re: Bugs & FAQ
I noticed this too, but I thought it was from updating to 0.15 and after replacing will unjam forever. If it keeps happening.... that is annoying.Layl wrote:It seems that on the latest version of Angel's Chemical Processing (Petrochem), the Flare Stack and Clarifier often get stuck at 1 amount below what they need to process the incoming fluid/gas. This is causing stalls in my slag processing loop where I have to manually re-place the Flare Stack to fix it. Placing a pump in front of the flare stack seems to reduce but not eliminate the problem.
Maybe the flare stack and clarifier should allow a overflow?
Angel, you fix on last version with the fluid handling technology, while fixing that issue, causes others!
Other mods bight be registering recipes on that technology, like FlowControl valves. Not sure if you should disable the technology... maybe disabling vanilla barreling might not be a good idea.
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Re: Bugs & FAQ
I am recieving this error after updating to 0.75. Everything else seems to be working perfectly, thanks for the wonderful mod.
Re: Bugs & FAQ
That happened to me as well. Just further information I don't currently have Petrochem on.
Re: Bugs & FAQ
He seems to be without internet access so... maybe downgrade to the previous version available in the downloads separator, on the portal site if you want to play until he comes back
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Re: Bugs & FAQ
Hi I'm running both angels and bobs mods and I found that after researching plastics (the tech that unlocks synthetic wood) normal wood could no longer be used to produce basic circuit boards (and their future items they are required for) in my inventory crafting as it says "not enough ingredients" indicating synthetic wood is required even when raw wood is available. The only way around this is to manually create wooden boards first using raw logs then these wooden boards can be used to make the basic circuit boards. As I'm sure you will realise it can be quite annoying not being able to build items in your inventory unless you do it in two stages. Please can you fix this?
Re: Bugs & FAQ
I'm using Angel's Refining 0.7.5 and the ratios for the chemical refining are off.
In particular you still use the same amount as in 0.14 for every acid except sulfuric acid. So everything is off by factor 10
In particular you still use the same amount as in 0.14 for every acid except sulfuric acid. So everything is off by factor 10
Re: Bugs & FAQ
Could be worse since the proportion from the acid to the waste water is still correct. Imagine if the hydrofluoric acid was correct and the fluoric waste was the old value?Benzor wrote:I'm using Angel's Refining 0.7.5 and the ratios for the chemical refining are off.
In particular you still use the same amount as in 0.14 for every acid except sulfuric acid. So everything is off by factor 10
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Re: Bugs & FAQ
Think i found a bug regarding petrochem enable acids.
in previus version enableacids is set to true by defaul by petrochems, later this have changed to a setting angels-enable-acids-override but this will never set enableacid to true
refining checks if enableacid is set to true or false, but i cant find that it is even declared somewhere.
it seems to work to change the row
else if angelsmods.petrochem.enableacids then
to
else if settings.startup["angels-enable-acid-override"].value then
to enable diffrent waste water from the flotation plant
water-treatment-override is never called anywhere so you need to require it somewhere and also change the check there to startup["angel... from enableacids.
im not sure if this is intended or not.maybe you wanted to disable acids for now. but the recipies seems to be there now if i start a new game. my old game wont get the water-treatment recipies
in previus version enableacids is set to true by defaul by petrochems, later this have changed to a setting angels-enable-acids-override but this will never set enableacid to true
refining checks if enableacid is set to true or false, but i cant find that it is even declared somewhere.
it seems to work to change the row
else if angelsmods.petrochem.enableacids then
to
else if settings.startup["angels-enable-acid-override"].value then
to enable diffrent waste water from the flotation plant
water-treatment-override is never called anywhere so you need to require it somewhere and also change the check there to startup["angel... from enableacids.
im not sure if this is intended or not.maybe you wanted to disable acids for now. but the recipies seems to be there now if i start a new game. my old game wont get the water-treatment recipies
Re: Bugs & FAQ
Hello
If you don't use RSO (I didn't, I wanted to see how the railworld generated) you don't get gas wells generating. It took me a while to realize this, having not used angels petrochem before. Is there a way to generate them? I see a way on a wiki to generate regular crude wells, but when i tried with what i think it is called (gas-natural-1) it doesn't work. also tried gass-well, natural-gas-well, gas-natural-2... variety of things
Thanks
If you don't use RSO (I didn't, I wanted to see how the railworld generated) you don't get gas wells generating. It took me a while to realize this, having not used angels petrochem before. Is there a way to generate them? I see a way on a wiki to generate regular crude wells, but when i tried with what i think it is called (gas-natural-1) it doesn't work. also tried gass-well, natural-gas-well, gas-natural-2... variety of things
Code: Select all
/c local position = nil
for i=1,9 do
position = game.player.surface.find_non_colliding_position("gas-natural-1", game.player.position, 0, i/2+1.5)
if position then
game.player.surface.create_entity({name="gas-natural-1", amount=5000, position=position})
end
end
Thanks
Re: Bugs & FAQ
Gas wells are named "angels-natural-gas".
And it's strange that they don't spawn in vanilla - might be a bug somewhere.
And it's strange that they don't spawn in vanilla - might be a bug somewhere.
Re: Bugs & FAQ
Thanks that worked. And yes, I think there is a bug with them not spawning without RSO.
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Re: Bugs & FAQ
Just for people having the Clarifier issue, I have no idea whats causing it, but having at least certain amount of pipe before the Clarifier (like 10+ ? I didn't test it rigorously) seems to fix it for now, as a work around.\
That's a bug with vanilla Factorio involving anything that has multiple recipes leading to the same item. He can't fix it.Mastercal40 wrote:Hi I'm running both angels and bobs mods and I found that after researching plastics (the tech that unlocks synthetic wood) normal wood could no longer be used to produce basic circuit boards (and their future items they are required for) in my inventory crafting as it says "not enough ingredients" indicating synthetic wood is required even when raw wood is available. The only way around this is to manually create wooden boards first using raw logs then these wooden boards can be used to make the basic circuit boards. As I'm sure you will realise it can be quite annoying not being able to build items in your inventory unless you do it in two stages. Please can you fix this?
Re: Bugs & FAQ
I notice this behaviour in a lot of other situations (the 99) and I think this might be a vanilla issue. Tanks that fill up only to 4999, pipes that fill up only to 99.... There might be a rounding error somewhere...damienreave wrote:Just for people having the Clarifier issue, I have no idea whats causing it, but having at least certain amount of pipe before the Clarifier (like 10+ ? I didn't test it rigorously) seems to fix it for now, as a work around.\
On one place, I solved the issue by putting a overflow valve before the clarifier. Somehow, only sending to the clarifier in slower amounts, since it only sends the overflow, seems to have fixed it.
But I am pretty sure that it might just be plain luck with the numbers and might not work in other situations. Or maybe... the small increments actually help avoiding the issue, same with your 10 pipes before the clarifier, making the propagation slower and only small amounts reaching the clarifier.
pretty sure this happened in the past with copper cable when adding the smelting mod and somehow, he fixed it.damienreave wrote:That's a bug with vanilla Factorio involving anything that has multiple recipes leading to the same item. He can't fix it.Mastercal40 wrote:Hi I'm running both angels and bobs mods and I found that after researching plastics (the tech that unlocks synthetic wood) normal wood could no longer be used to produce basic circuit boards (and their future items they are required for) in my inventory crafting as it says "not enough ingredients" indicating synthetic wood is required even when raw wood is available. The only way around this is to manually create wooden boards first using raw logs then these wooden boards can be used to make the basic circuit boards. As I'm sure you will realise it can be quite annoying not being able to build items in your inventory unless you do it in two stages. Please can you fix this?
Re: Bugs & FAQ
First of all, thanks for the great mods! Amazing how quickly you adapted them for 0.15.
I've also encountered the problem with the flare stack. In the meantime you can just use the gas venting pump from bobplates.
I've also encountered the problem with the flare stack. In the meantime you can just use the gas venting pump from bobplates.
Re: Bugs & FAQ
Autobarreling Feature is not working properly. Same issues as the Auto-barreler mod.
The inserters sometimes just hover above the pump with the barrel not inputting them in the machine like this: http://prntscr.com/f5puk8
That machine has these slots: http://prntscr.com/f5pupe
It is happening for both the auto-barreling and auto-unbarreling as sometimes the machine is empty and the inserters don't input the barrel on them to be unloaded as you can see here: http://prntscr.com/f5puzh
Even with filter inserters its not working: http://prntscr.com/f5pv4f
Rotating the inserters around makes them start working again but, I'm designing this factory to be automated so I can't be babysitting the inserters, it goes against the purpose of the save :/
This issue only happens with the auto-barreling feature of the mod, if I uncheck it and set the recipes manually, everything works fine.
The inserters sometimes just hover above the pump with the barrel not inputting them in the machine like this: http://prntscr.com/f5puk8
That machine has these slots: http://prntscr.com/f5pupe
It is happening for both the auto-barreling and auto-unbarreling as sometimes the machine is empty and the inserters don't input the barrel on them to be unloaded as you can see here: http://prntscr.com/f5puzh
Even with filter inserters its not working: http://prntscr.com/f5pv4f
Rotating the inserters around makes them start working again but, I'm designing this factory to be automated so I can't be babysitting the inserters, it goes against the purpose of the save :/
This issue only happens with the auto-barreling feature of the mod, if I uncheck it and set the recipes manually, everything works fine.