Bugs & FAQ

Infinite Ores, Refining, Ore Processing ...

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Re: Bugs & FAQ

Post by Arch666Angel »

ukezi wrote:Hallo angel thanks for your great mod for all us masochist for them bobs isn't hard enough;)
that said in the newest version synthesis propane is the only synthesis that is in the stream cracking category. I think that is a bug.
also I think the desalination is way to slow, you get out of water treatment 2 saline water/s with MK1 or 3/s with MK2 while your desalination plant gives you 3/10s or 0.3/s. I would keep the 10s cycle because the animation looks good but go up to like 150 water->50 saline water so you can power one MK1 electrolyser with one desalination plant. instead of needing 16.66

Can you provide me some more Infos? If I create a new game all the recipes that should be in the steam-cracker are there, plus the lubricant recipe which should be in a regular chemical plant (need to fix that).

And yeah you might be right, but the salination recipes should be slower because they are byproduct free.

Edit:
100 water -> 40 Saline Water -> 20 Salt

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Re: Bugs & FAQ

Post by ukezi »

I have just opened your mod files, it is not you, the recipe is in the petrochem-chemistry subgroup. now i have to go trough my great many mods to find the one. or make a quick one to change it back. However I still have it in the cracker.
Screenshot from 2016-12-22 17-10-47.png
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Re: Bugs & FAQ

Post by SHiRKiT »

Can I put productivity modules on batteries? I could swear I could do that in the normal vanilla game with normal chemical plants, but for some reason, with Advanced Chemical Plants I can't, even after installing https://mods.factorio.com/mods/Arch666A ... oductivity

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Re: Bugs & FAQ

Post by orzelek »

SHiRKiT wrote:Can I put productivity modules on batteries? I could swear I could do that in the normal vanilla game with normal chemical plants, but for some reason, with Advanced Chemical Plants I can't, even after installing https://mods.factorio.com/mods/Arch666A ... oductivity
Are you using bob's mods?
Productivity seems to be configured only for them.
Actually productivity is on refining mod so not sure if it works for batteries in any way.

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Re: Bugs & FAQ

Post by Rue99 »

There's a config option in Bob's that limits productivity modules to registered intermediates by default - might be germane.

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Re: Bugs & FAQ

Post by Arch666Angel »

The productivity trigger only works for the refining recipes at the moment, I have to write up a function to add productivity for the petrochem recipes and dont think it really hurts there, because you have to deal with so much stuff aside from the main product you want.

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Re: Bugs & FAQ

Post by Rue99 »

Just updated to the latest petrochem and the heavy pump doesn't allow me to actually select any barrelling/unbarrelling recipes. I'll have a poke around to see what's going on.

*EDIT* never mind, a forced reset and research of all recipes sorted it :). Merry Christmas all.

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Re: Bugs & FAQ

Post by LethargicChii »

So, on the description of infinite ore patches there this _ _ 1 _ _. Any idea why?

Image

Mod List

Code: Select all

{
    "mods": [
        {
            "name": "base",
            "enabled": "true"
        },
        {
            "name": "FARL",
            "enabled": "true"
        },
        {
            "name": "what-is-it-used-for",
            "enabled": "true"
        },
        {
            "name": "always-show-recipe-products",
            "enabled": "false"
        },
        {
            "name": "Better_Repair_Pack",
            "enabled": "true"
        },
        {
            "name": "Bio_Industries",
            "enabled": "true"
        },
        {
            "name": "bobenemies",
            "enabled": "true"
        },
        {
            "name": "boblibrary",
            "enabled": "true"
        },
        {
            "name": "botReplacer",
            "enabled": "true"
        },
        {
            "name": "Bottleneck",
            "enabled": "true"
        },
        {
            "name": "color-coding",
            "enabled": "true"
        },
        {
            "name": "EvoGUI",
            "enabled": "true"
        },
        {
            "name": "Larger Inventory",
            "enabled": "true"
        },
        {
            "name": "LogisticsMining",
            "enabled": "true"
        },
        {
            "name": "long-reach",
            "enabled": "true"
        },
        {
            "name": "Orphan Finder",
            "enabled": "true"
        },
        {
            "name": "Skip Burner Stage",
            "enabled": "true"
        },
        {
            "name": "tanks_for_bob",
            "enabled": "true"
        },
        {
            "name": "water-fix",
            "enabled": "true"
        },
        {
            "name": "alien-biomes",
            "enabled": "true"
        },
        {
            "name": "bobores",
            "enabled": "true"
        },
        {
            "name": "bobtech",
            "enabled": "true"
        },
        {
            "name": "bobvehicleequipment",
            "enabled": "true"
        },
        {
            "name": "Natural_Evolution_Buildings",
            "enabled": "true"
        },
        {
            "name": "Natural_Evolution_Expansion",
            "enabled": "true"
        },
        {
            "name": "bobplates",
            "enabled": "true"
        },
        {
            "name": "rso-mod",
            "enabled": "true"
        },
        {
            "name": "bobassembly",
            "enabled": "true"
        },
        {
            "name": "bobelectronics",
            "enabled": "true"
        },
        {
            "name": "boblogistics",
            "enabled": "true"
        },
        {
            "name": "bobmining",
            "enabled": "true"
        },
        {
            "name": "bobpower",
            "enabled": "true"
        },
        {
            "name": "bobrevamp",
            "enabled": "true"
        },
        {
            "name": "angelspetrochem",
            "enabled": "true"
        },
        {
            "name": "bobelectronics_gfxtweak",
            "enabled": "true"
        },
        {
            "name": "bobwarfare",
            "enabled": "true"
        },
        {
            "name": "angelsaddons-pressuretanks",
            "enabled": "true"
        },
        {
            "name": "angelsrefining",
            "enabled": "true"
        },
        {
            "name": "angelsaddons-oresilos",
            "enabled": "true"
        },
        {
            "name": "angelsaddons-warehouses",
            "enabled": "true"
        },
        {
            "name": "angelsinfiniteores",
            "enabled": "true"
        },
        {
            "name": "angelssmelting",
            "enabled": "true"
        },
        {
            "name": "angelsbioprocessing",
            "enabled": "true"
        },
        {
            "name": "ResizedBuildings",
            "enabled": "true"
        }
    ]
}
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Re: Bugs & FAQ

Post by ManderMan »

So I'm having and problem with Bio Processing the Algae Farm is no where to be found, not in the research or anything all i can do at this point is make the goo and spores. Also had to force the research because it was unavailable and it seemed like there were some missing and out of order
Screen Shot of research

My mods
  • Angels addons ore silos, pressure tanks, warehouses
    angels Bio Processing
    angels infinite ore
    angels Petro Chem
    angels refining
    angels smelting
    angels triggers refining enable productivity

    Bob's
    adjustable inserters
    assembleing machines
    config
    electronics
    enemies
    functions library mod
    greenhouse
    logistics
    metals, chem and intermediates
    mining
    modules
    ores
    power
    revamp
    tech
    vehicle equipment
    warefare

    Advanced Logistics Systems
    Arumba lights
    arumba's accelerated start
    auto deconstruct
    auto trash
    autofill
    base mod
    bottleneck
    crafting speed research
    enhanced map colors
    evoGUI
    expanded robot technology
    factorissimo
    flow control
    flow control for bobs
    foremen
    Farl
    Item count
    larger invatory
    laser beam turrets
    launch control
    long reach
    longer underground belts (aligned)
    Manual Invatory Sorting
    Rail Tanker
    Rail Tanker Alternative Texture
    RSO
    Robot Clean Up
    SmallFixed
    squeak Through
    teleportation
    the fat controller
    tree Collision
    Upgrade Builder and PLanner
    Uranium Power
    VehicleSnap
    Water Well
    What is it used for?
    [Z] Group changer (removed)
Last edited by ManderMan on Fri Dec 23, 2016 8:40 pm, edited 1 time in total.

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Re: Bugs & FAQ

Post by Arch666Angel »

Remove [z]group change

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Re: Bugs & FAQ

Post by Nexela »

Arch666Angel wrote:Remove [z]group change
And set it on fire.

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Re: Bugs & FAQ

Post by hoho »

LethargicChii wrote:So, on the description of infinite ore patches there this _ _ 1 _ _. Any idea why?
It's essentially placeholder for extra ores that can be proccessed out of it if you have some more mods.

Btw, what mod is that you use that seemingly adds more biomes? I looked at your modlist but nothing seemed to be named as what could do it.

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Re: Bugs & FAQ

Post by ManderMan »

Arch666Angel wrote:Remove [z]group change
the algea farm is still not showing after i removed the z group even on a new map, it did fix some of it

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Re: Bugs & FAQ

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Re: Bugs & FAQ

Post by LethargicChii »

hoho wrote:
LethargicChii wrote:So, on the description of infinite ore patches there this _ _ 1 _ _. Any idea why?
It's essentially placeholder for extra ores that can be proccessed out of it if you have some more mods.

Btw, what mod is that you use that seemingly adds more biomes? I looked at your modlist but nothing seemed to be named as what could do it.
Alien Biomes. It's newly released I think. It's pretty awesome. I like it. And thanks, I thought it was a glitch or something like a conflict with my other mods. Glad it's not.

https://mods.factorio.com/mods/Earendel/alien-biomes
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Re: Bugs & FAQ

Post by aklesey1 »

Whether other types of catalysts will be returned later to refining mod?
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Re: Bugs & FAQ

Post by SHiRKiT »

Arch666Angel wrote:The productivity trigger only works for the refining recipes at the moment, I have to write up a function to add productivity for the petrochem recipes and dont think it really hurts there, because you have to deal with so much stuff aside from the main product you want.
Hey Angel,

Thanks for the answer and this AWSOME set of mods, but I think produtivity modules should also affect the Metallurgy recipes, as well as the Petrochem. They are all intermediate products and makes sense, at least in my mind, to have them working there, similar to Vanilla, that you can put produtivity on drills or on furnaces.

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Re: Bugs & FAQ

Post by Light »

Still missing the dirt water electrolysis migration, but the new updates were still a nice treat to play with.

Now there's a lot of incentive to use barrels + robots given how rail tanker trains can be impractical given the mass number of gasses one may need to transport. Sure makes relocating easier on my end anyhow.

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Re: Bugs & FAQ

Post by JoeWhizer »

Hey Angel,

I think I've identified a bug but I'm not quite sure about the root cause. The issue is once I finish bio-processing research, I am no longer able to craft the wooden boards from Bobs mods as well as the chests from LargerChests mods by hand. Seems everything that is related to "wood" is no longer possible in a 2-step craft even with enough raw wood. When I pre-craft wood, I am able to craft these items by hand again.

I think there are some interference with wood in some kind and it's possibly a game mechanic that is broken. I already had this issue some days ago with bob mods but it was on my server and therefore troubleshooting needs a bit more effort. But it was not with your mods involved but also with wood, I think there was another mod that also had a recipe that produces wood in bulk, but I am not sure.

What I found out was, when I remove this two recipes in the file bio-processing-algae-green.lua, as well as the related localizations and technologies from angelbioprocessing, the issue is gone and I'm able to craft the wooden boards again with only raw wood in my inventary. It seems to me that the game connect all recipes to these both below once they got researched:

Code: Select all

{
    type = "recipe",
    name = "wood-from-cellulose-resin",
    category = "crafting",
	subgroup = "bio-processing-green",
	enabled = "false",
    energy_required = 2,
    ingredients ={
		{type="item", name="cellulose-fiber", amount=4},
		{type="item", name="resin", amount=1},
	},
    results=
    {
      {type="item", name="wood", amount=5},
    },
    icon = "__angelsbioprocessing__/graphics/icons/wood-cellulose.png",
    order = "h [wood-from-cellulose-resin]",
  },
  {
    type = "recipe",
    name = "wood-from-cellulose",
    category = "crafting",
	subgroup = "bio-processing-green",
	enabled = "false",
    energy_required = 2,
    ingredients ={
		{type="item", name="cellulose-fiber", amount=4},
		{type="item", name="paste-cellulose", amount=2},
	},
    results=
    {
      {type="item", name="wood", amount=5},
    },
    icon = "__angelsbioprocessing__/graphics/icons/wood-cellulose.png",
    order = "g [wood-from-cellulose]",
  },
For me this code looks fine, as well as the recipe for wooden boards in bobselectronics.lua seems okay:

Code: Select all

  {
    type = "recipe",
    name = "wooden-board",
    category = "electronics",
    ingredients =
    {
      {"wood", 1},
    },
    result = "wooden-board",
    result_count = 2
  },
So I don't know how to fix this and also to keep these two recipes.

Cheers,
Joe
Last edited by JoeWhizer on Mon Jan 02, 2017 6:30 pm, edited 1 time in total.

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Re: Bugs & FAQ

Post by ukezi »

It is a known bug. apparently if there are multiple recipes for something, the game tries only the latests. you can however craft wood(boards) per hand and then auto craft anything that has wood in it.

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