Re: Bugs & FAQ
Posted: Sun Oct 09, 2016 7:19 am
Is there any way to get Lithia Water when using Petrochem with bob's mods? It's needed for Lithium Chloride, but I don't see any way to get it anymore.
Thermal water "filtering" recipe to lithia. Unlocked by Angel's Refining Water Treatment Tech.Doddler wrote:Is there any way to get Lithia Water when using Petrochem with bob's mods? It's needed for Lithium Chloride, but I don't see any way to get it anymore.
Try runningCrios wrote:In the addon for the pressure tank, is there a command that can be issued to turn it on. I currently have Fluid Control researched, but the tank isn't available for use. I've tried to do a false string for the fluid control, to then make it true, but its giving me a nil value error. Basic Chemistry works, what its based under, but that didn't seem to allow for the asset to be available either. Any info would be helpful, and thanks again!
Code: Select all
/c game.player.force.reset_recipes()
Aha, thanks for that, I had completely missed it. It's pretty hard figuring out a lot of the items and ingredients. I kind of wish factorio would show products icons when there's a single output since it's pretty hard to figure what some recipes output when you're looking for a specific icon.Peppe wrote:Thermal water "filtering" recipe to lithia. Unlocked by Angel's Refining Water Treatment Tech.Doddler wrote:Is there any way to get Lithia Water when using Petrochem with bob's mods? It's needed for Lithium Chloride, but I don't see any way to get it anymore.
There is a mod for that:Doddler wrote:...I kind of wish factorio would show products icons when there's a single output since it's pretty hard to figure what some recipes output when you're looking for a specific icon.
Wouldn't a fix for that be to make that recipe to not be hand-craftable? That way, combining cellulose into planks would only work in an assembler and handcrafting would default to vanilla recipe.orzelek wrote:It's a known bug with the way that game manages recipes for same product.
unfortunately nothoho wrote:Wouldn't a fix for that be to make that recipe to not be hand-craftable? That way, combining cellulose into planks would only work in an assembler and handcrafting would default to vanilla recipe.orzelek wrote:It's a known bug with the way that game manages recipes for same product.
I tried the force reset by copying and pasting it, but to no avail the asset seems to still be disabled or unavailable. Thanks thoughNeemys wrote:Try runningCrios wrote:In the addon for the pressure tank, is there a command that can be issued to turn it on. I currently have Fluid Control researched, but the tank isn't available for use. I've tried to do a false string for the fluid control, to then make it true, but its giving me a nil value error. Basic Chemistry works, what its based under, but that didn't seem to allow for the asset to be available either. Any info would be helpful, and thanks again!It should give you the recipe to build it.Code: Select all
/c game.player.force.reset_recipes()
So i figured out the string that allows for the disabling and enabling of the fluid control tech, for those who need to reset the already researched tech.Crios wrote:I tried the force reset by copying and pasting it, but to no avail the asset seems to still be disabled or unavailable. Thanks thoughNeemys wrote:Try runningCrios wrote:In the addon for the pressure tank, is there a command that can be issued to turn it on. I currently have Fluid Control researched, but the tank isn't available for use. I've tried to do a false string for the fluid control, to then make it true, but its giving me a nil value error. Basic Chemistry works, what its based under, but that didn't seem to allow for the asset to be available either. Any info would be helpful, and thanks again!It should give you the recipe to build it.Code: Select all
/c game.player.force.reset_recipes()
Code: Select all
/c game.player.force.technologies['angels-fluid-control'].researched=false
Code: Select all
/c game.player.force.technologies['angels-fluid-control'].researched=true
Code: Select all
/c game.player.force.technologies['bio-processing-1'].researched=true
Code: Select all
/c game.player.force.technologies['bio-processing-2'].researched=true
Yeah there is a bork again in the infinite ores mod when not using RSO, dont know if they tweaked something again but I'm working on a fix.rada660 wrote:So I have an issue with the mod. I use vanilla ore, so only iron, coal, stone and copper. and I believe there is no other mod that alter ore. Yet, I dont seem to get any infinite patch, which is quite trouble some >_<
Carbon in angels can be made in two basic liquifiers.wormzjl wrote:It seems that using bob's mod carbon is needed very early to product T1 circuits
However with angels petrochemicals, the original carbon is overwritten and I'm unable to make it when needed
Is this a bug?