Bugs & FAQ

Infinite Ores, Refining, Ore Processing ...

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mexmer
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Re: Bugs & FAQ

Post by mexmer »

yeah, kinda having same issue, while you can easily create abudance of sulfuric and chloric acid, getting fluoric acid is rather painfull and not enough to satisfy infinite ores mining needs.
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Re: Bugs & FAQ

Post by timer67 »

I've modded the files so that wastewater gives 2 ore rather than one for the moment.
Seems to work.
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Re: Bugs & FAQ

Post by mexmer »

I think if you can get calcium fluoride for example from stone or mineralized water, then extract fluorite from that one also, that will help.

for minining infinite patches(except coal) you need acid
for sulfuric acid you need sulfur, there is plenty ways to get sulfur.
for chloric acid you need chlorine, multiple ways to get it.
for nitric acid you need nitrogen dioxide, multiple ways to get it.
for hydrofluoric acid you need fluorite, which you can get only by washing jivolite. and to dig jivolite (infinite patch) you need hydrofluoric acid ... this cyclic dependency is what bothers me
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Re: Bugs & FAQ

Post by Arch666Angel »

You can get fluorite from the waste water, acid gas cracking and crystallization to uranium and fluorite
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Re: Bugs & FAQ

Post by Light »

It seems that many people are a little too reliant on those infinite ores to get the job done, when there are other jivolite patches to claim ores from that won't starve your reserves when you're not ready for it.

With many ways to score fluorite later on in larger quantities, there really shouldn't be that big of an issue with it by the late game. You can even start the fluorite processes early on so you have a sizable stockpile for when you do decide to begin fluid mining more heavily, then balance production and demand accordingly so you don't ever run dry.
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Re: Bugs & FAQ

Post by mexmer »

Arch666Angel wrote:You can get fluorite from the waste water, acid gas cracking and crystallization to uranium and fluorite
hmm, that didn't show in research, when i was searching for fluorite. guess then it's ok.
Last edited by mexmer on Thu Jun 08, 2017 10:50 pm, edited 1 time in total.
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Re: Bugs & FAQ

Post by mexmer »

Light wrote:It seems that many people are a little too reliant on those infinite ores to get the job done, when there are other jivolite patches to claim ores from that won't starve your reserves when you're not ready for it.

With many ways to score fluorite later on in larger quantities, there really shouldn't be that big of an issue with it by the late game. You can even start the fluorite processes early on so you have a sizable stockpile for when you do decide to begin fluid mining more heavily, then balance production and demand accordingly so you don't ever run dry.
well, that's not point here, if you have not noticed i mentioned multiple times, i usually play without infinite patches, i don't like them. but since there was possible usage of new mining, i enabled them, just to find out there is balance missing in different patches demand. i'm still in early game (starting blue tech), but you need jivolite to produce more iron (combining jivolite with saphirite in sorter), therefore it's quite problematic. also another problem is, that when you have infinite ores enabled, you get patch, which has like 3 or 4 posts for "normal" miner, then rest switches to acid miner ... and those DON'T mine without acid, so your production is severaly hindered. also playing with RSO so patches are rather spread far away.

after i finish this map (or get tired of it) i will most likely run another again without infinite ores.
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Re: Bugs & FAQ

Post by Light »

mexmer wrote:
Light wrote:It seems that many people are a little too reliant on those infinite ores to get the job done, when there are other jivolite patches to claim ores from that won't starve your reserves when you're not ready for it.

With many ways to score fluorite later on in larger quantities, there really shouldn't be that big of an issue with it by the late game. You can even start the fluorite processes early on so you have a sizable stockpile for when you do decide to begin fluid mining more heavily, then balance production and demand accordingly so you don't ever run dry.
well, that's not point here, if you have not noticed i mentioned multiple times, i usually play without infinite patches, i don't like them. but since there was possible usage of new mining, i enabled them, just to find out there is balance missing in different patches demand. i'm still in early game (starting blue tech), but you need jivolite to produce more iron (combining jivolite with saphirite in sorter), therefore it's quite problematic. also another problem is, that when you have infinite ores enabled, you get patch, which has like 3 or 4 posts for "normal" miner, then rest switches to acid miner ... and those DON'T mine without acid, so your production is severaly hindered. also playing with RSO so patches are rather spread far away.

after i finish this map (or get tired of it) i will most likely run another again without infinite ores.
Fun fact: I play with infinite ores enabled and RSO. Yet this is not an issue I run into for two reasons.

1. I've also found infinite ores to be a cheat in the past, so either disabled or very small amounts. Because my infinite ore chance is 0.9 (Perhaps 5-10% of a patch), the need for fluid is seldom required. It's understandable that you can't mine an entire deposit right away without some preparation, however I will agree that fluorite restrictions are a slight hindrance compared to other ores at the early-mid phase of the game.

2. Another major factor to consider is Angel's Smelting. As iron smelting reduces the need for jivolite ore, the other fluorite processes are given a better chance to keep up with demand. This is further improved when ingot mixing is factored into the equation, reducing jivolite demand to a mere fraction as nickel, cobalt, and chrome do not require jivolite ore to create. The entire fluorite restriction is basically dissolved by the smelting mod alone, and much earlier on than one might expect.

So by reducing infinite ores, using smelting, or both, the problem should be dissolved and actually create a surplus of fluorite ore you can freely use for other things.
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Re: Bugs & FAQ

Post by mexmer »

i have default settings. i rarely change them (for infinite ores i used switchmod in 0.14)

but acid gas cracking should solve my problem.

too bad, that multioutput recipes missing titles, and search is not working on them properly. i hope sooner or later devs fix that.
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Re: Bugs & FAQ

Post by Saken »

Raw Smelting (Level 0)
Crushed Angle's Ores can be smelted directly into basic four plates for Bob's Mods: iron, copper, lead, and tin.

Lead, and, tin, where is it?
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Re: Bugs & FAQ

Post by Magnatix »

This type of resource opens with research. Circled in red.
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Re: Bugs & FAQ

Post by Saken »

5dim
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Re: Bugs & FAQ

Post by Magnatix »

Моды несовместимы друг с другом.
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Re: Bugs & FAQ

Post by emp_zealoth »

One of the two calcium chloride recipes (the one with crushed stone instead of full stone) gives out 30 calcium chlorides instead of 3
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Re: Bugs & FAQ

Post by alexelXD »

I have this erro 0.003 2017-06-09 14:25:11; Factorio 0.15.19 (build 30238, win64, steam)
0.003 Operating system: Windows 7 Service Pack 1
0.003 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.003 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data
0.003 Write data path: C:/Users/flavio/AppData/Roaming/Factorio
0.003 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin
0.016 System info: [CPU: Intel(R) Core(TM) i5-2310 CPU @ 2.90GHz, 4 cores, RAM: 8174MB]
0.017 Display options: [FullScreen: 1] [VSync: 1] [UIScale: 100%] [MultiSampling: OFF] [Screen: 255]
0.018 Available display adapters: 1
0.019 [0]: \\.\DISPLAY1 - AMD Radeon HD 7800 Series {0x8000005, [0,0], 1440x900, 32bit, 60Hz}
0.019 Create display on adapter 0. Size 1280x720 at position [70, 72].
0.391 Initialised OpenGL:[0] AMD Radeon HD 7800 Series; driver: 4.5.13474 Compatibility Profile Context 22.19.157.3
0.446 DSound: Starting _dsound_update thread
0.446 DSound: Enter _dsound_update; tid=3892
0.447 Graphics settings preset: medium
0.448 Graphics options: [Graphics quality: normal] [Video memory usage: high] [Light scale: 100%] [DXT: auto]
0.875 Loading mod settings bobenemies 0.15.2 (settings.lua)
0.876 Loading mod settings bobinserters 0.15.1 (settings.lua)
0.876 Loading mod settings Reactor Interface 1.0.0 (settings.lua)
0.876 Loading mod settings bobores 0.15.6 (settings.lua)
0.877 Loading mod settings bobvehicleequipment 0.15.2 (settings.lua)
0.877 Loading mod settings bobplates 0.15.11 (settings.lua)
0.877 Loading mod settings angelsrefining 0.7.14 (settings.lua)
0.877 Loading mod settings bobassembly 0.15.6 (settings.lua)
0.878 Loading mod settings boblogistics 0.15.6 (settings.lua)
0.878 Loading mod settings bobmining 0.15.2 (settings.lua)
0.878 Loading mod settings angelsaddons-oresilos 0.3.1 (settings.lua)
0.879 Loading mod settings angelsaddons-warehouses 0.2.1 (settings.lua)
0.879 Loading mod settings angelspetrochem 0.5.9 (settings.lua)
0.879 Loading mod settings bobmodules 0.15.3 (settings.lua)
0.880 Loading mod settings bobwarfare 0.15.3 (settings.lua)
0.880 Loading mod settings 5dim_core 0.15.11 (settings-updates.lua)
0.885 Loading mod core 0.0.0 (data.lua)
0.895 Loading mod base 0.15.19 (data.lua)
1.032 Loading mod 5dim_core 0.15.11 (data.lua)
1.060 Loading mod bobenemies 0.15.2 (data.lua)
1.092 Loading mod bobinserters 0.15.1 (data.lua)
1.119 Loading mod boblibrary 0.15.8 (data.lua)
1.149 Loading mod data-raw-prototypes 0.3.1 (data.lua)
1.176 Loading mod Reactor Interface 1.0.0 (data.lua)
1.204 Loading mod TarawindBeaconsRE 0.15.3 (data.lua)
1.232 Loading mod Yuoki 0.5.70 (data.lua)
1.298 Loading mod 5dim_automatization 0.15.5 (data.lua)
1.348 Loading mod 5dim_energy 0.15.7 (data.lua)
1.394 Loading mod 5dim_equipment 0.15.3 (data.lua)
1.435 Loading mod 5dim_logistic 0.15.1 (data.lua)
1.479 Loading mod 5dim_mining 0.15.2 (data.lua)
1.522 Loading mod 5dim_module 0.15.2 (data.lua)
1.569 Loading mod 5dim_resources 0.15.4 (data.lua)
1.614 Loading mod 5dim_trains 0.15.1 (data.lua)
1.656 Loading mod 5dim_transport 0.15.5 (data.lua)
1.710 Loading mod 5dim_vehicle 0.15.2 (data.lua)
1.755 Loading mod bobores 0.15.6 (data.lua)
1.803 Loading mod bobtech 0.15.3 (data.lua)
1.850 Loading mod bobvehicleequipment 0.15.2 (data.lua)
1.901 Loading mod yi_engines 0.5.25 (data.lua)
1.962 Loading mod bobplates 0.15.11 (data.lua)
2.026 Loading mod angelsrefining 0.7.14 (data.lua)
2.101 Loading mod bobassembly 0.15.6 (data.lua)
2.169 Loading mod bobelectronics 0.15.2 (data.lua)
2.234 Loading mod bobgreenhouse 0.15.2 (data.lua)
2.299 Loading mod boblogistics 0.15.6 (data.lua)
2.393 Loading mod bobmining 0.15.2 (data.lua)
2.479 Loading mod bobpower 0.15.3 (data.lua)
2.567 Loading mod angelsaddons-oresilos 0.3.1 (data.lua)
2.647 Loading mod angelsaddons-warehouses 0.2.1 (data.lua)
2.727 Loading mod angelscomponents 0.2.0 (data.lua)
2.808 Loading mod angelspetrochem 0.5.9 (data.lua)
2.914 Loading mod bobmodules 0.15.3 (data.lua)
3.012 Loading mod bobwarfare 0.15.3 (data.lua)
3.131 Loading mod angelsaddons-petrotrain 0.2.0 (data.lua)
3.229 Loading mod angelsaddons-pressuretanks 0.2.0 (data.lua)
3.330 Loading mod angelsbioprocessing 0.4.0 (data.lua)
3.438 Loading mod angelslogistics 0.2.0 (data.lua)
3.548 Loading mod angelssmelting 0.3.3 (data.lua)
3.680 Loading mod base 0.15.19 (data-updates.lua)
3.807 Loading mod bobenemies 0.15.2 (data-updates.lua)
3.930 Loading mod bobinserters 0.15.1 (data-updates.lua)
4.052 Loading mod bobores 0.15.6 (data-updates.lua)
4.174 Loading mod bobtech 0.15.3 (data-updates.lua)
4.298 Loading mod bobvehicleequipment 0.15.2 (data-updates.lua)
4.424 Loading mod bobplates 0.15.11 (data-updates.lua)
4.429 Script module-functions.lua:12: Recipe polishing-wheel-synthetic does not exist.
4.553 Loading mod angelsrefining 0.7.14 (data-updates.lua)
4.559 Error ModManager.cpp:948: Failed to load mod "angelsrefining": __angelsrefining__/data-updates.lua:3: __angelsrefining__/prototypes/refining-override.lua:74: __angelsrefining__/prototypes/angels-functions.lua:165: attempt to index field '?' (a nil value)
4.560 Loading mod core 0.0.0 (data.lua)
4.600 Checksum for core: 3592000670
4.984 Loaded shader file C:/Program Files (x86)/Steam/steamapps/common/Factorio/data/core/graphics/shaders/game.glsl
4.985 Loaded shader file C:/Program Files (x86)/Steam/steamapps/common/Factorio/data/core/graphics/shaders/zoom-to-world.glsl
4.988 Initial atlas bitmap size is 16384
4.988 Created atlas bitmap 195x5
4.988 Created atlas bitmap 120x24
5.171 Sprites loaded
5.171 Convert atlas 120x24 to: trilinear-filtering
5.173 Custom inputs active: 0
5.182 Factorio initialised
5.182 Mods to disable:Failed to load mods: __angelsrefining__/data-updates.lua:3: __angelsrefining__/prototypes/refining-override.lua:74: __angelsrefining__/prototypes/angels-functions.lua:165: attempt to index field '?' (a nil value)

Mods to be disabled:
• angelsrefining
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Re: Bugs & FAQ

Post by Arch666Angel »

alexelXD wrote:I have this erro 0.003 2017-06-09 14:25:11; Factorio 0.15.19 (build 30238, win64, steam)
You seem to be missing infinite ores
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Re: Bugs & FAQ

Post by Coppermine »

mexmer wrote:too bad, that multioutput recipes missing titles, and search is not working on them properly. i hope sooner or later devs fix that.
Until then, I suggest: What is it really used for?
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Re: Bugs & FAQ

Post by mexmer »

Coppermine wrote:
mexmer wrote:too bad, that multioutput recipes missing titles, and search is not working on them properly. i hope sooner or later devs fix that.
Until then, I suggest: What is it really used for?
i know that mod, but what you usually need search for is stuff, that is created as byproduct of some process, and that's exactly where even this mod doesn't help, not to mention
Filtering works by the internal name, not the localized name.
which doesn't make searching easier
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Re: Bugs & FAQ

Post by aklesey1 »

aklesey1 wrote:Bug in petrochem mod
1 carbon + 5 purified water = 50 carbon monoxide
In 0.15 it must be - 1 carbon + 50 purified water = 50 carbon monoxide - because it must be multiplied on 10 - 0.15 feature
Another bug in petrochem mod
30 Hydrogen Chloride Gas + 6 crushed stone = 30 Calcium Chloride
Must be
30 Hydrogen Chloride Gas + 6 crushed stone = 3 Calcium Chloride
Last edited by aklesey1 on Sun Jun 11, 2017 8:12 am, edited 1 time in total.
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Re: Bugs & FAQ

Post by Blaquetooth »

The flow chart for refining shows the waste water from flotation looping back to acid for the next step. This works reasonably in all cases except one. Rubyite -> Nitric Waste Water -? Nitric Acid. It feels like there is a step or item missing.

If Blue Algae took Nitric Waste Water instead of Sulfuric, or there was another route from Nitric Waste Water to Nitric Acid (maybe through an oxide, idk) the process would feel more consistent with how the other ores are handled.

Or am I missing something obvious?
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