Bugs & FAQ

Infinite Ores, Refining, Ore Processing ...

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ukezi
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Re: Bugs & FAQ

Post by ukezi »

you have to take the CO2 out.

Animade
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Re: Bugs & FAQ

Post by Animade »

live22morrow wrote:Does it still remain stopped after you've cleared out the CO2?
The only way it will process again is to clear the recipe and start again.
It will process two times then stop with the green bar at full.
Previously CO2 was btwn 85 and 95, though it only needs 50, now its maxed at a full 100.

Animade
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Re: Bugs & FAQ

Post by Animade »

ukezi wrote:you have to take the CO2 out.
OMG! I'm a freaking dunce! Thanks!

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Re: Bugs & FAQ

Post by MartinPL66 »

Hello there, i'm new on Forums.
I come here with first ever issue with mods that i can't solve myself. I tried various options but i failed to find out what is wrong.
Here short cut from log with error and Actual mods i have on Mods folder

34.377 Mods to disable:Nie udało się załadować modyfikacji (Failed to load mod): Error while loading recipe prototype "temperate-1-seed" (recipe): Difficulty normal: Value must be a string in property tree at ROOT.recipe.temperate-1-seed.ingredients[0].type
Modifications: Angel's Bio Processing [ALPHA UPDATE]

Modyfikacje do wyłączenia: (Mods to turn off)
• angelsbioprocessing

33.667 Checksum for core: 1316978547
33.667 Checksum of base: 4140083139
33.667 Checksum of railloader: 850434709
33.667 Checksum of what-is-it-really-used-for: 4022660739
33.667 Checksum of aai-signals: 119974559
33.667 Checksum of aai-vehicles-chaingunner: 189190644
33.667 Checksum of aai-vehicles-flame-tumbler: 3002564866
33.667 Checksum of aai-vehicles-hauler: 2036159378
33.667 Checksum of aai-vehicles-miner: 560848094
33.667 Checksum of aai-vehicles-warden: 3982065223
33.667 Checksum of aai-zones: 274818156
33.667 Checksum of beautiful_bridge_railway: 3434254638
33.667 Checksum of beltSorter: 1803173812
33.667 Checksum of Big_Brother: 2274678850
33.667 Checksum of Bio_Industries: 3243356054
33.667 Checksum of bobinserters: 2295822085
33.667 Checksum of boblibrary: 4005433163
33.667 Checksum of Bottleneck: 3138809866
33.667 Checksum of bullet-trails: 469261698
33.667 Checksum of CleanConcrete: 2588940844
33.667 Checksum of clock: 0
33.667 Checksum of DeadlockCrating: 1638466589
33.667 Checksum of Dectorio: 3954034267
33.667 Checksum of DonnysFargodeepMine: 1532015474
33.667 Checksum of EvoGUI: 1075929870
33.667 Checksum of Factorissimo2: 1394394679
33.667 Checksum of islands_world: 1756203746
33.667 Checksum of ItemUpgrades: 3635181578
33.667 Checksum of Natural_Evolution_Enemies: 2211957544
33.667 Checksum of nicefill: 3548237800
33.667 Checksum of Noxys_Waterfill: 180675575
33.667 Checksum of orechaos: 3602659811
33.667 Checksum of RealisticDecorationCleanup: 959365640
33.667 Checksum of Single-Splitter: 1345999756
33.667 Checksum of SlowBelt: 21643967
33.667 Checksum of SlowInserter: 3477457556
33.667 Checksum of textplates: 752975057
33.667 Checksum of UltimateBelts: 2969976906
33.667 Checksum of UsefulCombinators: 1695626519
33.667 Checksum of VehicleSnap: 3379580387
33.667 Checksum of WideChests: 3679557292
33.667 Checksum of aai-programmable-structures: 2652488289
33.667 Checksum of AsphaltRoads: 857813486
33.667 Checksum of bobores: 261916876
33.667 Checksum of bobtech: 3615039156
33.667 Checksum of bobvehicleequipment: 2739354697
33.667 Checksum of Natural_Evolution_Buildings: 2835435247
33.667 Checksum of Natural_Evolution_Expansion: 164090388
33.667 Checksum of Squeak Through: 3677677690
33.667 Checksum of aai-programmable-vehicles: 4164633745
33.667 Checksum of bobplates: 1193779869
33.667 Checksum of rso-mod: 2237909465
33.667 Checksum of bobassembly: 2071865677
33.667 Checksum of bobelectronics: 3969922877
33.667 Checksum of boblogistics: 1757794546
33.667 Checksum of bobmining: 1108206312
33.667 Checksum of bobpower: 2251162166
33.667 Checksum of bobrevamp: 296330429
33.667 Checksum of pycoalprocessing: 1215475487
33.667 Checksum of angelsrefining: 1408409832
33.667 Checksum of bobmodules: 4185527414
33.667 Checksum of bobwarfare: 2220453947
33.667 Checksum of DeadlockLoaders: 674843777
33.667 Checksum of pyfusionenergy: 2996197275
33.667 Checksum of angelsaddons-oresilos: 101581399
33.667 Checksum of angelsaddons-warehouses: 438730778
33.667 Checksum of angelspetrochem: 4016052366
33.667 Checksum of Big_Brother_Bobs_plugin: 677769234
33.667 Checksum of Laser_Beam_Turrets: 133330043
33.667 Checksum of pyindustry: 2373920058
33.667 Checksum of angelsaddons-pressuretanks: 1522968118
33.667 Checksum of angelsinfiniteores: 659337086
33.667 Checksum of angelssmelting: 2391762017
33.667 Checksum of reverse-factory: 672531973
33.667 Checksum of ShinyBobGFX: 3738260249
33.667 Checksum of angelsbioprocessing: 1398919615
33.667 Checksum of research-queue: 984510500
33.667 Checksum of ShinyAngelGFX: 1767739596
33.667 Checksum of Clowns-Processing: 2470666397
33.667 Checksum of Clowns-Science: 3688985220
33.667 Checksum of PyCoalTBaA: 3269370165

It is weird that ONLY angels bio throws away, i tried 0.5.6, i tried 0.5.4, i tried without mods that i didn't played yet on factorio 0.16.28 (Clowns's, Py mods with compatibility, Donny's Fargo, Nice fill, Ore chaos) and it still points out Angels bio. To clarify this i played some time ago without mods mentioned on 0.16.28 and everything was working (Angels bio was 0.5.4). Now after merge of Factorio into 0.16.36. Angels bio is throwing the same exception every time it is tried to be launched, rest is working correct, not throwing any exceptions, only notation of Missing Angels bio for Mad clown's dependency.

I have no ideas left what to do. I really want to play on actual mods chosen to fool around again for some looong hours.

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Arch666Angel
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Re: Bugs & FAQ

Post by Arch666Angel »

MartinPL66 wrote:Hello there, i'm new on Forums.
I come here with first ever issue with mods that i can't solve myself. I tried various options but i failed to find out what is wrong.
Here short cut from log with error and Actual mods i have on Mods folder

34.377 Mods to disable:Nie udało się załadować modyfikacji (Failed to load mod): Error while loading recipe prototype "temperate-1-seed" (recipe): Difficulty normal: Value must be a string in property tree at ROOT.recipe.temperate-1-seed.ingredients[0].type
Modifications: Angel's Bio Processing [ALPHA UPDATE]
Stuff
Thanks for the report, there is a spelling error in that and other recipes, but I dont know why it is throwing an error now because the error has been in there for most of the 0.5 versions.

MartinPL66
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Re: Bugs & FAQ

Post by MartinPL66 »

Thanks for quick response.
I'm too have no idea why Factorio after stable merge started to spew on Bio module. It like came from nowhere and now i'm stuck because i don't want to play without more and more spaghetti. I really love Your mods with bobs and other mods that give me so many options to choose to build. Factorio is only game where i can sit and build anything anyhow i like and even feel like i'm touching ""real life"" metallurgy, chemistry and technology advancements in production lines and stuff. I always dreamed to see Total conversion mod that would give me Really hard and advanced stuff that requires learning and testing stuff yourself and feel discovering new land of opportunity, not like some of my friends throwing at me "use main bus", or saying "your mods choice is bad and you should feel bad". I like when things are advanced and requires some of ""chores"" to do first, to use, like cleaning ores and stuff, it gives good "reality" feel that resources aren't sell out on ground straight in pure form. (i'm rambling about, sorry)

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Re: Bugs & FAQ

Post by B2brawler »

Over the last week I recently started up an Angel's Mod play through. It's said that bob's mod is optional for Angel's, so with that, is it possible without bob's mod to obtain silicon, tin, manganese, ect. in the base Angel's mod, or only possible with bob's ore? Secondly is bob's ore the only mod needed, as I troubleshooted the problem and found that I have access to all the refining steps for saphrite and sitrite only when bob's ore and bob's intermediates are active, but no access even with bob's ore on if bob's intermediates is off. Additionally, there is a missing file or apparently a changed name in bob's intermediates that changed steel pipes to something else causing bio processing to break, does anyone have a work around on that? Thanks

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Re: Bugs & FAQ

Post by Shorkan »

Only refining + vanilla and refining + petro chemical processing + vanilla works. When you wan't smelting or bio processing then you need bob. For the steel pipe from angel bio processing you need bobs logistic, because bob moved the pipes too logistic and i think you will need bobs electronics. Silicon, tin, lead etc are only here when bob's ore is activ. But with this parts of bob then you need Bob's Metals, Chemicals and Intermediates and Bob's Functions Library mod.

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Re: Bugs & FAQ

Post by mrvn »

Animade wrote:Angel's Smelting Version 0.4.3 - Seablock - Blast Furnace lime production stops after 2 or 3 processes.
I'll check to see if there are any mod updates.
I've been playing this mod config for two weeks and i've produced several thousand lime without issue...
Currently lime production stops after 2 or 3 passes and i have to clear the blast furnace recipe and restart it but only kicking over a couple more before stopping.
Screenshot below....
Image
You forgot to connect the CO2 outlet with something that consumes or stores the gas.

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darkfrei
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Re: Bugs & FAQ

Post by darkfrei »

Bug on start angelsrefining 0.9.10:

Code: Select all

Mods to disable:Failed to load mods: __angelsrefining__/prototypes/override-functions.lua:529: table index is nil

MartinPL66
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Re: Bugs & FAQ

Post by MartinPL66 »

I'm slowly going insane and desperate so i did some more testing...

Test 01:
- Remove mod settings and other "cache-like" files to ensure that isn't creating the issue.
- Update all mods to ensure it isn't hidden conflict due to seeing mods from Py and some others updated.

Effect: Failure - Same error, but now everything is up to date. Disabling bio processing, everything else loads without issues.

Test 02:
- Change language package to en to ensure if Factorio isn't trying to restore British empire

Effect: Failure - Same error, Factorio isn't trying restore British empire. Disabling bio processing, everything else loads without issues.

Test 03:
- Use clown's dependency of bio processing 0.5.2

Effect: Failure - Same error, Dunno why mad clown's uses that version dependency. Disabling bio processing, everything else loads without issues.

I restored 0.5.6 and now i gonna rot, waiting for fix and finally taking Factorio drugs again :|
Oh and for "giggles", Angels refining 0.9.10 works fine on my end.

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Re: Bugs & FAQ

Post by Aerospacesmith »

nagapito wrote:Repost from Mods and Development coz I derped...:

Not sure if an intended feature coz of future plans but with current Smelting 0.2.1, if I need to manually craft anything that requires copper cable and I dont have copper cable, the game doesnt let me craft it. It assumes copper cable can only be made from copper wire coil and locks the recipe.

But, if I have at least one single unit of copper cable and try to craft something that requires more then the amount I have, it will craft the required copper cable .
Did you ever find a fix? I'm still having this exact same issue.

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Re: Bugs & FAQ

Post by usafphoenix »

"Sulfuric Waste Water Purification Yuoki Industries" recipe in hydro plant generates contaminated water which is unable to be voided in clarifier (no void recipe for contaminated water, so clarifier fills up with 1k fluid and then jams up, not voiding anything). Mod list below:
mod list

ukezi
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Re: Bugs & FAQ

Post by ukezi »

does anyone know how fast the clarifier and flare stacks are voiding stuff?

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Re: Bugs & FAQ

Post by Cardoyle »

ukezi wrote:does anyone know how fast the clarifier and flare stacks are voiding stuff?
I am playing Seablock and according to FNEI the clarifier does 400 liquid every 2.5 seconds and the flare stack does 100 gas every 0.5 seconds

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Re: Bugs & FAQ

Post by crazylionator »

Greetings to everyone. Arch666Angel, thanks for great mods.
I don't know is it a bug or feature.
Washing for geodes says I should recieve 1.5 blue and red geodes for every cycle.
recipe
recipe
2018-04-23_19-26-10.png (121.63 KiB) Viewed 6710 times
But I tested and numbers of blue, yellow and red are absolutely identical to one.
counter
counter
2018-04-23_19-38-01.png (318.57 KiB) Viewed 6708 times

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mexmer
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Re: Bugs & FAQ

Post by mexmer »

crazylionator wrote:Greetings to everyone. Arch666Angel, thanks for great mods.
I don't know is it a bug or feature.
Washing for geodes says I should recieve 1.5 blue and red geodes for every cycle.
...
But I tested and numbers of blue, yellow and red are absolutely identical to one.
...
scroll back few pages.
you will find explanation there.

and yes 1.5 is not correct, because probability is 100% regardless how much you put over (in this case, result probability is set to 150%, hence 1.5 number for output)

ukezi
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Re: Bugs & FAQ

Post by ukezi »


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Arch666Angel
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Re: Bugs & FAQ

Post by Arch666Angel »

ukezi wrote:I just wrote a fix for it. https://mods.factorio.com/mod/ukezi_fix ... els_geodes.
The corrected values will be in the next refining update :P

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Re: Bugs & FAQ

Post by ukezi »

Year, whenever that will be :lol: I just didn't want to wait for it.

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