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Re: Bugs & FAQ

Posted: Wed Sep 28, 2016 6:50 pm
by mexmer
manifold0 wrote:
mexmer wrote:list of my mods
Thanks for that. Looks pretty comparable. I don't see how I'm running into so many issues with Petro. Take it out and everything is fine, though.

*edit*

Seems like it was a problem with not having the AngelsTriggers Petrochem. Not sure why that was it, but that's resolved the carbon issue and the missing prototype.
converter recipes should be only for conversion valve afaik, so you can convert from petrochem fluids to legacy fluid, if there are recipes that still need them.
but i might be mistaken.

i just have installed all angels and bobs mods available from mod portal + manualy converted refining.
tried to use smelting, but did back from it, it's nice mod, but indeed unfinished.

Re: Bugs & FAQ

Posted: Wed Sep 28, 2016 6:59 pm
by Breith
manifold0 wrote:Interesting. I find the in-game a little hard to use. Certainly more difficult than downloading all the .zip files separately.

The complicating factor that I'm running into is that I want it to be something that I can deploy to a server more easily. And then anyone who connects needs the mods to (I'm assuming, perhaps the server can provide them, but I didn't think that was likely). So then I'm zipping them all up and dropping them in my Google Drive so I can link people to the "mod pack" that the server is running.

So a fresh reload and making sure I had the trigger seems to work locally. I'm moving that mods folder and a fresh save file to the server to see what happens over there.
The in-game is annoying when you want to install multiple mods, but for the updates it's fine. I just make a copy of my mods to my server. rsync do a wonderful job for that :) .
tried to use smelting, but did back from it, it's nice mod, but indeed unfinished.
It's not activated in game. It's a good mod, but as you said, unfinished. I'll wait the final version to play with it on my main game.

Re: Bugs & FAQ

Posted: Wed Sep 28, 2016 7:03 pm
by Arch666Angel
manifold0 wrote:
mexmer wrote:list of my mods
Thanks for that. Looks pretty comparable. I don't see how I'm running into so many issues with Petro. Take it out and everything is fine, though.

*edit*

Seems like it was a problem with not having the AngelsTriggers Petrochem. Not sure why that was it, but that's resolved the carbon issue and the missing prototype.
The converter trigger is just a helper, the recipes are always there, the trigger will only unhide them, so you can actually see them in the crafting menu, to give an idea what converts to what.

If you stuff in the mod to a already running game you might have to reset recipes and technology by hand, or load an older version, load the game, save the game, update the mod and load the game again to trigger migration, but that wont always work.

To your load issue, you might just have been lucky that the trigger changed the load order somehow. I actually have to look through the bob revamps mods if there is anything in there that will conflict with changes I do.

Re: Bugs & FAQ

Posted: Wed Sep 28, 2016 7:04 pm
by manifold0
Breith wrote:The in-game is annoying when you want to install multiple mods, but for the updates it's fine. I just make a copy of my mods to my server. rsync do a wonderful job for that :) .
I just found this and tossed it into the server. Haven't had a chance to test, but it looks good. Nice setup with cron, too.

https://github.com/astevens/factorio-mod-updater

Re: Bugs & FAQ

Posted: Wed Sep 28, 2016 7:06 pm
by manifold0
Arch666Angel wrote:The converter trigger is just a helper, the recipes are always there, the trigger will only unhide them, so you can actually see them in the crafting menu, to give an idea what converts to what.

If you stuff in the mod to a already running game you might have to reset recipes and technology by hand, or load an older version, load the game, save the game, update the mod and load the game again to trigger migration, but that wont always work.

To your load issue, you might just have been lucky that the trigger changed the load order somehow. I actually have to look through the bob revamps mods if there is anything in there that will conflict with changes I do.
I think you're right about the load order changing kinda arbitrarily. Nice that it works, but not a real fix.

As to the reset, I installed the mods and started a new game. I had no mods installed before that. Still not sure why the carbon was messed up before or what I did in the last eight hours that fixed it. Time to go home and see if my other computer will behave as nicely as this one did.

Also should probably rethink how good/bad an idea it was to put Factorio on my work machine. Too hard to put down!

Re: Bugs & FAQ

Posted: Wed Sep 28, 2016 7:20 pm
by Breith
manifold0 wrote:
Breith wrote:The in-game is annoying when you want to install multiple mods, but for the updates it's fine. I just make a copy of my mods to my server. rsync do a wonderful job for that :) .
I just found this and tossed it into the server. Haven't had a chance to test, but it looks good. Nice setup with cron, too.

https://github.com/astevens/factorio-mod-updater
Oh nice. I'll keep that link somewhere. Thanks.

Re: Bugs & FAQ

Posted: Thu Sep 29, 2016 4:36 am
by Breith
I'm stuck... Where are the damned Plastic Bar with Petrochem ?! Now I can do plastic propane, but I do not see how to transform that to classic plastic bar. It's kind of annoying... I cannot do the advanced electronic board without it (the white ones).

Re: Bugs & FAQ

Posted: Thu Sep 29, 2016 4:57 am
by hoho
Breith wrote:I do not see how to transform that to classic plastic bar. It's kind of annoying...
The petrochem plastic gives you the classic one. Just the crafting recipe icon is different.

Well, at least it worked like that a couple of minor versions ago

Re: Bugs & FAQ

Posted: Thu Sep 29, 2016 8:43 am
by mexmer
Breith wrote:I'm stuck... Where are the damned Plastic Bar with Petrochem ?! Now I can do plastic propane, but I do not see how to transform that to classic plastic bar. It's kind of annoying... I cannot do the advanced electronic board without it (the white ones).
petrochem plastic, either it's propene, styrene, or (whatever is called that third one), can be used in all recipes that require plastic (for example batteries)

it has different crafting icons, but output is plastic bar. i use it for batteries and also transistors without problems.

@hoho - yes, works still the same, played with that just yesterday.

Re: Bugs & FAQ

Posted: Thu Sep 29, 2016 4:23 pm
by Breith
hoho wrote:
Breith wrote:I do not see how to transform that to classic plastic bar. It's kind of annoying...
The petrochem plastic gives you the classic one. Just the crafting recipe icon is different.

Well, at least it worked like that a couple of minor versions ago
Mmm... I was expecting the change in the recipes showing that now it uses the new plastic bar... But it's true I didn't try... I'll have to make propane plastic tonight!

Thanks guys.

Re: Bugs & FAQ

Posted: Thu Sep 29, 2016 6:08 pm
by kiba
Can't produce carbon with petrochem.

I reset the recipe and technologies, tried reloading the recipe for carbon, and tried to reload the technology stuff. Still isn't working.

Any idea?

Re: Bugs & FAQ

Posted: Fri Sep 30, 2016 4:02 am
by Kryzeth
Angels Smelting missing item group key in locale

Re: Bugs & FAQ

Posted: Fri Sep 30, 2016 5:24 am
by kiba
I figured it out.

It was not obvious where I can produce carbon.

Re: Bugs & FAQ

Posted: Fri Sep 30, 2016 1:13 pm
by steinio
Where are all the colored catalysts gone?
Seeing only the brown one with latest smelting and refining.

Greetings steinio

Re: Bugs & FAQ

Posted: Fri Sep 30, 2016 5:30 pm
by hoho
Using refining 0.3.6, smelting 0.1.1, petrochem 0.1.12 and infiniteores 0.4.1 I'm getting "error in assignID, technology with name 'coal-processing-2' does not exist."

[edit]

Duh! Apparently, I had forgot to update my mods before installing smelting from mod portal.

Remember, kids, always update mods before installing new ones. New ones might have dependencies on the updated mods.

Re: Bugs & FAQ

Posted: Fri Sep 30, 2016 6:43 pm
by Berserker55
I'm rather confused with angel's petrochem (also using refining and bobs).
There is no recipe for vanilla plastics, but it is needed for all vanilla/bob recipes and then there are 3 angels petrochem plastics that as far as I can tell, aren't used in any recipes at all.

Re: Bugs & FAQ

Posted: Fri Sep 30, 2016 7:34 pm
by Breith
Berserker55 wrote:There is no recipe for vanilla plastics, but it is needed for all vanilla/bob recipes and then there are 3 angels petrochem plastics that as far as I can tell, aren't used in any recipes at all.
I had the same reaction yesterday. From what I have been answered (see a few post above) the name is different but all Petrochem plastics can be used as the regular Plastic Bar in the recipes that ask some. I'm going to check that later today, but I see no reason why this could be wrong.

Re: Bugs & FAQ

Posted: Fri Sep 30, 2016 8:08 pm
by Warringer
While trying to update my Marathon settings to include Smelting, I'd like to note that you have made a slight error/typo in 'angels-smelting-coal.lua'. You got the recipe named 'chrome-ore-processing', instead of 'coal-ore-processing'.

Re: Bugs & FAQ

Posted: Fri Sep 30, 2016 8:34 pm
by Arch666Angel
Warringer wrote:While trying to update my Marathon settings to include Smelting, I'd like to note that you have made a slight error/typo in 'angels-smelting-coal.lua'. You got the recipe named 'chrome-ore-processing', instead of 'coal-ore-processing'.
This file actually can be deleted, since the coal chain is in petrochem now and it isn't even loaded :)

Re: Bugs & FAQ

Posted: Fri Sep 30, 2016 9:48 pm
by Ratzap
Something we just noticed which is sort of a bug or oddity anyway.

When setting up carbon production, we feed crushed coal into furnaces. Instead of putting 5 as fuel, it completely fills the fuel box before it will produce any coke.