Ratzap wrote: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.
it's normal, since crushed coal can also be used as fuel, so if you don't put in other type of fuel first, it will use that
Re: Bugs & FAQ
Posted: Fri Sep 30, 2016 11:18 pm
by Ratzap
mexmer wrote:
Ratzap wrote: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.
it's normal, since crushed coal can also be used as fuel, so if you don't put in other type of fuel first, it will use that
No, it's not normal for an inserter to completely fill the fuel bay. Go look at a furnace, it'll have 4 or 5 fuel in it and the inserter puts single pieces in as one is used up.
Re: Bugs & FAQ
Posted: Sat Oct 01, 2016 5:56 am
by credomane
Ratzap wrote:No, it's not normal for an inserter to completely fill the fuel bay. Go look at a furnace, it'll have 4 or 5 fuel in it and the inserter puts single pieces in as one is used up.
Agreed it isn't normal but I'm assuming it is a side-effect of the fuel and the ingredient to smelt being the same thing. Nothing in vanilla can be a fuel source and be smelted too. This is a bug that can only be exposed in mods.
The the game sees that the smelting ingredient slot is empty and there is an inserter with the needed item so it inserts some more crushed coal. The game sees the fuel spot contains crushed coal and adds to that stack even though there is already 5 in the stack. Continuing to do so until the stack is full only then will Factorio finally "fail-over" to the ingredient slot. Factorio prefers the fuel slot over the ingredient slot so I doubt there is anything Angel can do to resolve this without either making crushed coal a non-fuel source or some lua code to forcefully move >5 crushed coal from the fuel source to the ingredient slot. Removing crushed coal as a fuel source is the best option as the other would create too many issues/bugs.
Took some getting used too but I don't really mind it. What's a couple thousand crushed coal is needlessly tied up in a fuel slot to the inf coal I'm pumping into the system?
Re: Bugs & FAQ
Posted: Sat Oct 01, 2016 6:00 am
by hoho
credomane wrote:Agreed it isn't normal but I'm assuming it is a side-effect of the fuel and the ingredient to smelt being the same thing.
Burner-chemical furnace in Bobs doesn't fill up with coal for making carbon. It inserts 5-ish coal to fuel slot and rest of coal goes to ingredient slot.
Though I guess this could be due to the fact that it's not a regular furnace.
Re: Bugs & FAQ
Posted: Sat Oct 01, 2016 7:02 am
by mexmer
Ratzap wrote:
mexmer wrote:
Ratzap wrote: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.
it's normal, since crushed coal can also be used as fuel, so if you don't put in other type of fuel first, it will use that
No, it's not normal for an inserter to completely fill the fuel bay. Go look at a furnace, it'll have 4 or 5 fuel in it and the inserter puts single pieces in as one is used up.
i see, i missed that point about filling it completely, but i usualy use inserter, that fills it from coal belt, so have not noticed. and for example burner crasher doesn't do what you describe (but then, it has only coal as input, and not crashed coal).
also as @hoho said, same doesn't happen with chemical furnace (in bobs only is used to make carbon from coal and water, and you only need 1 filling inserter, and one output).
might indeed be bug related to "normal" furnace. i suggest feeding it aditional coal from coal belt, like i do.
Re: Bugs & FAQ
Posted: Sat Oct 01, 2016 12:57 pm
by mooklepticon
Angel, I think the "Wood From Cellulose" might be bugged. It's giving synthetic wood, not regular wood. (Unless it's supposed to.) I infer it's supposed to give regular wood because the picture shows regular wood and there's a different recipe for synthetic wood.
Re: Bugs & FAQ
Posted: Sat Oct 01, 2016 7:35 pm
by KnoT
After installing Angel's Smelting (Beta) on 0.14.12
Game works without it
Re: Bugs & FAQ
Posted: Sat Oct 01, 2016 8:12 pm
by Arch666Angel
KnoT wrote:After installing Angel's Smelting (Beta) on 0.14.12
Game works without it
Ah forgot to change the version number on the petrochem dependency to latest. Update Petrochems and it should work.
Re: Bugs & FAQ
Posted: Sun Oct 02, 2016 2:11 pm
by TheBard74
I just added the Nucular mod to an existing game containing Angel's Refining, and the uranium recipes added by Angel's Refining did not automatically unlock.
I had to run this command manually in order to enable them:
for _, force in pairs(game.forces) do
if force.technologies["slag-processing-1"].researched then
force.recipes["slag-processing-nuc"].enabled = true
end
if force.technologies["advanced-ore-refining-3"].researched then
force.recipes["angelsore-crystal-mix-nuc-processing"].enabled = true
end
end
Re: Bugs & FAQ
Posted: Sun Oct 02, 2016 8:46 pm
by mrkoss
Hello!
Using Petrochem with Bob's, some tech dependency issues: Basic Chemistry (50 Red x 15s), which unlocks Electrolyser and Liquifier, for Water Electrolysis recipe demands Purified water, which can be received from Hydroplant, Water Treatment (30 Red + Green, 15s), but Hydroplant needs next tier circuits to craft, Basic electronic boards, from Electronics tech, again Electrolyser needs lower tier circuits, available from the start of the game.
Re: Bugs & FAQ
Posted: Mon Oct 03, 2016 2:22 am
by Crios
Hi Angel,
There seems to be a bug with the smelting mod, while running with Bob's. Obviously with it being in Beta these things will occur, but the error involves Silicon Ore. On Bob's side its read as Quartz, but with the smelting mod, it reads it as silicon ore. Currently you cannot process it any further in refining using the new assets as the recipe doesn't recognize Quartz as Silicon. It has an unknown handle compared to the rest of the ores that come through.
Thanks!
Re: Bugs & FAQ
Posted: Mon Oct 03, 2016 1:50 pm
by Arch666Angel
mrkoss wrote:Hello!
Using Petrochem with Bob's, some tech dependency issues: Basic Chemistry (50 Red x 15s), which unlocks Electrolyser and Liquifier, for Water Electrolysis recipe demands Purified water, which can be received from Hydroplant, Water Treatment (30 Red + Green, 15s), but Hydroplant needs next tier circuits to craft, Basic electronic boards, from Electronics tech, again Electrolyser needs lower tier circuits, available from the start of the game.
I think that would be an exellent point for the electrolysis recipe with "dirty" water that yields slag as a byproduct, that Aleksey (I think?) suggested.
Crios wrote:Hi Angel,
There seems to be a bug with the smelting mod, while running with Bob's. Obviously with it being in Beta these things will occur, but the error involves Silicon Ore. On Bob's side its read as Quartz, but with the smelting mod, it reads it as silicon ore. Currently you cannot process it any further in refining using the new assets as the recipe doesn't recognize Quartz as Silicon. It has an unknown handle compared to the rest of the ores that come through.
Thanks!
Oh yeah you are right, I did think about changing it from quartz to silica ore, but I changed my mind in the meantime due to compatibility reasons (as you can see) will change that back for the next version.
Re: Bugs & FAQ
Posted: Tue Oct 04, 2016 12:57 pm
by StormTAG
I've noticed that the Advanced Smelting researches do not require their basic research? (eg. Lead Smeling does not require Lead Processing)
Is this a bug or intentional?
Re: Bugs & FAQ
Posted: Tue Oct 04, 2016 5:06 pm
by mexmer
StormTAG wrote:I've noticed that the Advanced Smelting researches do not require their basic research? (eg. Lead Smeling does not require Lead Processing)
Is this a bug or intentional?
is not lead processing from angels processing mod, that is not supposed to be used in 0.14 and with smelting at same time?
Re: Bugs & FAQ
Posted: Fri Oct 07, 2016 12:39 am
by credomane
Update to Petro Processing Refining is missing migration for Floatation Waste Water to Yellow Waste Water rename. I've already researched Water Treatment before the rename. Now after the rename the research is still unlocked but the recipe is still treated as locked.
[edit]
Suppose I should give the version
angelspetrochem_0.1.15
angelsrefining_0.3.7
[edit2]
Bah. The issue is in angel's refining. I thought it was angelspetrochem...corrected.
Re: Bugs & FAQ
Posted: Fri Oct 07, 2016 12:40 am
by steinio
Hello,
updated today and got this error on restart of the game:
Was checking out BIO Processing mod. Pretty graphic
Description mentions red algea and artifact stuff -- disabled for now?
-Red Algae: Live of Thermal Water and produce silicate heavy compounds
-Alien Spores: Can be filtered from the air and cultivated in the Algae Farm to further process them to artefacts
Re: Bugs & FAQ
Posted: Fri Oct 07, 2016 3:18 am
by credomane
Angelsrefining 0.3.8 is still missing a migration for yellow waste water. Saves that have already researched water treatment before the floatation waste to yellow waste rename do not have access to the new yellow waste water recipes. I mistakenly thought it was the update to petrochem in post p213043.
Migrations is missing the below. My whole purification line is backing up something fierce tonight.
if force.technologies["water-treatment"].researched then
force.recipes["yellow-waste-water-purification"].enabled = true
force.recipes["angels-water-void-yellow-waste"].enabled = true
end