Bugs & FAQ

Infinite Ores, Refining, Ore Processing ...

Moderator: Arch666Angel

User avatar
Arch666Angel
Smart Inserter
Smart Inserter
Posts: 1636
Joined: Sun Oct 18, 2015 11:52 am
Contact:

Re: Bugs & FAQ

Post by Arch666Angel »

Carch wrote:ahh. I see. thanks for the response, um.. so what mods are required now then? I tried looking around on the angels refining page, doesn't look like the info there lists it? also the dependencies in the mod info inside factorio still leave some of the placeholders.
Either take the old version, which you can play with vanilla, or the current one which requires bob mods to run.

User avatar
Arch666Angel
Smart Inserter
Smart Inserter
Posts: 1636
Joined: Sun Oct 18, 2015 11:52 am
Contact:

Re: Bugs & FAQ

Post by Arch666Angel »

Avivaz wrote:Hi, I have a question (did not find any answer here). How do you manufacture those auto loaders Image ? I mean the yellow one. There is not a option in assembly to create them. Thank you for the answer.
To enable loaders for now you need the mod "add loaders" which provides a script necessary to copy over filters. My mod will simply override the gfx for the loaders if add_loaders is present. With 0.15 I will enable that you can unlock the loader with only having my mod, because the devs will implement the ability to copy over filters for loaders.

Qwal
Manual Inserter
Manual Inserter
Posts: 2
Joined: Wed Mar 01, 2017 5:51 pm
Contact:

Re: Bugs & FAQ

Post by Qwal »

Hello Angel, When using angel smelting and petrochem it not possible to use the finished tungsten plates to make carbon and carbide plate. So you have to set up tungsten again in order to get the powdered tungsten and acid. Is this intentional?

It seems like it would make more sense to make copper-tungsten and tungsten carbide plate into a more simple recepie, the same way nitinol is made. Takes a long time but is made in a metal mixer or multi purpose furnace.

Not sure if intentional or bugg thus posting here. Other then that, great mods!

portres
Burner Inserter
Burner Inserter
Posts: 7
Joined: Wed Jun 24, 2015 12:49 am
Contact:

Re: Bugs & FAQ

Post by portres »

I have a bug with Angel's infinite Ore's mod, while launching it crashes and say's: Failed to load mod *angelesinfniteores 0.5.4 angelsinfinite_/data.lua:126 attempt to index field 'config' (a nil value).

Please help :)

portres
Burner Inserter
Burner Inserter
Posts: 7
Joined: Wed Jun 24, 2015 12:49 am
Contact:

Re: Bugs & FAQ

Post by portres »

portres wrote:I have a bug with Angel's infinite Ore's mod, while launching it crashes and say's: Failed to load mod *angelesinfniteores 0.5.4 angelsinfinite_/data.lua:126 attempt to index field 'config' (a nil value).

Please help :)
Fixed it with installing bobsconfig mod :)

Tisaku
Burner Inserter
Burner Inserter
Posts: 8
Joined: Sat Feb 18, 2017 6:45 am
Contact:

Re: Bugs & FAQ

Post by Tisaku »

Issue 1: Alumina incompatibility for polishing compound(responded, perhaps

Code: Select all

  {
    type = "recipe",
    name = "polishing-compound",
    category = "chemistry",
    subgroup = "bob-resource-chemical",
    enabled = "false",
    energy_required = 2,
    ingredients =
    {
      {type="item", name="solid-aluminium-oxide", amount=1},
      {type="fluid", name="liquid-mineral-oil", amount=1.5},
    },
    result="polishing-compound",
    result_count = 2
  },
)
Issue 2: Powdered Tungsten can only be made through the Bob's refining chain. Suggested solution-

Code: Select all

  {
    type = "recipe",
    name = "tungsten-particlization",
    energy_required = 2
	enabled = "false",,
    ingredients =
    {
      {type="item", name="tungsten-plate", amount=1},
      {type="fluid", name="grinding-wheel", amount=1},
    },
    result="powdered-tungsten",
    result_count = 1
  },
Issue 3: Cobalt Oxide cannot be made from anything but ore, either cobaltite or copper. Suggested solution-

Code: Select all

  {
    type = "recipe",
    name = "cobalt-oxidization",
    energy_required = 2,
	enabled = "false",
    ingredients =
    {
      {type="item", name="cobalt-plate", amount=1},
      {type="fluid", name="gas-oxygen", amount=3},
    },
    result="cobalt-oxide",
    result_count = 1
  },
note: all code requires sniff test.

Metalface7
Inserter
Inserter
Posts: 28
Joined: Sat Jun 11, 2016 1:49 pm
Contact:

Re: Bugs & FAQ

Post by Metalface7 »

The overlay for the pipe connection is not visible on the bottom of the Induction Furnace, as can be seen in the screenshot:
Image

Agentbreak
Manual Inserter
Manual Inserter
Posts: 2
Joined: Fri Mar 10, 2017 7:52 pm
Contact:

Re: Bugs & FAQ

Post by Agentbreak »

I have all the latest versions of these mods, and I'm wondering about the distribution of catalysts in recipes. I played a mod pack where the required catalyst differed in high level sorting, when you're going for one specific ore. When I made my own assortment of mods,they all just use mineral catalyst, as opposed to the colored mineral catalysts, and I'm not sure what led to this. My searching also led to believe there are a different set of colored catalysts made with alien artifacts, when the bio-processing mod is enabled and I have seen no evidence of this in my game. I've checked the mod zip files for config options, but they don't appear to exist. If anyone can make a dent in my confusion here, I would appreciate it.

jcranmer
Long Handed Inserter
Long Handed Inserter
Posts: 90
Joined: Wed Jun 29, 2016 9:59 pm
Contact:

Re: Bugs & FAQ

Post by jcranmer »

Agentbreak wrote:I have all the latest versions of these mods, and I'm wondering about the distribution of catalysts in recipes. I played a mod pack where the required catalyst differed in high level sorting, when you're going for one specific ore. When I made my own assortment of mods,they all just use mineral catalyst, as opposed to the colored mineral catalysts, and I'm not sure what led to this. My searching also led to believe there are a different set of colored catalysts made with alien artifacts, when the bio-processing mod is enabled and I have seen no evidence of this in my game. I've checked the mod zip files for config options, but they don't appear to exist. If anyone can make a dent in my confusion here, I would appreciate it.
The old version of the bio-processing mod used different catalysts from alien artifacts (or was it just the processing mod?). That mod got obsoleted and was replaced with an entirely different variant. The new variant's only interaction with the refining stuff is that you can use thermal water (with other things) to make alien artifacts, and you can construct lithium chloride from algae without needing lithia water.

Agentbreak
Manual Inserter
Manual Inserter
Posts: 2
Joined: Fri Mar 10, 2017 7:52 pm
Contact:

Re: Bugs & FAQ

Post by Agentbreak »

jcranmer wrote: The old version of the bio-processing mod used different catalysts from alien artifacts (or was it just the processing mod?). That mod got obsoleted and was replaced with an entirely different variant. The new variant's only interaction with the refining stuff is that you can use thermal water (with other things) to make alien artifacts, and you can construct lithium chloride from algae without needing lithia water.
I appreciate the reply, but I was more curious about a version where the various colored metal catalysts, like are used in the petro chem mod, are used in the sorting recipes that take multiple of the mined ores, like crotinium and stiratite, etc, and use them to make the pure ores, like gold or tungsten. Is that toggle-able, or just a deprecated version?

ukezi
Filter Inserter
Filter Inserter
Posts: 387
Joined: Sat Jul 02, 2016 11:02 pm
Contact:

Re: Bugs & FAQ

Post by ukezi »

you are mixing things. there where colored catalysts made from alien artifacts and some other stuff in the past that where used manly for ore generation. Now there are colored catalysts that are made from ores that are used in petrochem. while there is an other set made from geodes and stuff for ore generation.

Bladehawk256
Manual Inserter
Manual Inserter
Posts: 2
Joined: Sun Mar 12, 2017 8:08 am
Contact:

Re: Bugs & FAQ

Post by Bladehawk256 »

I started playing after a 2 month hiatus, using Factorio v.14.22, updated all mods and started a new game.

Now this is where the problem starts, for some reason the angel refinery's ore sorters mk1/2/3/4 all look like mk1s and they don't have any recipe available.

I removed all other possible mods that might interfere and deleted/installed the mod and still nothing works.

This is what it looks like Image

And other objects like the ore crusher all work fine...

Anyone have an idee on how to fix this?

Thanks

ukezi
Filter Inserter
Filter Inserter
Posts: 387
Joined: Sat Jul 02, 2016 11:02 pm
Contact:

Re: Bugs & FAQ

Post by ukezi »

they all have the same graphic
id you use the console to add them to your inventory without getting the research? the recipes are research locked.

Bladehawk256
Manual Inserter
Manual Inserter
Posts: 2
Joined: Sun Mar 12, 2017 8:08 am
Contact:

Re: Bugs & FAQ

Post by Bladehawk256 »

AHHHHHHH right, yeah using a quick start mod to skip a bit and I didn't realize that not having the research does that.

Thanks!

AbyssalMage
Burner Inserter
Burner Inserter
Posts: 7
Joined: Tue May 10, 2016 8:11 pm
Contact:

Re: Bugs & FAQ

Post by AbyssalMage »

Hello, i installed Angels Logistics and Angels componets (beta) but a few recipes are missing so i keep crashing after i zoom out some and it loads somthing on screen]


EDIT: i redownloaded AngelsRefining and AnglesInfinite ores and i get this error message: https://cdn.discordapp.com/attachments/ ... nknown.png
Attachments
factorio-current.log
(14.26 KiB) Downloaded 83 times

Xankek
Manual Inserter
Manual Inserter
Posts: 2
Joined: Tue Mar 14, 2017 9:53 pm
Contact:

Re: Bugs & FAQ

Post by Xankek »

I would like to use just your logistics mod, which requires your components mod. This in turn requires bobs mod and another in some capacity. If like you say there is previous version I can use to get around this, where is this hosted?

NonDiegeticSound
Manual Inserter
Manual Inserter
Posts: 1
Joined: Thu Mar 16, 2017 11:07 am
Contact:

Re: Bugs & FAQ

Post by NonDiegeticSound »

Hi Angel, I just tried using your latest version of Angel's Petrochemicals and received the error "Error in assignID, technology with name 'coal-processing' does not exist." Rolling back to a previous version fixes this problem.

CaptainWarburtons
Manual Inserter
Manual Inserter
Posts: 1
Joined: Thu Mar 16, 2017 11:27 am
Contact:

Re: Bugs & FAQ

Post by CaptainWarburtons »

I found the fix for Angels smelting not working with the new petrochem and refining. Angel changed coal processing tech name from 'coal-processing' to 'angels-coal-processing'. Angels Smelting was not updated with that. To fix the problem, go to Angels smelting technology files, and in bob-smelting-technology.lua replace all occurences of 'coal-processing' with 'angels-coal-processing'.

User avatar
Arch666Angel
Smart Inserter
Smart Inserter
Posts: 1636
Joined: Sun Oct 18, 2015 11:52 am
Contact:

Re: Bugs & FAQ

Post by Arch666Angel »

Fixing it now, thanks for pointing that out CaptainWaburtons! Had to change the tech id because of a conflict with bio industries.

Bortos
Burner Inserter
Burner Inserter
Posts: 18
Joined: Sun Aug 28, 2016 11:07 am
Contact:

Re: Bugs & FAQ

Post by Bortos »

Clarifier not working on Saline water or mineralized water for me in the latest patch

Code: Select all

{
    "mods": [
        {
            "name": "base",
            "enabled": "true"
        },
        {
            "name": "FARL",
            "enabled": "true"
        },
        {
            "name": "advanced-logistics-system",
            "enabled": "true"
        },
        {
            "name": "angelstrigger-refining-enableproductivity",
            "enabled": "true"
        },
        {
            "name": "arumbalights",
            "enabled": "true"
        },
        {
            "name": "autofill",
            "enabled": "true"
        },
        {
            "name": "Big_Brother",
            "enabled": "true"
        },
        {
            "name": "bobconfig",
            "enabled": "true"
        },
        {
            "name": "bobinserters",
            "enabled": "true"
        },
        {
            "name": "boblibrary",
            "enabled": "true"
        },
        {
            "name": "Bottleneck",
            "enabled": "true"
        },
        {
            "name": "crafting_combinator",
            "enabled": "true"
        },
        {
            "name": "Crafting_Speed_Research",
            "enabled": "true"
        },
        {
            "name": "Enhanced_Map_Colors",
            "enabled": "true"
        },
        {
            "name": "EvoGUI",
            "enabled": "true"
        },
        {
            "name": "Expanded_Robot_Tech",
            "enabled": "true"
        },
        {
            "name": "Factorissimo",
            "enabled": "false"
        },
        {
            "name": "Flow Control",
            "enabled": "true"
        },
        {
            "name": "Foreman",
            "enabled": "true"
        },
        {
            "name": "Free_Real_Estate",
            "enabled": "false"
        },
        {
            "name": "long-reach",
            "enabled": "true"
        },
        {
            "name": "ModuleInserter",
            "enabled": "true"
        },
        {
            "name": "RailTanker",
            "enabled": "true"
        },
        {
            "name": "textplates",
            "enabled": "true"
        },
        {
            "name": "upgrade-planner",
            "enabled": "true"
        },
        {
            "name": "Warehousing",
            "enabled": "true"
        },
        {
            "name": "YARM",
            "enabled": "true"
        },
        {
            "name": "bobenemies",
            "enabled": "true"
        },
        {
            "name": "bobores",
            "enabled": "true"
        },
        {
            "name": "bobvehicleequipment",
            "enabled": "true"
        },
        {
            "name": "LogisticTrainNetwork",
            "enabled": "false"
        },
        {
            "name": "bobtech",
            "enabled": "true"
        },
        {
            "name": "rso-mod",
            "enabled": "true"
        },
        {
            "name": "bobplates",
            "enabled": "true"
        },
        {
            "name": "angelsrefining",
            "enabled": "true"
        },
        {
            "name": "bobassembly",
            "enabled": "true"
        },
        {
            "name": "bobelectronics",
            "enabled": "true"
        },
        {
            "name": "bobgreenhouse",
            "enabled": "true"
        },
        {
            "name": "boblogistics",
            "enabled": "true"
        },
        {
            "name": "bobmining",
            "enabled": "true"
        },
        {
            "name": "bobpower",
            "enabled": "true"
        },
        {
            "name": "bobrevamp",
            "enabled": "true"
        },
        {
            "name": "add-loader",
            "enabled": "true"
        },
        {
            "name": "angelsaddons-oresilos",
            "enabled": "true"
        },
        {
            "name": "angelsaddons-warehouses",
            "enabled": "true"
        },
        {
            "name": "angelspetrochem",
            "enabled": "false"
        },
        {
            "name": "bobmodules",
            "enabled": "true"
        },
        {
            "name": "bobwarfare",
            "enabled": "true"
        },
        {
            "name": "Satellite Uplink Station",
            "enabled": "true"
        },
        {
            "name": "angelsinfiniteores",
            "enabled": "true"
        },
        {
            "name": "angelssmelting",
            "enabled": "false"
        },
        {
            "name": "marathon",
            "enabled": "false"
        },
        {
            "name": "ShinyBob",
            "enabled": "true"
        }
    ]
}
edit: Cheers for the quick fix!

Post Reply

Return to “Angels Mods”