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Re: Bugs & FAQ

Posted: Sun Mar 19, 2017 7:49 am
by Zombiee
Just a heads-up. The recipe for hydrogen-chloride-separation doesn't become available when updating to 0.4.2

I think it's because there is no name assigned to it in locale/en/petrochem.cfg . Adding a name for the recipe here enabled the recipe just fine. Personal recommendation is that you choose something vulgar or rude as the recipe name for added enjoyment.

Re: Bugs & FAQ

Posted: Tue Mar 21, 2017 4:39 pm
by jocrafter2012
getting the following error when booting factorio:

Failed to load mod "anglespetrochem 0.4.2"
angelspetrochem/data-updates.lua:1:
angelspetrochem/prototypes/petrochem-generate.lua:9:
attemt to call field 'make_converter' (a nil value)

What shall I do?

Re: Bugs & FAQ

Posted: Tue Mar 21, 2017 6:32 pm
by Arch666Angel
jocrafter2012 wrote:getting the following error when booting factorio:

Failed to load mod "anglespetrochem 0.4.2"
angelspetrochem/data-updates.lua:1:
angelspetrochem/prototypes/petrochem-generate.lua:9:
attemt to call field 'make_converter' (a nil value)

What shall I do?
Missing the latest Refining?

Re: Bugs & FAQ

Posted: Wed Mar 22, 2017 4:24 pm
by jocrafter2012
Should not

Re: Bugs & FAQ

Posted: Wed Mar 22, 2017 4:33 pm
by Arch666Angel
jocrafter2012 wrote:Should not
Obviously not, since it would find the function then. Are you using the arumba pack or something similar? Could you paste your mod list?

Re: Bugs & FAQ

Posted: Wed Mar 22, 2017 8:48 pm
by jocrafter2012
The files in my mod folder

edit*: ups forgot APCP but just think it to be there
edit*2: but still accures when added

Re: Bugs & FAQ

Posted: Wed Mar 22, 2017 11:20 pm
by septemberWaves
The recipe for separation of hydrogen chloride gas doesn't appear to have a name, but it still exists.

Image

Re: Bugs & FAQ

Posted: Wed Mar 22, 2017 11:25 pm
by Arch666Angel
jocrafter2012 wrote:The files in my mod folder

edit*: ups forgot APCP but just think it to be there
edit*2: but still accures when added
The problem is probably the arumba-fast-pack. Try removing that and then starting up, the pack has mods in there that you have downloaded individually, which produces conflicts.

Re: Bugs & FAQ

Posted: Wed Mar 22, 2017 11:25 pm
by Arch666Angel
eloquentJane wrote:The recipe for separation of hydrogen chloride gas doesn't appear to have a name, but it still exists.

Image
Thanks for the hint, will include a fix for the next update

Re: Bugs & FAQ

Posted: Thu Mar 23, 2017 9:58 am
by jocrafter2012
Ok will try it soon
edit* Works fine thank you verry much

Re: Bugs & FAQ

Posted: Fri Mar 24, 2017 7:26 am
by magals
maybe correct 8 copper for Stiratire Chunks Sorting (Stirate chunks) ?
Image
Image

Re: Bugs & FAQ

Posted: Fri Mar 24, 2017 7:37 am
by Arch666Angel
magals wrote:maybe correct 8 copper for Stiratire Chunks Sorting (Stirate chunks) ?
Image
Image
The recipes are changed by the bobangelthon mod, you have to contact the author of that mod, that's not my mod :)

Re: Bugs & FAQ

Posted: Fri Mar 24, 2017 3:34 pm
by aklesey1
magals wrote:maybe correct 8 copper for Stiratire Chunks Sorting (Stirate chunks) ?
Image
Image
U can play with marathon automated, very nice continuation of ideas from regular marathon mod

Re: Bugs & FAQ

Posted: Mon Mar 27, 2017 2:25 am
by septemberWaves
Does the clarifier work on any fluid, or does it have limitations? It would be helpful to know which fluids I can void and which ones (if any) I can't.

Re: Bugs & FAQ

Posted: Mon Mar 27, 2017 8:07 am
by mexmer
eloquentJane wrote:Does the clarifier work on any fluid, or does it have limitations? It would be helpful to know which fluids I can void and which ones (if any) I can't.
you can always use flare to burn chemicals.

i use clarifiers only for water based fluids, but everything that goes from petrochem i burn in flares. flares use less space anyways.

Re: Bugs & FAQ

Posted: Mon Mar 27, 2017 12:28 pm
by Arch666Angel
everything water -> clarifier
everything chemical -> flare stack
Everything that has a barrel recipe also has a void recipe.

Re: Bugs & FAQ

Posted: Mon Mar 27, 2017 1:09 pm
by septemberWaves
Arch666Angel wrote:everything water -> clarifier
everything chemical -> flare stack
Everything that has a barrel recipe also has a void recipe.
That's convenient to know.

Actually I do have another question on the same topic. What's the deletion speed for flare stacks and clarifiers? If I'm trying to void a lot of fluid at once, what flow rate will mandate a second clarifier/flare?

Re: Bugs & FAQ

Posted: Mon Mar 27, 2017 2:33 pm
by Zelenka
Hello,

Just a heads up, I'm noticing a technology at the end of the bioprocessing chain without a proper name or any kind of recipe after the update.
Unknown key:"technology-name.big-alien-artifacts" (unavailable)

Re: Bugs & FAQ

Posted: Tue Mar 28, 2017 5:56 pm
by SHiRKiT
Arch666Angel wrote:The productivity trigger only works for the refining recipes at the moment, I have to write up a function to add productivity for the petrochem recipes and dont think it really hurts there, because you have to deal with so much stuff aside from the main product you want.
Did you end up writting it? I'm still waiting for being able to ramp up my plastic and battery production.

Re: Bugs & FAQ

Posted: Tue Mar 28, 2017 7:46 pm
by StormTAG
If you're using the add-loader mod, the loaders in the regular logistics section have only 1 filter while the loader in the Angels Logistics section has 5 despite having the same resource cost. Is this intentional?

Also, the angels loaders are missing their locale strings.