Some small mistakes I found

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vamaelo
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Some small mistakes I found

Post by vamaelo »

I'm writing a program to automatically generate production chains using data from the whole Py suite. In the process, I'm checking all of the prototypes for errors and inconsistencies. Here's a list of the issues I've found so far.

pyrawores-updates.lua:311:

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icon = "__pypetroleumhandlinggraphics__/graphics/icons//ticl4.png"
Filename has an extra slash

coal-processing-recipes.lua:24:

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category = "borax"
None of the factories support this crafting category, so the recipe is dead in spite of being unlocked by coal-processing-1.

pyalienlife\prototypes\items\items.lua:6500:

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tier = 41,
tier should be 4.

Red/Green Research Mismatches:
  • Bhaddos, Ulrics, Sea Sponges, and Xyhiphoe unlock with red science, but it doesn't look like you're supposed to get them until green science because the first one you make requires Alien Sample 02, Fetal Serum, or Green Wire. Maybe they should unlock with green science instead?
  • Phagnot, Arthurian, Dhilmos, and Dingrits Food in Food Mk01 (red tech) requires Tuuphra Seeds or Yotoi Aloe Seeds (green tech), so they should probably move to Food Mk02.
  • Uranium Processing 01 unlocks with red science, but uranium ore requires sulfuric acid (green science).
  • There's a dozen or so more cases like this. I can give you a full list if interested.
Miscellaneous:
Extract Vonix's Venom Gland has an acute accent, which makes it difficult to type the accent on some keyboards. Plus, the symbol is encoded in UTF8, so a program expecting simple ASCII text for recipe names will get confused. I'd suggest replacing it with a simple apostrophe or changing it to Vonix Venom Gland.

Thank you for making this amazing mod pack. I'm having a blast! If you find this information helpful, let me know, and I'll post more issues when I discover them.
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Re: Some small mistakes I found

Post by pyanodon »

hmm thanks. Please post more when you find something else.
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vamaelo
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Re: Some small mistakes I found

Post by vamaelo »

  1. processing-unit can't be crafted due to the following cycle:
    processing-unit < pcb3-2 < biobattery < crco-alloy < cobalt-nx < cobalt-oxide < cobalt-sulfate-02 < cobalt-sulfate < drp (building required for crafting cobalt-sulfate) < processing-unit
  2. There is no recipe for making photophore (needed for dynemicin, laboratory-grown-brain, etc.)
  3. My understanding is that a building with a crafting speed of .01 is supposed to require animal modules to operate. If that's the case, then many animal modules need additional limitations. For example, these modules:
    • grod
    • grod-mk02
    • grod-mk03
    • grod-mk04
    should have limitations for:
    • grod-al
    • grod-al-2
    • grod-al-3
    • grod-pb
    • grod-pb-2
    • grod-pb-3
    • grod-sn
    • grod-sn-2
    • grod-sn-3
    • grod-mk02
    • grod-mk03
    • grod-mk04
  4. The recipe extract-blood-from-improved-korlex-2 doesn't work because it has two fluid outputs whereas the slaughterhouse has one input pipe and one output pipe. I tried to select it in the new GUI and it returned me to the "Choose your victim" menu.
  5. The niobium-ore recipe is dead because its crafting category is "niobium". There is no factory that can craft it.

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    RECIPE {
        type = "recipe",
        name = "niobium-ore",
        category = "niobium",
        enabled = false,
        energy_required = 7,
        ingredients = {
            {type = "item", name = "drill-head", amount = 1},
            {type = "fluid", name = "refsyngas", amount = 70}
        },
        results = {
            {type = "item", name = "niobium-ore", amount = 12}
        }
    }:add_unlock("coal-processing-2")
    
  6. The recipe vrauks18 doesn't work because it has too many ingredients (11 vs. 10 supported by a Vrauks Paddock)
That's all of the issues I found last night when I performed a reachability test with all techs unlocked.
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Re: Some small mistakes I found

Post by Blokus »

I think #5 is basically just a way to help people figure out how to mine niobium in FNEI, it's not meant to be usable. But it might instead be an old relic of an older version that never got deleted.
Last edited by Blokus on Mon Feb 24, 2020 1:27 pm, edited 1 time in total.
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Re: Some small mistakes I found

Post by kingarthur »

vamaelo wrote: Sun Feb 23, 2020 3:48 pm
  1. processing-unit can't be crafted due to the following cycle:
    processing-unit < pcb3-2 < biobattery < crco-alloy < cobalt-nx < cobalt-oxide < cobalt-sulfate-02 < cobalt-sulfate < drp (building required for crafting cobalt-sulfate) < processing-unit
  2. There is no recipe for making photophore (needed for dynemicin, laboratory-grown-brain, etc.)
  3. My understanding is that a building with a crafting speed of .01 is supposed to require animal modules to operate. If that's the case, then many animal modules need additional limitations. For example, these modules:
    • grod
    • grod-mk02
    • grod-mk03
    • grod-mk04
    should have limitations for:
    • grod-al
    • grod-al-2
    • grod-al-3
    • grod-pb
    • grod-pb-2
    • grod-pb-3
    • grod-sn
    • grod-sn-2
    • grod-sn-3
    • grod-mk02
    • grod-mk03
    • grod-mk04
  4. The recipe extract-blood-from-improved-korlex-2 doesn't work because it has two fluid outputs whereas the slaughterhouse has one input pipe and one output pipe. I tried to select it in the new GUI and it returned me to the "Choose your victim" menu.
  5. The niobium-ore recipe is dead because its crafting category is "niobium". There is no factory that can craft it.

    Code: Select all

    RECIPE {
        type = "recipe",
        name = "niobium-ore",
        category = "niobium",
        enabled = false,
        energy_required = 7,
        ingredients = {
            {type = "item", name = "drill-head", amount = 1},
            {type = "fluid", name = "refsyngas", amount = 70}
        },
        results = {
            {type = "item", name = "niobium-ore", amount = 12}
        }
    }:add_unlock("coal-processing-2")
    
  6. The recipe vrauks18 doesn't work because it has too many ingredients (11 vs. 10 supported by a Vrauks Paddock)
That's all of the issues I found last night when I performed a reachability test with all techs unlocked.
1. havnt check that yet.
2. need to have py look at his notes. idk what its supposed to be
3. i believe ive fixed all of those now. ive script it to auto add any recipes in those buildings to their module for that building.
4. ok. thanks ill get that adjusted
5. idk, that recipe has apparently never worked as far as i can tell
6. fixed
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Re: Some small mistakes I found

Post by vamaelo »

Slaughterhouse recipes like ulrics-to-bonemeal support productivity modules, which means that you can get back more cages than you started with. I suggest using catalyst_amount to make cages immune to productivity modules. For example, with no productivity, the recipe is:

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caged-ulric x 1 -> cage x 1, bonemeal x 6
At 50% productivity, it would become:

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caged-ulric x 1 -> cage x 1, bonemeal x 9
For reference:
https://wiki.factorio.com/Types/ItemPro ... yst_amount
error0664
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Re: Some small mistakes I found

Post by error0664 »

talking about catalyst_amount

there is one single barrel recipe that misses catalyst amount (and seems incorrect): fill-xyhiphoe-blood-barrel
this one missing catalyst_amount = 50 and uses arthropod-blood and generates xyhiphoe-blood-barrel

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"{
  category = "crafting-with-fluid",  energy = 0.2,  ingredients = {
    {
      amount = 1,      catalyst_amount = 1,      name = "empty-barrel",      type = "item"
      amount = 50,      name = "arthropod-blood",      type = "fluid"
    }
  },  name = "fill-xyhiphoe-blood-barrel",  products = {
    {
      amount = 1,      catalyst_amount = 1,      name = "xyhiphoe-blood-barrel",      probability = 1,      type = "item"
    }
  }
}",
(the unbarrel looks correct)

all others have catalyst = 50 - i assume not only converting blood but also allowing odd productivity cycles there

the other recipe looks like

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"{
  category = "crafting-with-fluid",  energy = 0.2,  ingredients = {
    {
      amount = 1,      catalyst_amount = 1,      name = "empty-barrel",      type = "item"
      amount = 50,      catalyst_amount = 50,      name = "arthropod-blood",      type = "fluid"
    }
  },  name = "fill-arthropod-blood-barrel",  products = {
    {
      amount = 1,      catalyst_amount = 1,      name = "arthropod-blood-barrel",      probability = 1,      type = "item"
    }
  }
}",
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Re: Some small mistakes I found

Post by immortal_sniper1 »

well even with productivity i dont think you make overal more cages since you lose a lot of cages when you grow the animals
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Re: Some small mistakes I found

Post by vamaelo »

I notice that many animal-related items continue to exist even though Alien Life disables their recipe. For example, Ralesia still exists even though it's been superseded by Ralesias MK01-04. I suggest flagging these old items as "hidden" so they don't show up in FNEI and cause confusion.
Here's a full list of affected items:
  • auog-paddock
  • bio-reactor
  • cadaveric-arum-mk01
  • cadaveric-arum-mk02
  • cadaveric-arum-mk03
  • cadaveric-arum-mk04
  • fawogae-plantation
  • kicalk-plantation
  • mukmoux-pasture
  • organics
  • py-fertilizer
  • ralesia
  • ralesia-plantation
  • raw-fish
  • ulric-corral
  • zipir
  • zipir-carcass
I also found a few unused items:
  • iron-pulp-06-thick (Maybe had something to do with iron-pulp-06-thickener at one point?)
  • iron-pulp-high-concentrate (Produced by classify-iron-ore-dust which seems to conflict with a different version of classify-iron-ore-dust that gives iron-pulp-01)
  • iron-slime-sludge
  • blood-caged-vrauks
  • fat-caged-dingrits
  • shell-xyhiphoe
  • grade-4-iron
  • grade-4-lead
  • ore-copper
  • ore-iron
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Re: Some small mistakes I found

Post by crux042 »

Can I report some bugs I found here?

1. Exo intertion tech gives Extract dingrits Pelt-1, but the ingredient changes to phadai.

2. Conarium stem tech gives Extract scrondrix Pineal Gland-1, and it does not accept productivity module anymore.
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Re: Some small mistakes I found

Post by kingarthur »

crux042 wrote: Fri Feb 28, 2020 1:25 pm Can I report some bugs I found here?

1. Exo intertion tech gives Extract dingrits Pelt-1, but the ingredient changes to phadai.
are you on the latest version.(1.2.7) pretty sure we fixed that.
2. Conarium stem tech gives Extract scrondrix Pineal Gland-1, and it does not accept productivity module anymore.
shouldnt have productivity at all in the first place
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Re: Some small mistakes I found

Post by crux042 »

kingarthur wrote: Fri Feb 28, 2020 11:45 pm
crux042 wrote: Fri Feb 28, 2020 1:25 pm Can I report some bugs I found here?

1. Exo intertion tech gives Extract dingrits Pelt-1, but the ingredient changes to phadai.
are you on the latest version.(1.2.7) pretty sure we fixed that.
2. Conarium stem tech gives Extract scrondrix Pineal Gland-1, and it does not accept productivity module anymore.
shouldnt have productivity at all in the first place
1. 1.2.5 patch is about dingrits spike, not pelt. I think it's similar glitch.

2. Extract scrondrix Pineal Gland original recipe accepts productivity module, and Extract scrondrix Pineal Gland-1 is not.
There was similar glitch in Kmaut tendon recipe, and maybe it is missing line in data-final-fixes.lua
https://github.com/pyanodon/pyalienlife ... acb6e982f4
I'm not sure it is intened for pineal gland.. But why not?
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Re: Some small mistakes I found

Post by kingarthur »

crux042 wrote: Sat Feb 29, 2020 8:35 am
1. 1.2.5 patch is about dingrits spike, not pelt. I think it's similar glitch.
ah. ok found and fixed
2. Extract scrondrix Pineal Gland original recipe accepts productivity module, and Extract scrondrix Pineal Gland-1 is not.
There was similar glitch in Kmaut tendon recipe, and maybe it is missing line in data-final-fixes.lua
https://github.com/pyanodon/pyalienlife ... acb6e982f4
I'm not sure it is intened for pineal gland.. But why not?
took a second look and idk how i didnt find it the first time but extracting pineal gland is on the productivity list so i added extract pineal gland-1.
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Re: Some small mistakes I found

Post by pyanodon »

no prod modules in any pyAl organic based recipes.
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Re: Some small mistakes I found

Post by crux042 »

pyanodon wrote: Sat Feb 29, 2020 11:32 am no prod modules in any pyAl organic based recipes.
Show us some mercy, my lord :D
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Re: Some small mistakes I found

Post by vamaelo »

Thank you for fixing most of the mistakes I posted! Much appreciated.

It looks like you missed the animal-module limitations for these recipes:
  • fish-mk02
  • fish-mk03
  • fish-mk04
Other than that, everything looks good so far.
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Re: Some small mistakes I found

Post by vamaelo »

There are a few serious misspellings in the English locale file that interfere with the in-game search functionality.

pycoalprocessing_1.6.2\locale\en\locale.cfg:

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slacked-lime=Slaked lime
pyindustry_1.4.4\locale\en\en.cfg:

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niobium-pipe=Niobum pipe
niobium-pipe-to-ground=Niobum underground pipe
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Re: Some small mistakes I found

Post by ShadowGlass »

pyanodon wrote: Sat Feb 29, 2020 11:32 am no prod modules in any pyAl organic based recipes.
Raising pups into adult animals in the Creature Chamber also accepts prod modules, and can also (for some animals) return extra cages. I guess that'll go away too?
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Re: Some small mistakes I found

Post by immortal_sniper1 »

ShadowGlass wrote: Mon Mar 16, 2020 6:27 am
pyanodon wrote: Sat Feb 29, 2020 11:32 am no prod modules in any pyAl organic based recipes.
Raising pups into adult animals in the Creature Chamber also accepts prod modules, and can also (for some animals) return extra cages. I guess that'll go away too?
what does make extra cages?
also apparently there is a bit of wigle room with prod modules , wood chain is from pyCP so it has them also py apparently said he will allow prod in food recipes
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Re: Some small mistakes I found

Post by ShadowGlass »

immortal_sniper1 wrote: Mon Mar 16, 2020 4:43 pm
ShadowGlass wrote: Mon Mar 16, 2020 6:27 am
pyanodon wrote: Sat Feb 29, 2020 11:32 am no prod modules in any pyAl organic based recipes.
Raising pups into adult animals in the Creature Chamber also accepts prod modules, and can also (for some animals) return extra cages. I guess that'll go away too?
what does make extra cages?
also apparently there is a bit of wigle room with prod modules , wood chain is from pyCP so it has them also py apparently said he will allow prod in food recipes
I mean the recipe has 1 cage as an ingredient, and with prod modules would return more than 1 caged animal. Eventually, if you slaughter it or use it otherwise a caged animal will return a cage.

Technically we have this same situation without prod modules if we use Antiviral recipes in animal ranch buildings. They require 1 cage, but return 1.5 caged animal.

Maybe this won't be a problem, as you said some recipes are negative on cages (the non-antiviral ranch recipes for example).
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