Smelting 0.3.4 added tinned copper wire from strand casting machine. The problem is that the added recipe is not unlocked without re-researching it.aklesey1 wrote:Sorry, what? My bob's recipe for tinned copper wire is still available with new update and i researched all starting technologies
Development and Discussion
Moderator: Arch666Angel
Re: Development and Discussion
Re: Development and Discussion
There is the mod, which may help
https://mods.factorio.com/mods/atchoum/ ... you-hidden
I used it one time in 0.14 after a big mod update and missing recipes and it helped me out
https://mods.factorio.com/mods/atchoum/ ... you-hidden
I used it one time in 0.14 after a big mod update and missing recipes and it helped me out
Re: Development and Discussion
Nice. Angels's smelting breaking on update is credited as the reason for creating this modjodokus31 wrote:There is the mod, which may help
https://mods.factorio.com/mods/atchoum/ ... you-hidden
I used it one time in 0.14 after a big mod update and missing recipes and it helped me out
Re: Development and Discussion
It doesn't have an issue with the Kovarex recipe which has the looped materials I think you're referring to.Arch666Angel wrote:I bet that foreman has issues with recipes that include recursion, everything that includes materials going in a loop.NeilN wrote:I don't know if this is a problem with Angels or Foreman as this is my first time producing Tungsten plates but Foreman crashes when I try to enter a fixed rate for the powder mixture to plate recipe (the image parameter is null). Further investigation reveals a lot of crashing on different recipes (powder mixture, nickel plates, etc.). Rolling back today's changes causes the crashes to go away.
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Re: Development and Discussion
Well it's not my app and I can only guess where the problem is. You have to bring it up with the author of Foreman if you want a fix.NeilN wrote:It doesn't have an issue with the Kovarex recipe which has the looped materials I think you're referring to.Arch666Angel wrote:I bet that foreman has issues with recipes that include recursion, everything that includes materials going in a loop.NeilN wrote:I don't know if this is a problem with Angels or Foreman as this is my first time producing Tungsten plates but Foreman crashes when I try to enter a fixed rate for the powder mixture to plate recipe (the image parameter is null). Further investigation reveals a lot of crashing on different recipes (powder mixture, nickel plates, etc.). Rolling back today's changes causes the crashes to go away.
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
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Re: Development and Discussion
Refining --0.7.19
-tweaked some recipes for buildings
-added expensive recipes for all buildings
-added expensive recipes for sorting, crystallizing, crushed to stone, crushed to plates
-added mod settings to adjust expensive settings
-fixed broken vanilla mode
-tweaked some recipes for buildings
-added expensive recipes for all buildings
-added expensive recipes for sorting, crystallizing, crushed to stone, crushed to plates
-added mod settings to adjust expensive settings
-fixed broken vanilla mode
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
Re: Development and Discussion
Are you really refering to foreman? (https://mods.factorio.com/mods/Choumiko/Foreman), the blueprint manager?NeilN wrote:It doesn't have an issue with the Kovarex recipe which has the looped materials I think you're referring to.Arch666Angel wrote:I bet that foreman has issues with recipes that include recursion, everything that includes materials going in a loop.NeilN wrote:I don't know if this is a problem with Angels or Foreman as this is my first time producing Tungsten plates but Foreman crashes when I try to enter a fixed rate for the powder mixture to plate recipe (the image parameter is null). Further investigation reveals a lot of crashing on different recipes (powder mixture, nickel plates, etc.). Rolling back today's changes causes the crashes to go away.
I'm using Helmod (https://mods.factorio.com/mods/Helfima/helmod) and it does have some problems with the recursion recipes, if you use it as starting recipe:
you cannot enter the Output number, but it doesn't crash:
Image
If you start further up in the tree, it works better, but not perfectly, because the input is not counted
Image
Re: Development and Discussion
This Foreman: https://bitbucket.org/Nicksaurus/foreman/jodokus31 wrote: Are you really refering to foreman? (https://mods.factorio.com/mods/Choumiko/Foreman), the blueprint manager?
I'm using Helmod (https://mods.factorio.com/mods/Helfima/helmod) and it does have some problems with the recursion recipes, if you use it as starting recipe:
you cannot enter the Output number, but it doesn't crash:ImageIf you start further up in the tree, it works better, but not perfectly, because the input is not countedImage
But as Arch666Angel said, not his issue.
Re: Development and Discussion
Try this: https://bitbucket.org/Pobiega/foreman/overviewNeilN wrote: This Foreman: https://bitbucket.org/Nicksaurus/foreman/
But as Arch666Angel said, not his issue.
A fork with better 0.15 compatibility. But still some issues with recursion.
Re: Development and Discussion
Edit: Thanks Exasperation for the correction.
Hello,
I guess you're aware the new Refining update kinda broke everything, can't load the game because of a '+' sign.
Modifying refining-override.lua around line 60 and 159 to remove add " seems to work.
{ name = "angelsore1-chunk-processing", ingredients = {{ {type = "item", name = "angels-ore1-chunk", amount= +1} }}, results = {{ {type = "item", name = "y-res1", amount=1} }} },
becomes
{ name = "angelsore1-chunk-processing", ingredients = {{ {type = "item", name = "angels-ore1-chunk", amount= "+1"} }}, results = {{ {type = "item", name = "y-res1", amount=1} }} },
Hello,
I guess you're aware the new Refining update kinda broke everything, can't load the game because of a '+' sign.
Modifying refining-override.lua around line 60 and 159 to remove add " seems to work.
{ name = "angelsore1-chunk-processing", ingredients = {{ {type = "item", name = "angels-ore1-chunk", amount= +1} }}, results = {{ {type = "item", name = "y-res1", amount=1} }} },
becomes
{ name = "angelsore1-chunk-processing", ingredients = {{ {type = "item", name = "angels-ore1-chunk", amount= "+1"} }}, results = {{ {type = "item", name = "y-res1", amount=1} }} },
Last edited by koopa on Mon Jul 17, 2017 9:54 pm, edited 1 time in total.
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Re: Development and Discussion
Is there a reason why none of the intermediate steps in metallurgy don't support productivity modules? It's all intermediate products.....
Re: Development and Discussion
Now with this new cooling stuff I have this excess steam that I don't necessarily want to truck elsewhere in the base. Can we make flair stack burn off steam? or perhaps add a recipe to the cooling tower that condenses steam back to water at the cost of more energy?
Re: Development and Discussion
Why not just put a steam engine and generate electricity instead of spending it to have water ?iamwyza wrote:Now with this new cooling stuff I have this excess steam that I don't necessarily want to truck elsewhere in the base. Can we make flair stack burn off steam? or perhaps add a recipe to the cooling tower that condenses steam back to water at the cost of more energy?
Re: Development and Discussion
Also, question: How exactly is steam temperature and power generation related to each other? If i feed low-temp steam into a steam engine, do I get less power? Does it consume more? Is it less efficient? Am I losing power if i premix all the different temperature steams from the cooling towers? And how does this all work with the various tiers of steam engines from bob's mods?
Re: Development and Discussion
The steam engines have a maximum temperature listed when you mouse over them. If your steam is 150 degrees and the maximum temperature is 300 degrees, then you're only going to receive half of the maximum power production. The amount of steam used is probably going to be higher since the engine can't satisfy demand as well as it would with higher heat steam, which is why you want it as close to the maximum as possible for better efficiency. (This is based on my personal observation)buggy123 wrote:Also, question: How exactly is steam temperature and power generation related to each other? If i feed low-temp steam into a steam engine, do I get less power? Does it consume more? Is it less efficient? Am I losing power if i premix all the different temperature steams from the cooling towers? And how does this all work with the various tiers of steam engines from bob's mods?
Bob's steam engines have different maximum temperatures as do the turbines used by reactors. I've also noticed that if the temperature is under 100 degrees then the steam engines refuse to work no matter what, so the 50 degree steam from cooling is only useful for cracking.
Hopefully that answers things well enough, but I'm sure someone with far more time on their hands can answer it better.
Re: Development and Discussion
Thank you, that explains it well. Also I just checked and the wiki also has all this info, whoops.Light wrote:The steam engines have a maximum temperature listed when you mouse over them. If your steam is 150 degrees and the maximum temperature is 300 degrees, then you're only going to receive half of the maximum power production. The amount of steam used is probably going to be higher since the engine can't satisfy demand as well as it would with higher heat steam, which is why you want it as close to the maximum as possible for better efficiency. (This is based on my personal observation)buggy123 wrote:Also, question: How exactly is steam temperature and power generation related to each other? If i feed low-temp steam into a steam engine, do I get less power? Does it consume more? Is it less efficient? Am I losing power if i premix all the different temperature steams from the cooling towers? And how does this all work with the various tiers of steam engines from bob's mods?
Bob's steam engines have different maximum temperatures as do the turbines used by reactors. I've also noticed that if the temperature is under 100 degrees then the steam engines refuse to work no matter what, so the 50 degree steam from cooling is only useful for cracking.
Hopefully that answers things well enough, but I'm sure someone with far more time on their hands can answer it better.
Re: Development and Discussion
Advanced Bronze Smelting 1 & 2 give molten bronze recipes that are the same except the second tier cost more but doesn't provide any benefit, is this a bug?
Re: Development and Discussion
I found a sort-of issue with Bob's mod compatibility. Lithium perchlorate can only be produced in a bob's mod electrolyzer, using bob's version of purified water (which is made in a assembly machine for some reason). There shouldn't be any mods causing conflicts, see the picture for details.
Re: Development and Discussion
Which is problematic because you can't seem to barrel steam by default so moving it around is a pain.buggy123 wrote:Thank you, that explains it well. Also I just checked and the wiki also has all this info, whoops.Light wrote:The steam engines have a maximum temperature listed when you mouse over them. If your steam is 150 degrees and the maximum temperature is 300 degrees, then you're only going to receive half of the maximum power production. The amount of steam used is probably going to be higher since the engine can't satisfy demand as well as it would with higher heat steam, which is why you want it as close to the maximum as possible for better efficiency. (This is based on my personal observation)buggy123 wrote:Also, question: How exactly is steam temperature and power generation related to each other? If i feed low-temp steam into a steam engine, do I get less power? Does it consume more? Is it less efficient? Am I losing power if i premix all the different temperature steams from the cooling towers? And how does this all work with the various tiers of steam engines from bob's mods?
Bob's steam engines have different maximum temperatures as do the turbines used by reactors. I've also noticed that if the temperature is under 100 degrees then the steam engines refuse to work no matter what, so the 50 degree steam from cooling is only useful for cracking.
Hopefully that answers things well enough, but I'm sure someone with far more time on their hands can answer it better.