Bugs & FAQ
Moderator: Arch666Angel
Re: Bugs & FAQ
The recipe needing more than one ore is what broke it. You can also reproduce the breakage in vanilla with the steel recipe, because it also requires more than one ore input: put down a furnace with an inserter feeding it from a belt, then drop one iron plate into the box. The inserter will put the plate into the furnace to make steel, but the recipe won't trigger yet because steel needs more plates. Now put some iron ore into the box: the inserter will immediately pick up the iron ore and try to insert it into the furnace, rendering itself stuck in the same exact way.
I assume this is a property of automatic recipe buildings: when the building has a particular item in its output slot, it "knows" what it's supposed to be producing and only requests the appropriate inputs from any inserters feeding it. However, as soon as the output slot is empty and the current recipe iteration is finished, it goes back to the state of being willing to start any recipe allowed by that building type, even if an inserter has partially filled the input slot already.
It only worked in your test because you were using iron ore and copper ore, and since those both only need one item in vanilla it can't get stuck in this way: even if the inserter picks up the opposite item type to the previous time, it will always be able to put it into the furnace eventually if there's another inserter emptying the furnace's output out.
I assume this is a property of automatic recipe buildings: when the building has a particular item in its output slot, it "knows" what it's supposed to be producing and only requests the appropriate inputs from any inserters feeding it. However, as soon as the output slot is empty and the current recipe iteration is finished, it goes back to the state of being willing to start any recipe allowed by that building type, even if an inserter has partially filled the input slot already.
It only worked in your test because you were using iron ore and copper ore, and since those both only need one item in vanilla it can't get stuck in this way: even if the inserter picks up the opposite item type to the previous time, it will always be able to put it into the furnace eventually if there's another inserter emptying the furnace's output out.
Re: Bugs & FAQ
I don't know if this is your mod, bob's immediates, or the game itself, but something during recipe loading is going horribly, horribly wrong.
0.7.25 - Not marathon - Default settings everywhere - Untouched mod files
Accidentally cropped out the top command, which is just the same as the other two with angelsore1-crushed-smelting
Also one of you setting strings are dead, doubt its related though
0.7.25 - Not marathon - Default settings everywhere - Untouched mod files
Code: Select all
0.002 2017-08-12 12:46:29; Factorio 0.15.33 (build 30852, win64, steam)
0.002 Operating system: Windows 10 (version 1607)
0.002 Program arguments: "D:\SteamLibrary\steamapps\common\Factorio\bin\x64\Factorio.exe"
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0.002 Write data path: C:/Users/CustomerPC/AppData/Roaming/Factorio
0.002 Binaries path: D:/SteamLibrary/steamapps/common/Factorio/bin
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0.271 DSound: Starting _dsound_update thread
0.271 DSound: Enter _dsound_update; tid=13200
0.271 Device reset internal.
0.275 Desktop composition is active.
0.275 Graphics settings preset: very-high
0.275 Graphics options: [Graphics quality: high] [Video memory usage: high] [Light scale: 50.4032%] [DXT: false]
0.560 Loading mod settings bobenemies 0.15.2 (settings.lua)
0.560 Loading mod settings bobinserters 0.15.1 (settings.lua)
0.560 Loading mod settings bobores 0.15.6 (settings.lua)
0.561 Loading mod settings bobplates 0.15.12 (settings.lua)
0.561 Loading mod settings rso-mod 3.3.11 (settings.lua)
0.561 Loading mod settings angelsrefining 0.7.25 (settings.lua)
0.561 Loading mod settings bobassembly 0.15.7 (settings.lua)
0.562 Loading mod settings boblogistics 0.15.6 (settings.lua)
0.562 Loading mod settings bobmining 0.15.2 (settings.lua)
0.562 Loading mod settings angelsaddons-oresilos 0.3.1 (settings.lua)
0.562 Loading mod settings angelsinfiniteores 0.6.11 (settings.lua)
0.563 Loading mod settings bobmodules 0.15.3 (settings.lua)
0.563 Loading mod settings bobwarfare 0.15.3 (settings.lua)
0.564 Loading mod settings LoaderRedux 1.1.1 (settings.lua)
0.564 Loading mod settings bobmods_gfxtweak 0.15.3 (settings.lua)
0.572 Loading mod core 0.0.0 (data.lua)
0.647 Loading mod base 0.15.33 (data.lua)
1.318 Loading mod what-is-it-really-used-for 1.2.5 (data.lua)
1.344 Loading mod bobenemies 0.15.2 (data.lua)
1.381 Loading mod bobinserters 0.15.1 (data.lua)
1.407 Loading mod boblibrary 0.15.8 (data.lua)
1.437 Loading mod bobores 0.15.6 (data.lua)
1.467 Loading mod bobtech 0.15.3 (data.lua)
1.494 Loading mod bobplates 0.15.12 (data.lua)
1.531 Loading mod rso-mod 3.3.11 (data.lua)
1.560 Loading mod angelsrefining 0.7.25 (data.lua)
1.632 Loading mod bobassembly 0.15.7 (data.lua)
1.673 Loading mod bobelectronics 0.15.3 (data.lua)
1.712 Loading mod bobgreenhouse 0.15.2 (data.lua)
1.750 Loading mod boblogistics 0.15.6 (data.lua)
1.837 Loading mod bobmining 0.15.2 (data.lua)
1.894 Loading mod bobpower 0.15.4 (data.lua)
1.955 Loading mod bobrevamp 0.15.4 (data.lua)
2.008 Loading mod angelsaddons-oresilos 0.3.1 (data.lua)
2.062 Loading mod angelsinfiniteores 0.6.11 (data.lua)
2.144 Loading mod bobmodules 0.15.3 (data.lua)
2.205 Loading mod bobwarfare 0.15.3 (data.lua)
2.282 Loading mod LoaderRedux 1.1.1 (data.lua)
2.346 Loading mod base 0.15.33 (data-updates.lua)
2.454 Loading mod bobenemies 0.15.2 (data-updates.lua)
2.516 Loading mod bobinserters 0.15.1 (data-updates.lua)
2.579 Loading mod bobores 0.15.6 (data-updates.lua)
2.643 Loading mod bobtech 0.15.3 (data-updates.lua)
2.705 Loading mod bobplates 0.15.12 (data-updates.lua)
2.708 Script @__boblibrary__/module-functions.lua:12: Recipe polishing-wheel-synthetic does not exist.
2.770 Loading mod rso-mod 3.3.11 (data-updates.lua)
2.833 Loading mod angelsrefining 0.7.25 (data-updates.lua)
2.915 Loading mod bobassembly 0.15.7 (data-updates.lua)
2.984 Loading mod bobelectronics 0.15.3 (data-updates.lua)
3.052 Loading mod bobgreenhouse 0.15.2 (data-updates.lua)
3.116 Loading mod boblogistics 0.15.6 (data-updates.lua)
3.188 Loading mod bobmining 0.15.2 (data-updates.lua)
3.191 Script @__boblibrary__/technology-functions.lua:152: Technology water-miner-2 does not exist.
3.191 Script @__boblibrary__/technology-functions.lua:152: Technology water-miner-3 does not exist.
3.191 Script @__boblibrary__/technology-functions.lua:152: Technology water-miner-3 does not exist.
3.191 Script @__boblibrary__/technology-functions.lua:152: Technology water-miner-3 does not exist.
3.191 Script @__boblibrary__/technology-functions.lua:152: Technology water-miner-4 does not exist.
3.191 Script @__boblibrary__/technology-functions.lua:152: Technology water-miner-4 does not exist.
3.191 Script @__boblibrary__/technology-functions.lua:152: Technology water-miner-4 does not exist.
3.191 Script @__boblibrary__/technology-functions.lua:152: Technology water-miner-5 does not exist.
3.191 Script @__boblibrary__/technology-functions.lua:152: Technology water-miner-5 does not exist.
3.191 Script @__boblibrary__/technology-functions.lua:152: Technology water-miner-5 does not exist.
3.191 Script @__boblibrary__/technology-functions.lua:152: Technology water-miner-5 does not exist.
3.256 Loading mod bobpower 0.15.4 (data-updates.lua)
3.327 Loading mod bobrevamp 0.15.4 (data-updates.lua)
3.397 Loading mod angelsaddons-oresilos 0.3.1 (data-updates.lua)
3.467 Loading mod bobmodules 0.15.3 (data-updates.lua)
3.552 Loading mod bobwarfare 0.15.3 (data-updates.lua)
3.554 Script @__boblibrary__/recipe-functions.lua:76: Recipe gun-cotton-synthetic does not exist.
3.558 Script @__boblibrary__/module-functions.lua:12: Recipe gun-cotton-synthetic does not exist.
3.627 Loading mod bobmods_gfxtweak 0.15.3 (data-updates.lua)
3.698 Loading mod bobelectronics 0.15.3 (data-final-fixes.lua)
3.797 Loading mod angelsinfiniteores 0.6.11 (data-final-fixes.lua)
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4.562 Info PlayerData.cpp:58: Local player-data.json available, timestamp 1502556100
4.562 Info PlayerData.cpp:63: Cloud player-data.json available, timestamp 1502556099
4.856 Loaded shader file D:/SteamLibrary/steamapps/common/Factorio/data/core/graphics/shaders/game.cso
4.860 Loaded shader file D:/SteamLibrary/steamapps/common/Factorio/data/core/graphics/shaders/zoom-to-world.cso
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36.047 Convert atlas 8192x800 to: mipmap
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36.866 Loading sounds...
42.502 Custom inputs active: 5
42.781 Factorio initialised
Accidentally cropped out the top command, which is just the same as the other two with angelsore1-crushed-smelting
Also one of you setting strings are dead, doubt its related though
Re: Bugs & FAQ
Dont you use the Angels Smelting?
https://mods.factorio.com/mods/Arch666A ... lssmelting
I would recommend install the full angels mod. They are awesome in many ways
https://mods.factorio.com/mods/Arch666A ... lssmelting
I would recommend install the full angels mod. They are awesome in many ways
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Re: Bugs & FAQ
I think "horribly, horribly wrong" is a bit of an exaggeration, but randomone is correct that there is a bug in Angel's Refining that only triggers when Angel's Smelting is not present.
In the \prototypes\recipes\refining-output.lua subfolder of Angel's Refining, the line
in each of the angelsore-crushed-smelting recipes needs to be cut from its current position and pasted into the 'normal' and 'expensive' subtables of those recipes.
The reason the bug doesn't show up when Smelting is present (or at all for bobmonium/rubyte smelting) is that there's some recipe adjustment going on later that automatically does input sanitizing, sees that the energy_required is out of place, and moves it to the correct locations. Since that code is only called on recipes to be modified, the saphirite/stiratite smelting just gets left alone when Smelting isn't present and as a result doesn't get fixed as a side effect.
In the \prototypes\recipes\refining-output.lua subfolder of Angel's Refining, the line
Code: Select all
energy_required = 7,
The reason the bug doesn't show up when Smelting is present (or at all for bobmonium/rubyte smelting) is that there's some recipe adjustment going on later that automatically does input sanitizing, sees that the energy_required is out of place, and moves it to the correct locations. Since that code is only called on recipes to be modified, the saphirite/stiratite smelting just gets left alone when Smelting isn't present and as a result doesn't get fixed as a side effect.
Re: Bugs & FAQ
Yup, that got it working like its supposed to. Thanks!Exasperation wrote:I think "horribly, horribly wrong" is a bit of an exaggeration, but randomone is correct that there is a bug in Angel's Refining that only triggers when Angel's Smelting is not present.
In the \prototypes\recipes\refining-output.lua subfolder of Angel's Refining, the linein each of the angelsore-crushed-smelting recipes needs to be cut from its current position and pasted into the 'normal' and 'expensive' subtables of those recipes.Code: Select all
energy_required = 7,
The reason the bug doesn't show up when Smelting is present (or at all for bobmonium/rubyte smelting) is that there's some recipe adjustment going on later that automatically does input sanitizing, sees that the energy_required is out of place, and moves it to the correct locations. Since that code is only called on recipes to be modified, the saphirite/stiratite smelting just gets left alone when Smelting isn't present and as a result doesn't get fixed as a side effect.
Re: Bugs & FAQ
Angel,
Have you thought about updating the no infinite ores trigger to 0.15 so that it forces the removal? And RSO would handle it properly? This way we could put it on the server that way.
Long story short, first game thought I had settings for no infinite ores and had normal infinite ore spawn. Checked RSo settings run the map regen but loose all achievements after adjusting to 0 change of infinite ores 1st game was good, but no achievements, 2nd and 3rd game used the settings I used when regening the map with RSO and 100% infinite ores at Ratio of 0....
Running full bobs mods, Angles ores, smelting, petrochem, RSO and some QOL mods...
Thanks
HOSH
Have you thought about updating the no infinite ores trigger to 0.15 so that it forces the removal? And RSO would handle it properly? This way we could put it on the server that way.
Long story short, first game thought I had settings for no infinite ores and had normal infinite ore spawn. Checked RSo settings run the map regen but loose all achievements after adjusting to 0 change of infinite ores 1st game was good, but no achievements, 2nd and 3rd game used the settings I used when regening the map with RSO and 100% infinite ores at Ratio of 0....
Running full bobs mods, Angles ores, smelting, petrochem, RSO and some QOL mods...
Thanks
HOSH
- Arch666Angel
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Re: Bugs & FAQ
You can disable infinites by ticking off the checkboxes in the mod options.HOSH wrote:Angel,
Have you thought about updating the no infinite ores trigger to 0.15 so that it forces the removal? And RSO would handle it properly? This way we could put it on the server that way.
Long story short, first game thought I had settings for no infinite ores and had normal infinite ore spawn. Checked RSo settings run the map regen but loose all achievements after adjusting to 0 change of infinite ores 1st game was good, but no achievements, 2nd and 3rd game used the settings I used when regening the map with RSO and 100% infinite ores at Ratio of 0....
Running full bobs mods, Angles ores, smelting, petrochem, RSO and some QOL mods...
Thanks
HOSH
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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- Contact:
Re: Bugs & FAQ
Angel I've been playing with expensive recipes enabled and hardcore copper wire recently and I've noticed a few inconsistencies.
By hand:
1 x Iron Gears from 4 Iron Plates (50 x Molten Iron)
Using regular casting:
2 x Iron Gears from 40 x Molten Iron
This is a greater than 100% bonus from casting straight to gears.
Using strand casting:
2 x Iron Sheet Coil from 100 x Molten Iron + Water
Using regular casting:
1 x Iron Sheet Coil from 40 x Molten Iron
20% bonus for not using the strand casting machine.
Copper Sheet Coil has the same issue it can be made for 40 x in the normal casting machine. I've not checked the other gear wheel production but I expect it is similar.
IMHO I think you should have a production bonus for producing sheet coil and an additional bonus for using the strand casting machine but I think the present settings aren't quite right.
I'm not sure if you meant for Iron gears to have a production bonus when using a casting machine but its certainly nice with expensive recipes.
Overall I really enjoy your mods. The extra challenge is great.
By hand:
1 x Iron Gears from 4 Iron Plates (50 x Molten Iron)
Using regular casting:
2 x Iron Gears from 40 x Molten Iron
This is a greater than 100% bonus from casting straight to gears.
Using strand casting:
2 x Iron Sheet Coil from 100 x Molten Iron + Water
Using regular casting:
1 x Iron Sheet Coil from 40 x Molten Iron
20% bonus for not using the strand casting machine.
Copper Sheet Coil has the same issue it can be made for 40 x in the normal casting machine. I've not checked the other gear wheel production but I expect it is similar.
IMHO I think you should have a production bonus for producing sheet coil and an additional bonus for using the strand casting machine but I think the present settings aren't quite right.
I'm not sure if you meant for Iron gears to have a production bonus when using a casting machine but its certainly nice with expensive recipes.
Overall I really enjoy your mods. The extra challenge is great.
- Arch666Angel
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Re: Bugs & FAQ
Are you using the smelting extended or something mod? That might cause the issues, since I dont add recipes for casting gears directly.duncans_pumpkin wrote:Angel I've been playing with expensive recipes enabled and hardcore copper wire recently and I've noticed a few inconsistencies.
By hand:
1 x Iron Gears from 4 Iron Plates (50 x Molten Iron)
Using regular casting:
2 x Iron Gears from 40 x Molten Iron
This is a greater than 100% bonus from casting straight to gears.
Using strand casting:
2 x Iron Sheet Coil from 100 x Molten Iron + Water
Using regular casting:
1 x Iron Sheet Coil from 40 x Molten Iron
20% bonus for not using the strand casting machine.
Copper Sheet Coil has the same issue it can be made for 40 x in the normal casting machine. I've not checked the other gear wheel production but I expect it is similar.
IMHO I think you should have a production bonus for producing sheet coil and an additional bonus for using the strand casting machine but I think the present settings aren't quite right.
I'm not sure if you meant for Iron gears to have a production bonus when using a casting machine but its certainly nice with expensive recipes.
Overall I really enjoy your mods. The extra challenge is great.
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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- Contact:
Re: Bugs & FAQ
Doh, yes sorry thats the angelssmeltting extended.
Re: Bugs & FAQ
Thanks My mistake, thought they had to be enabled, besides the mod installed, for ores to work...Arch666Angel wrote:You can disable infinites by ticking off the checkboxes in the mod options.HOSH wrote:Angel,
Have you thought about updating the no infinite ores trigger to 0.15 so that it forces the removal? And RSO would handle it properly? This way we could put it on the server that way.
Long story short, first game thought I had settings for no infinite ores and had normal infinite ore spawn. Checked RSo settings run the map regen but loose all achievements after adjusting to 0 change of infinite ores 1st game was good, but no achievements, 2nd and 3rd game used the settings I used when regening the map with RSO and 100% infinite ores at Ratio of 0....
Running full bobs mods, Angles ores, smelting, petrochem, RSO and some QOL mods...
Thanks
HOSH
Re: Bugs & FAQ
Is there any way to turn off the auto-barreling option in a running save (with a console command, perhaps), so that I can just use a standard barreling setup with assemblers? From an older post, I saw that the inserter bugs with the barreling pump are not currently fixable, so I'd rather just turn off that option, if I could be told how to do so.
Re: Bugs & FAQ
I think, it can be switched off if you go to the mod options from inside the savegame, although they are called startup options.rkain101 wrote:Is there any way to turn off the auto-barreling option in a running save (with a console command, perhaps), so that I can just use a standard barreling setup with assemblers? From an older post, I saw that the inserter bugs with the barreling pump are not currently fixable, so I'd rather just turn off that option, if I could be told how to do so.
Re: Bugs & FAQ
I can't change anything in that startup tab of that menu. I assume they're locked in for running games... I figured a console command would be able to bypass that lock.jodokus31 wrote:I think, it can be switched off if you go to the mod options from inside the savegame, although they are called startup options.rkain101 wrote:Is there any way to turn off the auto-barreling option in a running save (with a console command, perhaps), so that I can just use a standard barreling setup with assemblers? From an older post, I saw that the inserter bugs with the barreling pump are not currently fixable, so I'd rather just turn off that option, if I could be told how to do so.
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Re: Bugs & FAQ
Try saving, exiting to the main menu, selecting options -> mods, changing it there, then restarting Factorio and loading your save. The reason they're startup options is they modify things that are loaded before you get to the main menu, hence the need to restart Factorio. Even if you could change them while the game was running, it wouldn't do anything until you restarted.
Re: Bugs & FAQ
Sorry for the wrong assumption, but I knew, that I managed to change the options in the past. Just didnt exactly know how anymore. Thanks for the correction
Re: Bugs & FAQ
That makes sense, and it worked! Thanks a ton.Exasperation wrote:Try saving, exiting to the main menu, selecting options -> mods, changing it there, then restarting Factorio and loading your save. The reason they're startup options is they modify things that are loaded before you get to the main menu, hence the need to restart Factorio. Even if you could change them while the game was running, it wouldn't do anything until you restarted.
Re: Bugs & FAQ
Thank you so much! Everything was such a pain with the metal mixing furnace being so far out of the way in the research tree. Advancement all but halted for a long long time while unlocking all the research for the metal mixing furnace.-shifted metal mixing furnace to electronics tech
Re: Bugs & FAQ
The newest ore silo's addon update broke the mod for me. I play on 0.15.33
- Arch666Angel
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Re: Bugs & FAQ
should be fixedLondon_ wrote:The newest ore silo's addon update broke the mod for me. I play on 0.15.33
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"