Bugs & FAQ
Moderator: Arch666Angel
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Re: Bugs & FAQ
Hello, two things i have found whilst playing 0.16 with your mods. Cupric Ore Dust recipe is for every 1 seconds in the Floatation Cell where as Ferric Ore Dust recipe is for every 4 seconds. Not sure if this is intended but it increases the number of supplying buildings by 4 thats alot when you start scalling up to making a full belt of iron sheet coil compared to copper coil wire.
Also I have done some rough numbers on all the refining processes in the current mod and I cannot see any reason for doing Cupric or Ferric processes. They are extremly inefficient compared with every other available process else. And the number of buildings becomes crazy compared to purified recipes. Not sure if this was ment to be so huge to just make a blue belt worth of sheet coil.
Also I have done some rough numbers on all the refining processes in the current mod and I cannot see any reason for doing Cupric or Ferric processes. They are extremly inefficient compared with every other available process else. And the number of buildings becomes crazy compared to purified recipes. Not sure if this was ment to be so huge to just make a blue belt worth of sheet coil.
- Attachments
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- Done in creative mode to work out numbers required in my game.
- iron sheet coil angels ferrous.PNG (1.06 MiB) Viewed 7932 times
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- Lower the number on the right, the more efficient.
- angel refining.png (118.89 KiB) Viewed 7932 times
Re: Bugs & FAQ
To be fair, I used to never put that kind of effort into other games aside from a notepad for simple things. Factorio on the other hand gave me OCD with dozens of spreadsheets and notepads calculating every little detail to the point a university professor would blush at the many pages of data.steinio wrote:I see you have definitly not OCD
This game sure has that effect of giving you OCD the longer you play it. It's a curse that has now spread to everything else outside of the game itself. My next task is to calculate the perfect ratio of hot chocolate mix to hot water for the most delectable hot drink during the winter... because Factorio made me do it.
Re: Bugs & FAQ
Sulfite pulping is missing fiber as an input thus it allows to make paper out of amonia and water
- Arch666Angel
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Re: Bugs & FAQ
You are right, fixed for the next version.warmist wrote:Sulfite pulping is missing fiber as an input thus it allows to make paper out of amonia and water
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"
- Arch666Angel
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Re: Bugs & FAQ
Judging from the sheet I guess you are using expensive recipes, so everything is slightly out of scale and out of context. I added expensive mode, but it isnt balanced at all from my side.Beaniebaby4000 wrote:Hello, two things i have found whilst playing 0.16 with your mods. Cupric Ore Dust recipe is for every 1 seconds in the Floatation Cell where as Ferric Ore Dust recipe is for every 4 seconds. Not sure if this is intended but it increases the number of supplying buildings by 4 thats alot when you start scalling up to making a full belt of iron sheet coil compared to copper coil wire.
Also I have done some rough numbers on all the refining processes in the current mod and I cannot see any reason for doing Cupric or Ferric processes. They are extremly inefficient compared with every other available process else. And the number of buildings becomes crazy compared to purified recipes. Not sure if this was ment to be so huge to just make a blue belt worth of sheet coil.
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: Bugs & FAQ
Hello, I have checked again and I think I was a bit off in terms of effiency. it is not better than the purified recipies as I can get these to 1:1 ore in and out. But the number of structures to get enough Chromium for production into a full express belt of iron sheet coil is high, this is using only one blast furnace mk4 of chromium (i have 1 of cobalt, manganese, 2 for nickel and 4 for iron aswell) . Which requires 18 chromium a second. 76 structures equals 3 chromium a second. so you need 456 structures (ommiting better use of particular structures to bring that number down slightly) for 1 belt of iron sheet coil. with the 456 you would also need to source additional nickel from another process. but that is very large compared to purified or the direct processing into the required ore.
I used some speed modules here to try and bring the over production at certain step as close to zero as possible.
The recipes are all normal, i have not increased anything. only adding in max rate calculator and creative mode mod.
I used some speed modules here to try and bring the over production at certain step as close to zero as possible.
The recipes are all normal, i have not increased anything. only adding in max rate calculator and creative mode mod.
- Attachments
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- 4x ?
- ferrous.PNG (151.32 KiB) Viewed 7757 times
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- normal?
- cupric.PNG (167.62 KiB) Viewed 7757 times
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- ferrous 4.PNG (222.78 KiB) Viewed 7757 times
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- ferrous 3.PNG (2.68 MiB) Viewed 7757 times
Re: Bugs & FAQ
Hello, thank you very much for making all these great mods. Longtime lurker, third time poster who is currently trying to use your smelting mod with the following setup:
- 0.16.18
- Bob's (full suite 0.16 versions); Bob's metals chemicals and intermediates (I believe this is referred to as bob plates, please correct me if I am wrong, referred to as Bob's MCI in this post)
- Angel's Mods (full suite, including infinite ores)
- Arch666Angel
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Re: Bugs & FAQ
The excel sheet you posted has a raw ore to smeltable ore ratio of 12 to 9 for purified ores, that's the ratio with expensive recipes. For a regular game the ratio is 9 raw ores to 9 smeltable ores. So you should check the settings you started the map with, might also be possible that creative mode is causing this but I doubt it.Beaniebaby4000 wrote:Hello, I have checked again and I think I was a bit off in terms of effiency. it is not better than the purified recipies as I can get these to 1:1 ore in and out. But the number of structures to get enough Chromium for production into a full express belt of iron sheet coil is high, this is using only one blast furnace mk4 of chromium (i have 1 of cobalt, manganese, 2 for nickel and 4 for iron aswell) . Which requires 18 chromium a second. 76 structures equals 3 chromium a second. so you need 456 structures (ommiting better use of particular structures to bring that number down slightly) for 1 belt of iron sheet coil. with the 456 you would also need to source additional nickel from another process. but that is very large compared to purified or the direct processing into the required ore.
I used some speed modules here to try and bring the over production at certain step as close to zero as possible.
The recipes are all normal, i have not increased anything. only adding in max rate calculator and creative mode mod.
Glad you like them! Something similar here, the recipes should display the names of their main output, but some other mod must have removed the main_product variable from the recipes so that they show no key.wacs828 wrote:Hello, thank you very much for making all these great mods. Longtime lurker, third time poster who is currently trying to use your smelting mod with the following setup:
- 0.16.18
- Bob's (full suite 0.16 versions); Bob's metals chemicals and intermediates (I believe this is referred to as bob plates, please correct me if I am wrong, referred to as Bob's MCI in this post)
I've been having an unknown key error for what I believe are many of the Bob MCI recipes which occurred for Lead, Cobalt, and Zinc when I started using your smelting mod. I took Lead here as an example since it had the even odder error for Lead oxide and Lead Oxide. I did a some research into trying to at least fix the unknown key errors, and I thought that modifying the default english locale file base.cfg might work best since it only seemed to map text strings and therefore should not break anything. That was before I took a closer look at your smelting mod and saw your coding for overriding smelting, including bob mods, and what I believe should be Bob's MCI (you refer to it as bobmods.plate I think) in the prototypes folder which should have overwritten all the errors I am seeing. I am in over my head as I neither know the difference between .json, .lua files, nor how the patch coding and execution works. I took few screenshots on a fresh map. This search made me consider that localization might be case-sensitive:
- Angel's Mods (full suite, including infinite ores)
Clicking on Lead Oxide:
Clicking on Lead oxide:
Corresponding research screens for Advanced Lead Smelting 1:
Advanced Lead Smelting 2:
Admittedly I could just add the processes to the default localization file, but I am unsure what the naming convention is for your smelting mod or how it fits in the overall flow and balance of the game as I have yet to play out a new map with it activated. Thanks in advance!
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: Bugs & FAQ
Hi, you are correct indeed! I've run quite a few mods, but I did not think they affected Bob's MCI or your great smelting mod. So I looked at the most invasive mod and found the culprit, turns out it was OmnicompressionArch666Angel wrote:Glad you like them! Something similar here, the recipes should display the names of their main output, but some other mod must have removed the main_product variable from the recipes so that they show no key.
Still have not figured out why there are still two versions of Lead oxide though, the lowercase Lead oxide shows your recipes but the uppercase Lead Oxide turns out blank. I'll continue looking.
Re: Bugs & FAQ
I think one is bob's and the other the one from Angel's smelting.
- Arch666Angel
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Re: Bugs & FAQ
Yeah it's Omnicompression, already talked to Zelos about that seems one of his "cleaning up" function is going rogue on these recipeswacs828 wrote:Hi, you are correct indeed! I've run quite a few mods, but I did not think they affected Bob's MCI or your great smelting mod. So I looked at the most invasive mod and found the culprit, turns out it was OmnicompressionArch666Angel wrote:Glad you like them! Something similar here, the recipes should display the names of their main output, but some other mod must have removed the main_product variable from the recipes so that they show no key.
Still have not figured out why there are still two versions of Lead oxide though, the lowercase Lead oxide shows your recipes but the uppercase Lead Oxide turns out blank. I'll continue looking.
One of them is the replaced bobs item, the other one is the hidden item in my mods. The hidden one should not show up, seems like "what is it really used for" is still ignoring the hidden tag.
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: Bugs & FAQ
I have found a few more bugs. I think I might have reported them before, but they weren't fixed yet, so I will mention them again just in case you didn't see it
the pulping liquor chain doesn't actually use any cellulose at all. just producing wood from sulfur. I assume this is not intended?
also, each of the pulping recipes use multiples of 1 for fluids, when everything else in the game uses multiples of 10
making glass by directly smelting silicon is actually a lot more efficient than doing it the metallurgy way until you get to a pretty high point in technology. it might need to be adjusted a bit
the cellulose processing chain produces a pretty incredible increase in fuel value. with it doubling at the wood pellets stage and then increasing again with wood bricks. I assume you missed that the pellets recipe produces 2 pellets per 12 cellulose?
and finally. I noticed a couple plants have not been named yet. may I nominate antielitz, current WR holder for factorio speedruns, first major factorio speedrunner, and also recently been trying seablock and is a big fan of you right now? I don't want to impose of course.
the pulping liquor chain doesn't actually use any cellulose at all. just producing wood from sulfur. I assume this is not intended?
also, each of the pulping recipes use multiples of 1 for fluids, when everything else in the game uses multiples of 10
making glass by directly smelting silicon is actually a lot more efficient than doing it the metallurgy way until you get to a pretty high point in technology. it might need to be adjusted a bit
the cellulose processing chain produces a pretty incredible increase in fuel value. with it doubling at the wood pellets stage and then increasing again with wood bricks. I assume you missed that the pellets recipe produces 2 pellets per 12 cellulose?
and finally. I noticed a couple plants have not been named yet. may I nominate antielitz, current WR holder for factorio speedruns, first major factorio speedrunner, and also recently been trying seablock and is a big fan of you right now? I don't want to impose of course.
Re: Bugs & FAQ
names of players that are appended to factory names are generated by game, you can't touch them by mod. if you want nominate some name to be added to dictionary, you need to ask Factorio devs. But AFAIK list of names is composed of pepole who prepaid game in early alpha stage, when they were selling factorio donation packs (which did cost more than is current price of factorio).kenken244 wrote: and finally. I noticed a couple plants have not been named yet. may I nominate antielitz, current WR holder for factorio speedruns, first major factorio speedrunner, and also recently been trying seablock and is a big fan of you right now? I don't want to impose of course.
Re: Bugs & FAQ
for the names thing, look at
https://www.reddit.com/r/factorio/comme ... laces_lab/
it will explain a lot
https://www.reddit.com/r/factorio/comme ... laces_lab/
it will explain a lot
Re: Bugs & FAQ
Did you play seablock? If you electrolyze slag to create green algae, it creates barely any surplus, if you run everything on steamengines/boilers mk1. I think, for this purpose its so tightly balanced, that even a minuscule reduction will have a big impact.kenken244 wrote: the cellulose processing chain produces a pretty incredible increase in fuel value. with it doubling at the wood pellets stage and then increasing again with wood bricks. I assume you missed that the pellets recipe produces 2 pellets per 12 cellulose?
Re: Bugs & FAQ
He was clearly talking about these:mexmer wrote:names of players that are appended to factory names are generated by game, you can't touch them by mod. if you want nominate some name to be added to dictionary, you need to ask Factorio devs. But AFAIK list of names is composed of pepole who prepaid game in early alpha stage, when they were selling factorio donation packs (which did cost more than is current price of factorio).kenken244 wrote: and finally. I noticed a couple plants have not been named yet. may I nominate antielitz, current WR holder for factorio speedruns, first major factorio speedrunner, and also recently been trying seablock and is a big fan of you right now? I don't want to impose of course.
Re: Bugs & FAQ
derpLight wrote:He was clearly talking about these:mexmer wrote:names of players that are appended to factory names are generated by game, you can't touch them by mod. if you want nominate some name to be added to dictionary, you need to ask Factorio devs. But AFAIK list of names is composed of pepole who prepaid game in early alpha stage, when they were selling factorio donation packs (which did cost more than is current price of factorio).kenken244 wrote: and finally. I noticed a couple plants have not been named yet. may I nominate antielitz, current WR holder for factorio speedruns, first major factorio speedrunner, and also recently been trying seablock and is a big fan of you right now? I don't want to impose of course.
i thought plant is refering to factory, not to vegetable (or whatever it is)
Re: Bugs & FAQ
It is some kind of problem with resarch queue and the technology Temperate Tree Aboretum. See the error message below:
Error while running event research-queue::on_gui_click (ID 1)
Unknown style rq-techbio-aboretum-temperate
stack traceback:
__research-queue__/functions/update_queue.lua:167: in function 'updateQ'
__research-queue__/control.lua:103: in function <__research-queue__/control.lua:82>
It is no problem to resarch the technology the usual way.
Same problem with the Swamp Tree Arboretum I think.
Another thing I have discoverd. I play with both Bob's and Angels mods. If you want to filter or request the tinned copper wire there is two of them. One in the Metallurgy Casting tab (unknown key) and the other one in the Bob's intermediate products (the correct one).
Error while running event research-queue::on_gui_click (ID 1)
Unknown style rq-techbio-aboretum-temperate
stack traceback:
__research-queue__/functions/update_queue.lua:167: in function 'updateQ'
__research-queue__/control.lua:103: in function <__research-queue__/control.lua:82>
It is no problem to resarch the technology the usual way.
Same problem with the Swamp Tree Arboretum I think.
Another thing I have discoverd. I play with both Bob's and Angels mods. If you want to filter or request the tinned copper wire there is two of them. One in the Metallurgy Casting tab (unknown key) and the other one in the Bob's intermediate products (the correct one).
- Arch666Angel
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Re: Bugs & FAQ
If I have to guess: It's imploding because of layered icons. But you have to bring that up with the author of Research Queue, nothing I can do here.SajmonG wrote:It is some kind of problem with resarch queue and the technology Temperate Tree Aboretum. See the error message below:
Error while running event research-queue::on_gui_click (ID 1)
Unknown style rq-techbio-aboretum-temperate
stack traceback:
__research-queue__/functions/update_queue.lua:167: in function 'updateQ'
__research-queue__/control.lua:103: in function <__research-queue__/control.lua:82>
It is no problem to resarch the technology the usual way.
Same problem with the Swamp Tree Arboretum I think.
Another thing I have discoverd. I play with both Bob's and Angels mods. If you want to filter or request the tinned copper wire there is two of them. One in the Metallurgy Casting tab (unknown key) and the other one in the Bob's intermediate products (the correct one).
Will add that to the bobs override, thanks.
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"