Bugs & FAQ

Infinite Ores, Refining, Ore Processing ...

Moderator: Arch666Angel

catpig
Inserter
Inserter
Posts: 48
Joined: Sat Jan 21, 2017 11:01 pm
Contact:

Re: Bugs & FAQ

Post by catpig »

Hello,
I'm having an issue with a tech cycle:
Image

Since I run about a million mods I figured I should figure out what mod(s) cause it first, which is why it took me a while to investigate this, so I'm not sure when the problem first occurred, but I think it was a few weeks ago, i think on factorio 0.18.26 or before.

In any case, it turned out that my first guess worked, or at least allowed the game to start again: deactivating Angel's bioprocessing (and thereby industries) prevents the cycle. Of course I don't want to miss out on those two ;)

This is in Windows with the GOG version via galaxy (but I have factorio's updater active, too, this is the latest version) and all mods freshly updated about an hour ago.

My full modlist (from mod-list.json):
base
aai-industry
aai-signal-transmission
aai-signals
AfraidOfTheDark
Aircraft
alien-biomes
alien-biomes-hr-terrain
angelsaddons-crawlertrain
angelsaddons-pressuretanks
angelsaddons-warehouses
angelsbioprocessing
angelsindustries
angelspetrochem
angelsrefining
angelssmelting
AutoDeconstruct
beatrix
bobassembly
bobclasses
bobelectronics
bobenemies
bobequipment
bobgreenhouse
bobinserters
boblibrary
boblogistics
bobmining
bobores
bobplates
bobpower
bobrevamp
bobtech
bobvehicleequipment
bobwarfare
Booktorio
botReplacer
bullet-trails
DeadlockResearchNotifications
DeathMarkers
Enhanced_Map_Colors
EvoGUI
factorio-reach
factoryplanner
Fill4Me
Flow Control
grappling-gun
Honk
ItemGiverGuiFix
LightedPolesPlus
lightorio
LogisticTrainNetwork
more-minimap-autohide-017
Nanobots
nixie-tubes
OpteraLib
Orbital Ion Cannon
Orphan Finder
RealisticDecorationCleanup
RealisticReactors
Reserved
robot_attrition
space-exploration
space-exploration-graphics
space-exploration-hr-graphics
space-exploration-postprocess
Squeak Through
stdlib
TogglePeacefulMode
VehicleSnap
WaterWell
what-is-it-really-used-for
WideChests

Edit: Seems the "spoiler" function of this forum doesn't work as I thought so I removed the factorio log. The final bit is this:
78.491 Checksum of angelssmelting: 259147300
78.491 Checksum of angelsbioprocessing: 3417573453
78.491 Checksum of angelsindustries: 146701817
79.884 Error ModManager.cpp:1508: Difficulty normal: Cycle in technology tree detected.

basic-fluid-handling
-> water-treatment
-> bio-processing-brown
-> bio-paper-1
-> tech-red-circuit
-> tech-red-packs
-> tech-specialised-labs-basic-exploration-1
-> tech-specialised-labs-basic-energy-1
-> tech-specialised-labs-basic
-> electricity
-> basic-fluid-handling
80.766 Initial atlas bitmap size is 16384
80.767 Created atlas bitmap 2048x640 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
80.776 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
80.787 Parallel Sprite Loader initialized (threads: 9)
80.822 Sprites loaded
80.834 Generated mipmaps (5) for atlas [0] of size 2048x640
80.834 Custom mipmaps uploaded.
80.839 Custom inputs active: 28
80.842 Factorio initialised
157.656 Quitting: user-quit.
158.224 Goodbye
User avatar
lovely_santa
Filter Inserter
Filter Inserter
Posts: 502
Joined: Sat Feb 18, 2017 9:41 pm
Contact:

Re: Bugs & FAQ

Post by lovely_santa »

Think that's coming from the combination of AAI and angels tech overhaul, try disabling AAI, if it still occurs?
You can find all my mods on the mod portal. Also helping on Arch666Angel's mods.
Image
catpig
Inserter
Inserter
Posts: 48
Joined: Sat Jan 21, 2017 11:01 pm
Contact:

Re: Bugs & FAQ

Post by catpig »

lovely_santa wrote: Thu Jun 04, 2020 12:26 pm Think that's coming from the combination of AAI and angels tech overhaul, try disabling AAI, if it still occurs?
Thanks, turning off aai-industry also works. Less of an issue than losing the Angel things, especially in an existing game, but should I report it over in their support?

Edit: Oh, and space exploration requires aai-industry :/
Edit2: Aaand Space Explo is incompatible with bobangel now. That's a shame. Guess I'll have to decide what to continue :(
Last edited by catpig on Thu Jun 04, 2020 12:58 pm, edited 1 time in total.
User avatar
lovely_santa
Filter Inserter
Filter Inserter
Posts: 502
Joined: Sat Feb 18, 2017 9:41 pm
Contact:

Re: Bugs & FAQ

Post by lovely_santa »

catpig wrote: Thu Jun 04, 2020 12:44 pm
lovely_santa wrote: Thu Jun 04, 2020 12:26 pm Think that's coming from the combination of AAI and angels tech overhaul, try disabling AAI, if it still occurs?
Thanks, turning off aai-industry also works. Less of an issue than losing the Angel things, especially in an existing game, but should I report it over in their support?

Edit: Oh, and space exploration requires aai-industry :/
We're kinda trying to get compatibility with AAI, but it's not our priority as of now.
You can find all my mods on the mod portal. Also helping on Arch666Angel's mods.
Image
catpig
Inserter
Inserter
Posts: 48
Joined: Sat Jan 21, 2017 11:01 pm
Contact:

Re: Bugs & FAQ

Post by catpig »

lovely_santa wrote: Thu Jun 04, 2020 12:57 pm
catpig wrote: Thu Jun 04, 2020 12:44 pm
lovely_santa wrote: Thu Jun 04, 2020 12:26 pm Think that's coming from the combination of AAI and angels tech overhaul, try disabling AAI, if it still occurs?
Thanks, turning off aai-industry also works. Less of an issue than losing the Angel things, especially in an existing game, but should I report it over in their support?

Edit: Oh, and space exploration requires aai-industry :/
We're kinda trying to get compatibility with AAI, but it's not our priority as of now.
Well I only had it active for Space Explo. Guess they both go for now.
Sworn
Filter Inserter
Filter Inserter
Posts: 291
Joined: Sun Apr 03, 2016 8:10 pm
Contact:

Re: Bugs & FAQ

Post by Sworn »

Is the 4% net loss in the first Garden farming intended? Seems way to slow to have only loss out of it, not mentioning the power usage. I would get if you have 1% or even 0.5% chance to farm an extra garden, very slow, early tech, make sense. But 1 to 0.96? I was testing it with 5 gardens and it eventually stop running.
curiosity
Filter Inserter
Filter Inserter
Posts: 471
Joined: Wed Sep 11, 2019 4:13 pm
Contact:

Re: Bugs & FAQ

Post by curiosity »

Ceramic filtering of fish oil returns empty filter frame instead of spent ceramic filter. Surely fish oil isn't supposed to dissolve aluminium oxide?
Sworn wrote: Sun Jun 07, 2020 6:29 pm Is the 4% net loss in the first Garden farming intended? Seems way to slow to have only loss out of it, not mentioning the power usage. I would get if you have 1% or even 0.5% chance to farm an extra garden, very slow, early tech, make sense. But 1 to 0.96? I was testing it with 5 gardens and it eventually stop running.
I think, that recipe is supposed to be for getting the types of gardens that you don't yet have. The other one is for multiplying them.
User avatar
lovely_santa
Filter Inserter
Filter Inserter
Posts: 502
Joined: Sat Feb 18, 2017 9:41 pm
Contact:

Re: Bugs & FAQ

Post by lovely_santa »

Sworn wrote: Sun Jun 07, 2020 6:29 pm Is the 4% net loss in the first Garden farming intended? Seems way to slow to have only loss out of it, not mentioning the power usage. I would get if you have 1% or even 0.5% chance to farm an extra garden, very slow, early tech, make sense. But 1 to 0.96? I was testing it with 5 gardens and it eventually stop running.
Yes, the initial garden farming is the equivalent to the old 'mutation' tech. This is for example useful in seablock where you only obtain desert gardens. With this tech you can convert your desert gardens to temperate and swamp gardens, at a small cost. This is also useful in other cases, for example people who like to play in a specific biome (e.g. grass, green biome which has mainly swamp and sometimes temperate gardens, but no desert). You also unlock a recipe to turn 1 garden into 32 samples. Then 1 sample has 3% chance of any tree, so in total 3x32=96%, so 4% loss indeed.

Once you reach green science, you unlock 3 other recipes (which were also green science before), which are meant for duplication. It turns 1 garden + 30 samples into 2 gardens, which means an increase of 2 samples/cycle. Here you have 2 options. The first option is to leave 1 garden out every 16 cycles, as you'll have gained 32 extra samples and such gained 1 extra garden. The second option is to extract the 2 samples every cycle, and have a slow, but steady supply of samples. This can be useful for science, so you don't have to explore such a large area, or you can convert them into the special trees (see next paragraph).

So as an addition to the garden duplication, I've also added some mutation recipes for trees. Similar as the initial garden recipe, you can mutate 1 type of tree into another, again at a small cost. I've also added equivalent duplication recipes, where you can turn the biome specific seeds into their equivalent trees. This process is similar to gardens, as you require to have that specific tree obtained before being able to duplicate it.

So in short:
  • What was garden mutation to get other types of gardens, is now unlocked earlier (red science instead of purple). this way you can kick start it at red science, in order to have your specific needs at green science, at the point that you'll need them.
  • The way of duplicating gardens is now not RNG-based (guaranteed +2 samples/cycle). I want to stress that the average chance was 1 garden/15 cycles, which is now 1/16 cycles to have round numbers of +2 samples/cycle.
  • Equivalent generation and duplication recipes for the special trees have been added, so the need to explore 'an extremely large area' is greatly reduced, which should now be more in line with an angel-sized base.
I hope this clarifies the different recipes and the reasons behind them?
curiosity wrote: Sun Jun 07, 2020 10:15 pm Ceramic filtering of fish oil returns empty filter frame instead of spent ceramic filter. Surely fish oil isn't supposed to dissolve aluminium oxide?
Sworn wrote: Sun Jun 07, 2020 6:29 pm Is the 4% net loss in the first Garden farming intended? Seems way to slow to have only loss out of it, not mentioning the power usage. I would get if you have 1% or even 0.5% chance to farm an extra garden, very slow, early tech, make sense. But 1 to 0.96? I was testing it with 5 gardens and it eventually stop running.
I think, that recipe is supposed to be for getting the types of gardens that you don't yet have. The other one is for multiplying them.
Yes this was an unfortunate copy paste error, which has already been fixed for the next release. Thanks for the report.
You can find all my mods on the mod portal. Also helping on Arch666Angel's mods.
Image
Sworn
Filter Inserter
Filter Inserter
Posts: 291
Joined: Sun Apr 03, 2016 8:10 pm
Contact:

Re: Bugs & FAQ

Post by Sworn »

I was thinking of it like a normal farm, not in terms of conversion.
Thanks! That's explain it.
atloomis
Inserter
Inserter
Posts: 32
Joined: Sun Jun 26, 2016 4:41 pm
Contact:

Synthetic Wood Recipe Disappeared

Post by atloomis »

When I started my game there was a recipe for wood from naphtha, I *think* it's from Angel's Petrochem. Several upgrades later I tried to make more, but the recipe has disappeared. Chemical plants that were previously making it still are, but I can't make any new ones.

Edit: According to someone on reddit, I got a bit mixed up by the mods listed when you hover over the recipe, and petrochem now removes it, in favor of wood from bio processing. I'm not using bio processing, so I'm going to try to figure out how to reenable it.

Mod list from mod-list.json:
"name": "base",
"name": "angelsaddons-cab",
"name": "angelsaddons-oresilos",
"name": "angelsaddons-petrotrain",
"name": "angelsaddons-pressuretanks",
"name": "angelsaddons-smeltingtrain",
"name": "angelsaddons-warehouses",
"name": "angelsinfiniteores",
"name": "angelspetrochem",
"name": "angelsrefining",
"name": "angelssmelting",
"name": "Automatic_Train_Painter",
"name": "bobassembly",
"name": "bobelectronics",
"name": "bobenemies",
"name": "bobequipment",
"name": "bobinserters",
"name": "boblibrary",
"name": "boblogistics",
"name": "bobmining",
"name": "bobmodules",
"name": "bobores",
"name": "bobplates",
"name": "bobpower",
"name": "bobrevamp",
"name": "bobtech",
"name": "bobvehicleequipment",
"name": "bobwarfare",
"name": "Bottleneck",
"name": "factoryplanner",
"name": "FARL",
"name": "flib",
"name": "FNEI",
"name": "LoaderRedux",
"name": "LogisticTrainNetwork",
"name": "OpteraLib",
"name": "Orphan Finder",
"name": "railloader",
"name": "ShinyAngelGFX",
"name": "ShinyBobGFX",
"name": "Squeak Through",
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: Bugs & FAQ

Post by Airat9000 »

bug.....
Attachments
2020-06-10_0-29-04.png
2020-06-10_0-29-04.png (36.55 KiB) Viewed 6919 times
User avatar
lovely_santa
Filter Inserter
Filter Inserter
Posts: 502
Joined: Sat Feb 18, 2017 9:41 pm
Contact:

Re: Bugs & FAQ

Post by lovely_santa »

Airat9000 wrote: Tue Jun 09, 2020 9:55 pmbug.....
Can you say which mods you are using? Are you running pure angels? Or only some mods? An empty save file could also help to quickly sync up to your save.
You can find all my mods on the mod portal. Also helping on Arch666Angel's mods.
Image
User avatar
mrudat
Fast Inserter
Fast Inserter
Posts: 248
Joined: Fri Feb 16, 2018 5:21 am
Contact:

Re: Bugs & FAQ

Post by mrudat »

angelsrefining + bobplates fails against a perfectly valid technology defined in Perfectly Valid Prototypes, original bug report here.

The specific issue is that it is failing against a perfectly valid technology like the following:

Code: Select all

data:extend{
  {
    type = "technology",
    expensive = nil,
    normal = {
    	unit = { ... }
    	...
    }
    ...
  }
}
User avatar
lovely_santa
Filter Inserter
Filter Inserter
Posts: 502
Joined: Sat Feb 18, 2017 9:41 pm
Contact:

Re: Bugs & FAQ

Post by lovely_santa »

mrudat wrote: Wed Jun 10, 2020 9:04 am angelsrefining + bobplates fails against a perfectly valid technology defined in Perfectly Valid Prototypes, original bug report here.

The specific issue is that it is failing against a perfectly valid technology like the following:

Code: Select all

data:extend{
  {
    type = "technology",
    expensive = nil,
    normal = {
    	unit = { ... }
    	...
    }
    ...
  }
}
Thanks for the report, but since almost no one uses normal/expensive technologies, this is low on the priority list. I've made an issue on github to track it.
You can find all my mods on the mod portal. Also helping on Arch666Angel's mods.
Image
jshi
Manual Inserter
Manual Inserter
Posts: 4
Joined: Tue May 12, 2020 6:07 pm
Contact:

Re: Bugs & FAQ

Post by jshi »

Now that hydrogen fluoride gas exists, may we have the fluorite ore processing recipe create hydrogen fluoride gas instead of hydrofluoric acid?

This seems more faithful to real-world industrial processing. From what I can find, it looks like the reaction is CaF2 (s) + H2SO4 (l) -> CaSO4 (s) + HF (g).

It would also make it easier for me to keep using fluorite ore in my ethylbenzene/rubber production :D .
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: Bugs & FAQ

Post by Airat9000 »

lovely_santa wrote: Tue Jun 09, 2020 11:08 pm
Airat9000 wrote: Tue Jun 09, 2020 9:55 pmbug.....
Can you say which mods you are using? Are you running pure angels? Or only some mods? An empty save file could also help to quickly sync up to your save.
yes original pyadons mods, bobs
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: Bugs & FAQ

Post by Airat9000 »

another compatibility bug ..
rather
salt does not fit requires salt from angels, while producing salt is not realistic, and from salt does not fit from the pyadon, but everywhere your salt.
the recipe does not fit, and the second Limestone also does not fit.
other recipes such as methane are also separate ..

And there are recipes that are perfect for each other.
either your or pyadon mod is taken
2020-06-13_1-35-03.png
2020-06-13_1-35-03.png (688.41 KiB) Viewed 6760 times
User avatar
valneq
Smart Inserter
Smart Inserter
Posts: 1262
Joined: Fri Jul 12, 2019 7:43 am
Contact:

Re: Bugs & FAQ

Post by valneq »

Airat9000 wrote: Fri Jun 12, 2020 10:43 pm And there are recipes that are perfect for each other.
either your or pyadon mod is taken
Nobody said that Angel's mods and Pyanodon's mods are compatible. They generate a lot of conflicts of this sort. Normally, they should not be able to start when loaded together. However, there is a dedicated mod that makes necessary changes in order to get Angel's and Pyanodon's compatible:
"PyCoal Touched By an Angel" made by kingarthur
https://mods.factorio.com/mod/PyCoalTBaA
So if you find incompatibilities of this sort, that mod should take care of it. There is no way that Angel's will maintain compatibility with pyanodon's out of the box. I don't think either side wants that.
kingarthur
Smart Inserter
Smart Inserter
Posts: 1463
Joined: Sun Jun 15, 2014 11:39 am
Contact:

Re: Bugs & FAQ

Post by kingarthur »

valneq wrote: Sat Jun 13, 2020 12:47 am
Airat9000 wrote: Fri Jun 12, 2020 10:43 pm And there are recipes that are perfect for each other.
either your or pyadon mod is taken
Nobody said that Angel's mods and Pyanodon's mods are compatible. They generate a lot of conflicts of this sort. Normally, they should not be able to start when loaded together. However, there is a dedicated mod that makes necessary changes in order to get Angel's and Pyanodon's compatible:
"PyCoal Touched By an Angel" made by kingarthur
https://mods.factorio.com/mod/PyCoalTBaA
So if you find incompatibilities of this sort, that mod should take care of it. There is no way that Angel's will maintain compatibility with pyanodon's out of the box. I don't think either side wants that.
im kind of on both sides and no theres no plans to make either set of mods compatible inside either set. ive thought about it multiple times but with the amount of overlap theres no value in direct compatibility as overhauling the overhauls is project onto itself.
nuhll
Filter Inserter
Filter Inserter
Posts: 946
Joined: Mon Apr 04, 2016 9:48 pm
Contact:

Re: Bugs & FAQ

Post by nuhll »

https://www.reddit.com/r/Seablock/comme ... no_recipe/

Sorry for my english.

I use latest version 0.18.28

And i have sulfur processing 3.0

I tried every machine which is listed under FNEI, but i cant clean the filters from air scrubbing....

edit:
nvm, its just very nice hidden, if you have german translation :P (found it only by searching for saur gas (look reddit))


I would suggest tho, to rename the recipe, its just called "Saur Gas".
Post Reply

Return to “Angels Mods”