Bugs & FAQ

Infinite Ores, Refining, Ore Processing ...

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usafphoenix
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Re: Bugs & FAQ

Post by usafphoenix »

no void recipe for steam in either clarifier or flare stack (flare stack makes more sense), but doesn't exist / no way to void steam.
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KiwiHawk
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Re: Bugs & FAQ

Post by KiwiHawk »

usafphoenix wrote: Tue Sep 08, 2026 7:35 am no void recipe for steam in either clarifier or flare stack (flare stack makes more sense), but doesn't exist / no way to void steam.
Yes, that is deliberate. Put it into a cooling tower first to turn it into purified water. Then put that into a clarifier.
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Re: Bugs & FAQ

Post by HellishFiend »

(read update at bottom of post)
I cannot seem to get 7.5% semiheavy water to load into its recipe in this Adv chemical plant 2. As you can see in the screenshot, I've highlighted the tank that contains the 7.5%, confirming it's the right liquid, and am also showing the pipe connection to the chemical plant that's refusing to load it as a crafting material. It's acting like if it's the wrong fluid.
semiheavy water.jpg
semiheavy water.jpg (1.24 MiB) Viewed 142 times
Let me know if I'm doing something wrong, or if you need the save. I'm playing on current experimental patch and current versions of all mods for angelbob's space age rebalance, plus this one extra mod, which shouldn't affect it:

https://mods.factorio.com/mod/transport-ring-teleporter

EDIT:

Okay, correct me if I'm wrong, but upon looking at alternate recipes for the 7.5%, apparently there is a recipe for changing the temperature, and if I'm reading the recipe for enrichment to 12.5% correctly, it means I need to cool it from 100 degrees C to 30 or less? If that's the issue, I suppose it's not a glitch and I just need to increase the complexity of my setup a bit, which is cool!
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KiwiHawk
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Re: Bugs & FAQ

Post by KiwiHawk »

HellishFiend wrote: Sun Oct 04, 2026 9:47 pm EDIT:

Okay, correct me if I'm wrong, but upon looking at alternate recipes for the 7.5%, apparently there is a recipe for changing the temperature, and if I'm reading the recipe for enrichment to 12.5% correctly, it means I need to cool it from 100 degrees C to 30 or less? If that's the issue, I suppose it's not a glitch and I just need to increase the complexity of my setup a bit, which is cool!
Yes, this is correct ☺️
Glad you figured it out!
Dev for Bob's mods, Angel's mods, Sea Block, Circuit Processing, Science Cost Tweaker. Contributor to Helmod.

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HellishFiend
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Re: Bugs & FAQ

Post by HellishFiend »

KiwiHawk wrote: Mon Oct 05, 2026 5:09 am
Yes, this is correct ☺️
Glad you figured it out!
Thanks! This is an extremely fun collection of mods and exactly the type of gameplay loop I enjoy the most in Factorio. You can laser focus on a path down the tech tree and figure out how to make everything you need to get there, or you can just start putting recipes together and see where they lead you. It's a really nice system of discovery, and the way you can tier up the inputs with more complex recipes to increase efficiency or extract new ore/materials is very satisfying.

Thank you for your work on it. Before this, I had played a new vanilla 2.1 save up to space science pack but just didn't have it in me to do the vanilla space age planets grind again. I started over again with Angelbob's space age rebalance and it's just what I needed to want to keep playing. I'm glad that it's being kept 2.1 ready. :D
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