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Re: Bugs & FAQ
Posted: Tue May 23, 2017 6:09 am
by Arch666Angel
nagapito wrote:Its just me or the nodule sludge recipe vanished?
I loaded the game with the updated mods, I already have Nodule Processing researched while Washing 1 and 2 is not researched, I also have chrome, manganese and nodule crushing recipes available but not nodule sludge...
Edit: I see it.... new recipe and no migration file to enable it in case it was already researched....
Well there is a migration file, so it either didnt trigger or something else went wrong
For the washing: I included all of the new stuff in the migration, recipes that are not in there didnt change like the nodule dissolution
Re: Bugs & FAQ
Posted: Tue May 23, 2017 7:58 am
by cicatrix
Greetings, I seem to be having trouble with fluid splitters (both 2-way and 3-way). They just don't do anything.
I browsed this forum a bit and it's not due to the branch clogging. I tested it - simply added an offshore pump, connected it to a 2-way fluid splitter and attached 2 storage tanks to either side.
Water never made it through. They just don't work.
Re: Bugs & FAQ
Posted: Tue May 23, 2017 9:06 am
by nagapito
Arch666Angel wrote:nagapito wrote:Its just me or the nodule sludge recipe vanished?
I loaded the game with the updated mods, I already have Nodule Processing researched while Washing 1 and 2 is not researched, I also have chrome, manganese and nodule crushing recipes available but not nodule sludge...
Edit: I see it.... new recipe and no migration file to enable it in case it was already researched....
Well there is a migration file, so it either didnt trigger or something else went wrong
For the washing: I included all of the new stuff in the migration, recipes that are not in there didnt change like the nodule dissolution
Well, nodule-crushed-liquifying is actually a new recipe...
But I see you already released a new version with a new migration file to address this situation

Re: Bugs & FAQ
Posted: Tue May 23, 2017 12:58 pm
by Jawnycat
Getting the following error on launch: ---
Oh, can't post a URL on a first post, so transcribe:
Code: Select all
Failed to load mods: Error in assignID, item with name 'basic-circuit-board' does not exist.
Source: ore-sorting-facility(recipe).
Mods to be disabled:
*angelsrefining
Of note, this error
only occurs when Bob's Library and Plates are enabled
(Marked as Required Dependencies for Smelting). If I decide to eschew Smelting, and therefore Bob's stuff, everything's dandy.
Only have installed what of Bob's mods that are strictly required by the dependency chain, as I don't use Bob's, could an unmarked dependency be the cause?
Since it seemed related to another error a few pages back, I tried switching to .11 on refining, but no joy.
Re: Bugs & FAQ
Posted: Tue May 23, 2017 1:05 pm
by Arch666Angel
Jawnycat wrote:Getting the following error on launch: ---
Oh, can't post a URL on a first post, so transcribe:
Code: Select all
Failed to load mods: Error in assignID, item with name 'basic-circuit-board' does not exist.
Source: ore-sorting-facility(recipe).
Mods to be disabled:
*angelsrefining
Of note, this error
only occurs when Bob's Library and Plates are enabled
(Marked as Required Dependencies for Smelting). If I decide to eschew Smelting, and therefore Bob's stuff, everything's dandy.
Only have installed what of Bob's mods that are strictly required by the dependency chain, as I don't use Bob's, could an unmarked dependency be the cause?
Since it seemed related to another error a few pages back, I tried switching to .11 on refining, but no joy.
Just remove all bobs mods if you want to play without them
Re: Bugs & FAQ
Posted: Tue May 23, 2017 1:09 pm
by Jawnycat
Arch666Angel wrote:Just remove all bobs mods if you want to play without them
Your smelting mod has bobsplates set as a hard requirement,
it will not load unless bobsplates is also loaded. It will not function properly without it, it seems, as no new recipes are present in game. Or, two are present (Ore washing machines?), but they do not have a crafting recipe.
Re: Bugs & FAQ
Posted: Tue May 23, 2017 1:11 pm
by PiggyWhiskey
Even though bobs electronics is listed as optional. It's actually mandatory.
You'll need to add it in. Or edit the recipe to only need the vanilla basic circuits. There are 3 recipes that you would need to change.
Re: Bugs & FAQ
Posted: Tue May 23, 2017 2:10 pm
by TRauMa
I found a bug in petrochem 0.5.8:
Code: Select all
if force.technologies["angels-nitrogen-processing-3"].researched then
force.recipes["gas-nitrogen-monoxide"].enabled = true
end
The tech that changed is angels-nitrogen-processing-2, so now I had a game without nitrogen-monoxide because I had 2 researched, but not 3.

Re: Bugs & FAQ
Posted: Tue May 23, 2017 2:30 pm
by QuackerJ4ck
Nitrogen Monoxid is NOT returning the (empty) Metal Catalyst Carrier
Re: Bugs & FAQ
Posted: Tue May 23, 2017 3:17 pm
by nagapito
After enabling the recipe I also had issues with the localization of the nitrogen monoxide name and also dont have a barreling recipe for it
Re: Bugs & FAQ
Posted: Tue May 23, 2017 4:08 pm
by Ultimoos
TeuJay wrote:Arch666Angel wrote:Odd because it works for most other people. Cant see anything wrong from The list, but I will Change something when I'm back Home that should fix the error but would ne good to know what caused it.
I had the same error. was ablet to fix it by changing
Code: Select all
data.raw.resource["infinite-angels-ore5"].minable.required_fluid = "liquid-nitric-acid"
data.raw.resource["infinite-angels-ore6"].minable.required_fluid = "liquid-sulfuric-acid"
with
Code: Select all
if angelsmods.ores.enableinfiniteangelsore5 then
data.raw.resource["infinite-angels-ore5"].minable.required_fluid = "liquid-nitric-acid"
end
if angelsmods.ores.enableinfiniteangelsore6 then
data.raw.resource["infinite-angels-ore6"].minable.required_fluid = "liquid-sulfuric-acid"
end
in prototypes/petrochem-global-override.lua:55
I can confirm that this fixed the issue for me as well.
Re: Bugs & FAQ
Posted: Tue May 23, 2017 5:29 pm
by waconet
Nitrogen Monoxide recipe doesn't return a blank catalyst after crafting.
Re: Bugs & FAQ
Posted: Tue May 23, 2017 7:02 pm
by Bobblybook
In the latest version, appears to be impossible to reach electricity tech? Am using bobs mods also.
Offshore pump or the Burner Turbine Generator both require electric motors, which if you trace them down, require basic electronic components, which requires Carbon. This seems to require combining Coke (obtainable) with carbon dioxide (unobtainable) in a Liquifier. You cannot run a Liquifier as it requires electricity.
I am watching a video series of someone playing 0.15 with angel's and bob's mods, and his offshore pump does not require electric motors, so it seems like it was a recent change..
I am also playing on "Expensive" recipe & tech difficulty, not sure if this would change them. But at the moment it appears to be a circular loop of requirements unless I am missing something!
Re: Bugs & FAQ
Posted: Tue May 23, 2017 7:17 pm
by Arch666Angel
Bobblybook wrote:In the latest version, appears to be impossible to reach electricity tech? Am using bobs mods also.
Offshore pump or the Burner Turbine Generator both require electric motors, which if you trace them down, require basic electronic components, which requires Carbon. This seems to require combining Coke (obtainable) with carbon dioxide (unobtainable) in a Liquifier. You cannot run a Liquifier as it requires electricity.
I am watching a video series of someone playing 0.15 with angel's and bob's mods, and his offshore pump does not require electric motors, so it seems like it was a recent change..
I am also playing on "Expensive" recipe & tech difficulty, not sure if this would change them. But at the moment it appears to be a circular loop of requirements unless I am missing something!
Are you using AAI industry?
Re: Bugs & FAQ
Posted: Tue May 23, 2017 9:44 pm
by Skathmaine
what broke with liquid fuel canisters?
is this a bug? or have my mods broken?
Re: Bugs & FAQ
Posted: Tue May 23, 2017 10:06 pm
by nagapito
Skathmaine wrote:what broke with liquid fuel canisters?
is this a bug? or have my mods broken?
That is actually a bobs issue, not angel.
But... last few updates removed liquid fuel canister fuel value and now you make enriched fuel block from the liquid fuel!
Re: Bugs & FAQ
Posted: Tue May 23, 2017 10:07 pm
by nagapito
Clay bricks are "overwriting" stone bricks on blueprints, so now my blueprints dont place the stone bricks coz they think they were made with clay bricks.....
Re: Bugs & FAQ
Posted: Tue May 23, 2017 11:26 pm
by Earendel
Bobblybook wrote:In the latest version, appears to be impossible to reach electricity tech? Am using bobs mods also.
Offshore pump or the Burner Turbine Generator both require electric motors, which if you trace them down, require basic electronic components, which requires Carbon. This seems to require combining Coke (obtainable) with carbon dioxide (unobtainable) in a Liquifier. You cannot run a Liquifier as it requires electricity.
I am watching a video series of someone playing 0.15 with angel's and bob's mods, and his offshore pump does not require electric motors, so it seems like it was a recent change..
I am also playing on "Expensive" recipe & tech difficulty, not sure if this would change them. But at the moment it appears to be a circular loop of requirements unless I am missing something!
The Electric Motor recipe in AAI Industry had an accidental extra ingredient, but only in expensive mode. That's been fixed now.
Re: Bugs & FAQ
Posted: Tue May 23, 2017 11:54 pm
by Bobblybook
Arch666Angel wrote:Bobblybook wrote:In the latest version, appears to be impossible to reach electricity tech? Am using bobs mods also.
Offshore pump or the Burner Turbine Generator both require electric motors, which if you trace them down, require basic electronic components, which requires Carbon. This seems to require combining Coke (obtainable) with carbon dioxide (unobtainable) in a Liquifier. You cannot run a Liquifier as it requires electricity.
I am watching a video series of someone playing 0.15 with angel's and bob's mods, and his offshore pump does not require electric motors, so it seems like it was a recent change..
I am also playing on "Expensive" recipe & tech difficulty, not sure if this would change them. But at the moment it appears to be a circular loop of requirements unless I am missing something!
Are you using AAI industry?
Yes I am. Sorry, should have mentioned that as well.
Earendel wrote:Bobblybook wrote:In the latest version, appears to be impossible to reach electricity tech? Am using bobs mods also.
Offshore pump or the Burner Turbine Generator both require electric motors, which if you trace them down, require basic electronic components, which requires Carbon. This seems to require combining Coke (obtainable) with carbon dioxide (unobtainable) in a Liquifier. You cannot run a Liquifier as it requires electricity.
I am watching a video series of someone playing 0.15 with angel's and bob's mods, and his offshore pump does not require electric motors, so it seems like it was a recent change..
I am also playing on "Expensive" recipe & tech difficulty, not sure if this would change them. But at the moment it appears to be a circular loop of requirements unless I am missing something!
The Electric Motor recipe in AAI Industry had an accidental extra ingredient, but only in expensive mode. That's been fixed now.
Great!!
Thank you both for your modding work!

Re: Bugs & FAQ
Posted: Wed May 24, 2017 9:13 pm
by Eule_69
nagapito wrote:Clay bricks are "overwriting" stone bricks on blueprints, so now my blueprints dont place the stone bricks coz they think they were made with clay bricks.....
Same here.
And another feedback:
Cannot barrel Nitrogen Monoxide Gas.
...and one more (not sure where it belongs)

I use your mods with Bobs and Yuoki.
I cannot barrel vanilla Steam, only "Yuoki Steam".
Don't know whether it's a matter of Yuoki overwriting something or if it's generally impossible to barrel stem.
BTW: I use your barreling pump, not Vanilla or Bobs. Yours are pretty
Thanks.