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Re: Bugs & FAQ

Posted: Fri Feb 23, 2018 5:56 am
by MadClown01
Termak wrote:...
Huh :lol:

Re: Bugs & FAQ

Posted: Sun Feb 25, 2018 10:16 am
by Zephyrinius
A couple of tiny and unimportant bugs in this glorious set of mods:

1. I've noticed that there is an advanced gas refinery Mk4 (e.g., you can create a logistics request for it), but there is no recipe to make it. I'm playing Seablock, but I believe this issue exists in regular Angel's petrochem (w/o seablock).

2. "seperation" should be "separation".

Re: Bugs & FAQ

Posted: Mon Feb 26, 2018 4:17 am
by Wixo
What is the point of the bio-resin recipe? I could do the default wood growing for 20 wood (which could be made into 20 resin), or I could spend an extra fertilizer to get 10 fewer wood and get 2.5 liquid resin, which amounts to 1/5th of a unit of resin. I am using Bob's Electronics, which may have given me that resin recipe, but is resin useful without it?

Re: Bugs & FAQ

Posted: Tue Feb 27, 2018 8:42 am
by Zyrconia
Wixo wrote:What is the point of the bio-resin recipe? I could do the default wood growing for 20 wood (which could be made into 20 resin), or I could spend an extra fertilizer to get 10 fewer wood and get 2.5 liquid resin, which amounts to 1/5th of a unit of resin. I am using Bob's Electronics, which may have given me that resin recipe, but is resin useful without it?
Wood from Greenhouses is the Bob's way. You can play without it if you wish.

The Angel's way is using the bio-resin recipe. And it is a huge pain in the ass :). Without greenhouses you have no wood.

Re: Bugs & FAQ

Posted: Tue Feb 27, 2018 9:24 am
by Light
Zyrconia wrote:
Wixo wrote:What is the point of the bio-resin recipe? I could do the default wood growing for 20 wood (which could be made into 20 resin), or I could spend an extra fertilizer to get 10 fewer wood and get 2.5 liquid resin, which amounts to 1/5th of a unit of resin. I am using Bob's Electronics, which may have given me that resin recipe, but is resin useful without it?
Wood from Greenhouses is the Bob's way. You can play without it if you wish.

The Angel's way is using the bio-resin recipe. And it is a huge pain in the ass :). Without greenhouses you have no wood.
He has Angel's Bioprocessing installed, since he's referencing the arboretum recipes.

I'll just restate what I suggested before about the resin since the new addition:
Light wrote:Due to the major improvement to bio industries, I'm going to say that creating resin from raw wood could be tweaked back to 2 or 3 wood per resin if the mod is installed (Not 5). I've found that thanks to the easy to locate trees, that creating the wood using just soil isn't that bad early on. With some potential new bio-techs to provide greater ratios of resin over just raw wood alone, it's an avenue for you to get more use of your bio mod /w petrochem. Cultivating a tree early on can provide enough resin for starting circuits, but later on a more detailed avenue in bio processing for better yields would begin to appeal for late game demand where raw wood cultivation won't cut it anymore. Improved ratios that scale over time seems to be your specialty at this point, so it's probably no difficulty for you to figure out how to do it. Just remember that we need that early game option in case we get shitty luck in our starting area, which is what ultimately screwed some of us when it was 5 raw wood with no greenhouse options to speak of.
Angel is likely busy with finishing up the logistics/science mod and will then touch up the balance a bit more for Bioprocessing. When I get time I really want to test the bioplastic compared to petrochem plastic to see how they measure up. I'm of the opinion that plastic should be better yields with petrochem while resin is superior with bio, so the two get a fair bit of use together.

Re: Bugs & FAQ

Posted: Tue Feb 27, 2018 12:22 pm
by ratti
I did not test this, but according to this reddit post: https://www.reddit.com/r/factorio/comme ... 6/duvnzup/ the Infinite Ore mod seems to be buggy in the current experimental release.

Re: Bugs & FAQ

Posted: Tue Feb 27, 2018 5:56 pm
by Zyrconia
Light wrote:
Zyrconia wrote:
Wixo wrote:What is the point of the bio-resin recipe? I could do the default wood growing for 20 wood (which could be made into 20 resin), or I could spend an extra fertilizer to get 10 fewer wood and get 2.5 liquid resin, which amounts to 1/5th of a unit of resin. I am using Bob's Electronics, which may have given me that resin recipe, but is resin useful without it?
Wood from Greenhouses is the Bob's way. You can play without it if you wish.

The Angel's way is using the bio-resin recipe. And it is a huge pain in the ass :). Without greenhouses you have no wood.
He has Angel's Bioprocessing installed, since he's referencing the arboretum recipes.
Hmmm. Yeah.

Never tried the new ones, the one with the trees, so I did not pick up on that.

I'll give them a go today.

Re: Bugs & FAQ

Posted: Tue Feb 27, 2018 7:40 pm
by Jott
ratti wrote:I did not test this, but according to this reddit post: https://www.reddit.com/r/factorio/comme ... 6/duvnzup/ the Infinite Ore mod seems to be buggy in the current experimental release.
I just loaded my save running around doing stuff and my iron stopped flowing, this is true infinite is broken. acts like it's mining, uses fluid, but outputs nothing.

Re: Bugs & FAQ

Posted: Tue Feb 27, 2018 8:03 pm
by Arch666Angel
Jott wrote:
ratti wrote:I did not test this, but according to this reddit post: https://www.reddit.com/r/factorio/comme ... 6/duvnzup/ the Infinite Ore mod seems to be buggy in the current experimental release.
I just loaded my save running around doing stuff and my iron stopped flowing, this is true infinite is broken. acts like it's mining, uses fluid, but outputs nothing.
viewtopic.php?t=58210

Re: Bugs & FAQ

Posted: Fri Mar 02, 2018 12:22 am
by orzelek
I've noticed that there are crystal rocks around the place that drop only 20 stone. Is that by design or they should also drop something more?

Re: Bugs & FAQ

Posted: Fri Mar 02, 2018 12:43 am
by Jackalope_Gaming
orzelek wrote:I've noticed that there are crystal rocks around the place that drop only 20 stone. Is that by design or they should also drop something more?
I keep forgetting and remembering this oddity. Been expecting geodes out of them and not so much stone.

Re: Bugs & FAQ

Posted: Fri Mar 02, 2018 1:36 am
by arbarbonif
Jackalope_Gaming wrote:
orzelek wrote:I've noticed that there are crystal rocks around the place that drop only 20 stone. Is that by design or they should also drop something more?
I keep forgetting and remembering this oddity. Been expecting geodes out of them and not so much stone.
Yeah, the old standard stones produced geodes and less stone.

Re: Bugs & FAQ

Posted: Fri Mar 02, 2018 10:21 pm
by SziserTrue
Hello I have got problem ,this error : ""Error while loading recipe prototype "temperate-1-seed" (recipe): Difficulty normal: Value must be a string in property tree at ROOT.recipe temperate-1-seed.ingredients[0].type" Can I got any help guys ? I have tried to rapair it by myself ,but I failed :(

Re: Bugs & FAQ

Posted: Sun Mar 04, 2018 11:59 pm
by foodfactorio
arbarbonif wrote:....but mining crystal rocks only produce stone?
hi, i had an idea about the Crystal Rock that is found in a few areas of the map (only maybe 1 found every few screens / chunks of map area)... Currently it does not actually give any Crystals. but, what if we had 1 new geode, which as a "Rainbow Geode" or a "Prismatic Geode" that was found in every crystal rock.

New Item: Prismatic Geode
Mined from: Crystal Rocks
Gives you: 1 (or 1-10) Crystal Rocks.

New Recipe: Prismatic Geode Processing
uses Assembler: 1 Prismat Geode input = 1 of each of the other (already existing) geodes :)

Re: Bugs & FAQ

Posted: Mon Mar 05, 2018 12:02 am
by foodfactorio
these versions seem to be ok here, are you using these versions too?
angelsbioprocessing_0.5.4.zip + angelsexploration_0.2.0.zip

Re: Bugs & FAQ

Posted: Mon Mar 05, 2018 12:33 pm
by Sauerkraut
This might be a bug:
20180305132244_1.jpg
20180305132244_1.jpg (558.08 KiB) Viewed 8939 times
I am able to place Seafloor Pumps everywhere on land, not just on shore tiles. Vanilla Offshore Pumps are working as usual, the issue is just with seafloor pumps

It suspected the squeakthrough mod as culprit, but turning it off still does not change the behavior.
mod-list.json

Re: Bugs & FAQ

Posted: Mon Mar 05, 2018 2:08 pm
by fiery_salmon
Thanks for your mods!

Is brokeness of graphics for farm (at least Binafram in a basic farm) a known issue? For me it keeps flashing from showing crops to not showing crops.

I am willing to provide full specs, reproducible save, etc but before spending half of hour on bug report I prefer to check is it a known issue.
Selection_017.png
Selection_017.png (81.56 KiB) Viewed 8933 times
Selection_016.png
Selection_016.png (82.31 KiB) Viewed 8933 times

Re: Bugs & FAQ

Posted: Thu Mar 08, 2018 12:37 am
by Indiglow
bonesbro wrote:
Termak wrote:Silicon ore might be named Quartz ore on the search mods since thats the original Bob's name for it.
Easiest way to get silicon is sorting chunks or use the second tier cupric recipe which does need lubricant.
Yes, I played a number of games with Bob's before, and none of those ores exist exist in stock + angels + RSO. There are four Angel's ores: Saph, Jiv, Stir, and Crot. No Rubyte and no Bobmonium. Sorting the four ores produces iron or copper, as well as iron/copper nuggets and pebbles. The sorting recipes you mention also do not exist. Cupric Chloride can be created but has no uses and Lubricant is not used as an input to any sorting recipes.

Same problem here! Rubyte and Bobmonium do not exist on my maps, only Saph, Jiv, Stir, and Crot. Furthermore, Uranium exists when it shouldn't and it can't be mined with the new Sulf Acid, only with the old Sulf Acid recipe.


And without Bobmonium spawning, you can't make Silicon Ore which means you can't make concrete.

All these mods aren't compatible really at all.

Re: Bugs & FAQ

Posted: Thu Mar 08, 2018 9:47 am
by MisterFister
Howdy folks! Loving this mod set. Still on semi-automated red science and handcrafted green science on my first playthrough.

It's time for me to think about mining my starter-area patches of rubyte and bobmonium. I know that different infinite ore-types require different acids piped to the miners to recover them, but I cannot seem to find a tooltip or any other in-game means to discover which ore requires which type of acid. I don't need help with the recipes once I know which one to plan for. Am I missing something obvious? Like a caption somewhere?

Also, is your infinite ores mod compatible with Prospector? What about the "Yet Another Infinite Ore Mechanic" mod?

Thanks!

Re: Bugs & FAQ

Posted: Thu Mar 08, 2018 5:11 pm
by Jackalope_Gaming
foodfactorio wrote:
arbarbonif wrote:....but mining crystal rocks only produce stone?
hi, i had an idea about the Crystal Rock that is found in a few areas of the map (only maybe 1 found every few screens / chunks of map area)... Currently it does not actually give any Crystals. but, what if we had 1 new geode, which as a "Rainbow Geode" or a "Prismatic Geode" that was found in every crystal rock.

New Item: Prismatic Geode
Mined from: Crystal Rocks
Gives you: 1 (or 1-10) Crystal Rocks.

New Recipe: Prismatic Geode Processing
uses Assembler: 1 Prismat Geode input = 1 of each of the other (already existing) geodes :)
That's one way of doing it. There might be alternate ways to handle the crystal rocks such as changing them a bit for the different biomes like how Bio Processing has the different flora based on the swamp, temperate, and desert biomes.

Hm, as I think more about the rainbow geode I'm inclined to say it probably wouldn't work so well since it would be a recipe only useful if you're taking down those crystal rocks. Unless a way to produce them ourselves was added in. It'd have to be an expensive/complicated process but overall cheaper than having to make each of the regular geodes. Or maybe not even cheaper but it'd use different resources.
bonesbro wrote:
Arch666Angel wrote:
bonesbro wrote:In this game I'm trying Angel's but not Bob's. I've found that it's impossible to progress because I need concrete blocks but cannot make them. Concrete bricks require molten concrete, molten concrete requires cement, cement requires Silicon Ore, and you cannot get Silicon Ore with just Angel's mods.
bonesbro wrote:Yes, I played a number of games with Bob's before, and none of those ores exist exist in stock + angels + RSO. There are four Angel's ores: Saph, Jiv, Stir, and Crot. No Rubyte and no Bobmonium. Sorting the four ores produces iron or copper, as well as iron/copper nuggets and pebbles. The sorting recipes you mention also do not exist. Cupric Chloride can be created but has no uses and Lubricant is not used as an input to any sorting recipes.
I'm sorry to say but as of now there is no "vanilla" mode for smelting, so it is not supposed to work with just "vanilla". I always felt that making it work for vanilla play would remove to much of what smelting is about, the alternative would be to introduce some of the metals but then again they would have no further use.
I think you're really underselling your mod! Smelting alone is a big an interesting improvement over vanilla. Sorting two different ores per resource with different byproducts, further refining steps to increase efficiency at the cost of more management, the more complicated and detailed smelting options... it's a big interesting jump over vanilla. I particularly like how I was excited to go find Crotinium to add to Stiratite so that the copper byproducts (pebbles and nuggets) would balance.
It's not the smelting that makes the different ores interesting though; it's the Refining mod that gives those nuggets and pebbles and requires sorting them together into the base ore. But I do personally like how the smelting can result in higher yields for added complexity even if we aren't combining different ingot types.

It's a bit unfortunate how stuff like the Leaching Plant requires the concrete bricks. If we do have Smelting and Petrochem on but not the Bobs metals/ore then we can't get the buildings that require concrete bricks, or as it's written in the code "t3-brick." Otherwise the core functions of Smelting and Petrochem seem to function just fine.