Re: Bugs & FAQ
Posted: Sat Oct 06, 2018 12:17 pm
I use shiny angels too and it happens there so thats probably the cause
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if bobmods.assembly then
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if bobmods.assembly and data.raw["assembling-machine"]["chemical-plant-2"] != nil then
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if bobmods.assembly then
if not data.raw["assembling-machine"]["chemical-plant-2"] == nil then
data.raw["assembling-machine"]["chemical-plant-2"].energy_usage="300kW"
data.raw["assembling-machine"]["chemical-plant-2"].crafting_speed = 2
data.raw["assembling-machine"]["chemical-plant-2"].module_specification={module_slots = 4}
data.raw["assembling-machine"]["chemical-plant-3"].energy_usage="390kW"
data.raw["assembling-machine"]["chemical-plant-3"].crafting_speed = 2.75
data.raw["assembling-machine"]["chemical-plant-3"].module_specification={module_slots = 5}
data.raw["assembling-machine"]["chemical-plant-4"].energy_usage="480kW"
data.raw["assembling-machine"]["chemical-plant-4"].crafting_speed = 3.5
data.raw["assembling-machine"]["chemical-plant-4"].module_specification={module_slots = 6}
end
if not data.raw["assembling-machine"]["oil-refinery-2"] == nil then
data.raw["assembling-machine"]["oil-refinery-2"].energy_usage="720kW"
data.raw["assembling-machine"]["oil-refinery-2"].crafting_speed = 1.75
data.raw["assembling-machine"]["oil-refinery-2"].module_specification={module_slots = 3}
data.raw["assembling-machine"]["oil-refinery-3"].energy_usage="1MW"
data.raw["assembling-machine"]["oil-refinery-3"].crafting_speed = 2.5
data.raw["assembling-machine"]["oil-refinery-3"].module_specification={module_slots = 4}
data.raw["assembling-machine"]["oil-refinery-4"].energy_usage="1.35MW"
data.raw["assembling-machine"]["oil-refinery-4"].crafting_speed = 3.5
data.raw["assembling-machine"]["oil-refinery-4"].module_specification={module_slots = 5}
end
end
Added some additional checks, thanks for the heads up.Dreadicon wrote: Mon Oct 08, 2018 6:28 pm Just debugged why Angels and Bobs were erroring out on load - turns out bob's lets you disable some of the advanced processing facilities in the options, but one of the Angels update scripts doesn't check for the entry and assumes that if bob's is there, then the entry is there always.
File: refining-override.lua
Line: 204
Offending logic:(hacky) fixed logic:Code: Select all
if bobmods.assembly then
File: petrochem-override.luaCode: Select all
if bobmods.assembly and data.raw["assembling-machine"]["chemical-plant-2"] != nil then
Line: 104
Fix:Code: Select all
if bobmods.assembly then if not data.raw["assembling-machine"]["chemical-plant-2"] == nil then data.raw["assembling-machine"]["chemical-plant-2"].energy_usage="300kW" data.raw["assembling-machine"]["chemical-plant-2"].crafting_speed = 2 data.raw["assembling-machine"]["chemical-plant-2"].module_specification={module_slots = 4} data.raw["assembling-machine"]["chemical-plant-3"].energy_usage="390kW" data.raw["assembling-machine"]["chemical-plant-3"].crafting_speed = 2.75 data.raw["assembling-machine"]["chemical-plant-3"].module_specification={module_slots = 5} data.raw["assembling-machine"]["chemical-plant-4"].energy_usage="480kW" data.raw["assembling-machine"]["chemical-plant-4"].crafting_speed = 3.5 data.raw["assembling-machine"]["chemical-plant-4"].module_specification={module_slots = 6} end if not data.raw["assembling-machine"]["oil-refinery-2"] == nil then data.raw["assembling-machine"]["oil-refinery-2"].energy_usage="720kW" data.raw["assembling-machine"]["oil-refinery-2"].crafting_speed = 1.75 data.raw["assembling-machine"]["oil-refinery-2"].module_specification={module_slots = 3} data.raw["assembling-machine"]["oil-refinery-3"].energy_usage="1MW" data.raw["assembling-machine"]["oil-refinery-3"].crafting_speed = 2.5 data.raw["assembling-machine"]["oil-refinery-3"].module_specification={module_slots = 4} data.raw["assembling-machine"]["oil-refinery-4"].energy_usage="1.35MW" data.raw["assembling-machine"]["oil-refinery-4"].crafting_speed = 3.5 data.raw["assembling-machine"]["oil-refinery-4"].module_specification={module_slots = 5} end end
Sure, thanks for fixing it in the official Good to know about nil falseness! I mostly work with C#; my lua is passable at best, haha.Arch666Angel wrote: Mon Oct 08, 2018 7:15 pm Added some additional checks, thanks for the heads up.
btw in lua you dont need the != nil check, if it's nil it's false
Note that the GUI doesn't always display percentages. So even if it says 2 tokens that might still be something different in the actual recipe. Check the source for what it actually says.Ashprinny wrote: Fri Oct 12, 2018 7:19 pm I have no clue if this is intended or not but it strikes me as a bit counter intuitive.
So we have 4 different recipes when it comes to garden production.
* 1 that refines a garden into 32 tokens
* 1 that refines a garden into the 16 tokens and a chance at seeds
* 1 that refines into no tokens but all seeds (with a 50% chance of the rarest seed)
* 1 that refines a garden into 2 tokens, 1 garden and a 5% chance at another garden.
HOWEVER...in practise this works as follows
* The 32 token recipe has no issues
* The 16 token recipe plus a chance at seeds has no issue
* The no token but all seeds recipe STILL ONLY HAS A CHANCE TO PRODUCE SEEDS even though ONLY the rarest seed is listed at 50% chance
* The garden recipe (in practise) produces, on average, 1 token, 1 garden and 1 garden (extra) per 5 gardens refined (making it 20% instead of 5 % but that could just be my luck)
My issue lies in the no tokens but all seeds recipe. The GUI clearly says it has a 100% chance to get 1-4 of the first 4 types of seeds and a 50% chance to get 1 of the rarest seed but in reality it will only produce the first 2 seeds reliably. So why would I choose this recipe (which gives me the illusion of solid seed production) if in reality it's just as good as the 16 token +seed production with the exception of hunting for that 5th type of seed and even THEN usually requires 10 gardens to produce 1; isn't that a bit counter productive in relation with the 16 token recipe ?
Your answer sounds a bit counter-intuitive to me. If percentiles are not always displayed then why ARE they displayed on the 16 token recipe which shows you get seeds for the first 3 crops types, then 50% for the 4th and 25% for the 5th and the no-token recipe shows you get seeds for the first 4 and then 50% for the 5th. It gives a false sense of security not to mention seems a bit odd because other recipes easily show chances ranging between 40 to 10% chance. Why display the percentiles on THOSE recipes but NOT on the 16-token/no-token recipes?mrvn wrote: Mon Oct 15, 2018 9:28 amNote that the GUI doesn't always display percentages. So even if it says 2 tokens that might still be something different in the actual recipe. Check the source for what it actually says.Ashprinny wrote: Fri Oct 12, 2018 7:19 pm I have no clue if this is intended or not but it strikes me as a bit counter intuitive.
So we have 4 different recipes when it comes to garden production.
* 1 that refines a garden into 32 tokens
* 1 that refines a garden into the 16 tokens and a chance at seeds
* 1 that refines into no tokens but all seeds (with a 50% chance of the rarest seed)
* 1 that refines a garden into 2 tokens, 1 garden and a 5% chance at another garden.
HOWEVER...in practise this works as follows
* The 32 token recipe has no issues
* The 16 token recipe plus a chance at seeds has no issue
* The no token but all seeds recipe STILL ONLY HAS A CHANCE TO PRODUCE SEEDS even though ONLY the rarest seed is listed at 50% chance
* The garden recipe (in practise) produces, on average, 1 token, 1 garden and 1 garden (extra) per 5 gardens refined (making it 20% instead of 5 % but that could just be my luck)
My issue lies in the no tokens but all seeds recipe. The GUI clearly says it has a 100% chance to get 1-4 of the first 4 types of seeds and a 50% chance to get 1 of the rarest seed but in reality it will only produce the first 2 seeds reliably. So why would I choose this recipe (which gives me the illusion of solid seed production) if in reality it's just as good as the 16 token +seed production with the exception of hunting for that 5th type of seed and even THEN usually requires 10 gardens to produce 1; isn't that a bit counter productive in relation with the 16 token recipe ?
As for why one would want to use the no-tokens recipe? Simple. You only need a fixed amount of tokens. Once you have completed the research they are completely useless. Here is what I do:
1) stick one garden of each type into a chest for later (so step 3 has one of each kind).
2) use the 32 token recipe to get the research done.
3) use the garden recipe to get more gardens (use the gardens from 1 if needed).
4) use the no-token recipe to get seeds till I have a bunch of each (especially the rare kind)
I'm not an expert, but I'm pretty sure I remember the issue is with being given percentages for multiple item outputs. The UI expects the output to have a greater than one quantity or a percentage chance, not both.Ashprinny wrote: Mon Oct 15, 2018 10:31 am Your answer sounds a bit counter-intuitive to me. If percentiles are not always displayed then why ARE they displayed on the 16 token recipe which shows you get seeds for the first 3 crops types, then 50% for the 4th and 25% for the 5th and the no-token recipe shows you get seeds for the first 4 and then 50% for the 5th. It gives a false sense of security not to mention seems a bit odd because other recipes easily show chances ranging between 40 to 10% chance. Why display the percentiles on THOSE recipes but NOT on the 16-token/no-token recipes?
if you mean bug with displayinghewhoispale wrote: Mon Oct 15, 2018 1:36 pmI'm not an expert, but I'm pretty sure I remember the issue is with being given percentages for multiple item outputs. The UI expects the output to have a greater than one quantity or a percentage chance, not both.Ashprinny wrote: Mon Oct 15, 2018 10:31 am Your answer sounds a bit counter-intuitive to me. If percentiles are not always displayed then why ARE they displayed on the 16 token recipe which shows you get seeds for the first 3 crops types, then 50% for the 4th and 25% for the 5th and the no-token recipe shows you get seeds for the first 4 and then 50% for the 5th. It gives a false sense of security not to mention seems a bit odd because other recipes easily show chances ranging between 40 to 10% chance. Why display the percentiles on THOSE recipes but NOT on the 16-token/no-token recipes?
You don't get all recipes from the start. So you have to start using what you have available. Then research to get the other recipes. And since gardens are hard to find and collect I keep one of each flavour save for producing more later. Everything else I use to make tokens to research the recipe to make more gardens. Once you have that you are set. You can produce more gardens as needed and can use the best recipe to produce what you need in tokens or seeds.Ashprinny wrote: Mon Oct 15, 2018 10:31 amYour answer sounds a bit counter-intuitive to me. If percentiles are not always displayed then why ARE they displayed on the 16 token recipe which shows you get seeds for the first 3 crops types, then 50% for the 4th and 25% for the 5th and the no-token recipe shows you get seeds for the first 4 and then 50% for the 5th. It gives a false sense of security not to mention seems a bit odd because other recipes easily show chances ranging between 40 to 10% chance. Why display the percentiles on THOSE recipes but NOT on the 16-token/no-token recipes?mrvn wrote: Mon Oct 15, 2018 9:28 amNote that the GUI doesn't always display percentages. So even if it says 2 tokens that might still be something different in the actual recipe. Check the source for what it actually says.Ashprinny wrote: Fri Oct 12, 2018 7:19 pm I have no clue if this is intended or not but it strikes me as a bit counter intuitive.
So we have 4 different recipes when it comes to garden production.
* 1 that refines a garden into 32 tokens
* 1 that refines a garden into the 16 tokens and a chance at seeds
* 1 that refines into no tokens but all seeds (with a 50% chance of the rarest seed)
* 1 that refines a garden into 2 tokens, 1 garden and a 5% chance at another garden.
HOWEVER...in practise this works as follows
* The 32 token recipe has no issues
* The 16 token recipe plus a chance at seeds has no issue
* The no token but all seeds recipe STILL ONLY HAS A CHANCE TO PRODUCE SEEDS even though ONLY the rarest seed is listed at 50% chance
* The garden recipe (in practise) produces, on average, 1 token, 1 garden and 1 garden (extra) per 5 gardens refined (making it 20% instead of 5 % but that could just be my luck)
My issue lies in the no tokens but all seeds recipe. The GUI clearly says it has a 100% chance to get 1-4 of the first 4 types of seeds and a 50% chance to get 1 of the rarest seed but in reality it will only produce the first 2 seeds reliably. So why would I choose this recipe (which gives me the illusion of solid seed production) if in reality it's just as good as the 16 token +seed production with the exception of hunting for that 5th type of seed and even THEN usually requires 10 gardens to produce 1; isn't that a bit counter productive in relation with the 16 token recipe ?
As for why one would want to use the no-tokens recipe? Simple. You only need a fixed amount of tokens. Once you have completed the research they are completely useless. Here is what I do:
1) stick one garden of each type into a chest for later (so step 3 has one of each kind).
2) use the 32 token recipe to get the research done.
3) use the garden recipe to get more gardens (use the gardens from 1 if needed).
4) use the no-token recipe to get seeds till I have a bunch of each (especially the rare kind)
As to the answer about the tokens itself. The garden cultivation recipe (then) shows you get 2 tokens, 1 garden and 5% chance at an additional garden which means that you eventually start overstocking on (useless) tokens then anyways whilst you might as well easily sacrifice 1 garden to get 32 tokens which is more than enough to create upgrade modules.?
To play devil's advocate on your bullet list with what I've experienced in how this section of the mod works:
* You would need AT LEAST 8 gardens to have a chance to get every type of seeds; 1 at the very least if you're VERY lucky
* You use the 32 token recipe to mass produce tokens for BOTH research as well as upgrade kit production and only run it if you need research or tokens to produce kits.
* The 16-token recipe becomes pretty much useless because the 32-token recipe OR no-token recipe are better at expanding production of your farming operation
* You use the no-token recipe to expand your farming operation in the most effective way
* You use the garden cultivation recipe to keep it all going.
I'm not trying to nitpick here; I love the idea of this mod and I often create huge farming operations. I've just been wondering about this for a very long time to the point I figured it was not the way the mod was supposed to work.
This is how the recipe look like internally, so if you compare these with how they are displayed ingame you see the difference. Most of it has already been explained by the others.Ashprinny wrote: Fri Oct 12, 2018 7:19 pm I have no clue if this is intended or not but it strikes me as a bit counter intuitive.
So we have 4 different recipes when it comes to garden production.
* 1 that refines a garden into 32 tokens
* 1 that refines a garden into the 16 tokens and a chance at seeds
* 1 that refines into no tokens but all seeds (with a 50% chance of the rarest seed)
* 1 that refines a garden into 2 tokens, 1 garden and a 5% chance at another garden.
HOWEVER...in practise this works as follows
* The 32 token recipe has no issues
* The 16 token recipe plus a chance at seeds has no issue
* The no token but all seeds recipe STILL ONLY HAS A CHANCE TO PRODUCE SEEDS even though ONLY the rarest seed is listed at 50% chance
* The garden recipe (in practise) produces, on average, 1 token, 1 garden and 1 garden (extra) per 5 gardens refined (making it 20% instead of 5 % but that could just be my luck)
My issue lies in the no tokens but all seeds recipe. The GUI clearly says it has a 100% chance to get 1-4 of the first 4 types of seeds and a 50% chance to get 1 of the rarest seed but in reality it will only produce the first 2 seeds reliably. So why would I choose this recipe (which gives me the illusion of solid seed production) if in reality it's just as good as the 16 token +seed production with the exception of hunting for that 5th type of seed and even THEN usually requires 10 gardens to produce 1; isn't that a bit counter productive in relation with the 16 token recipe ?
Code: Select all
{
name = "temperate-garden-a",
results=
{
{type="item", name="token-bio", amount=16},
{type="item", name="temperate-1-seed", amount=5, probability = 0.4},
{type="item", name="temperate-2-seed", amount=5, probability = 0.3},
{type="item", name="temperate-3-seed", amount=5, probability = 0.2},
{type="item", name="temperate-4-seed", amount=5, probability = 0.1},
{type="item", name="temperate-5-seed", amount=5, probability = 0.05},
},
},
{
name = "temperate-garden-cultivating-a",
results=
{
{type="item", name="token-bio", amount=32},
},
},
{
name = "temperate-garden-b",
results=
{
{type="item", name="temperate-1-seed", amount=5, probability = 0.8},
{type="item", name="temperate-2-seed", amount=5, probability = 0.6},
{type="item", name="temperate-3-seed", amount=5, probability = 0.4},
{type="item", name="temperate-4-seed", amount=5, probability = 0.2},
{type="item", name="temperate-5-seed", amount=5, probability = 0.1},
},
},
{
name = "temperate-garden-cultivating-b",
results=
{
{type="item", name="token-bio", amount=8, probability=0.25},
{type="item", name="temperate-garden", amount=1},
{type="item", name="temperate-garden", amount=1, probability=0.05},
},
},
Yes, I am using AAI Vehicles and IndustryArch666Angel wrote: Wed Sep 26, 2018 7:29 pmAre you using any other mod touching equipment or vehicles? Because this would be a base game bug then.JooCons wrote: Wed Sep 26, 2018 3:37 pm Whenever I move the Construction Crawler the Vehicle Burner Generators inside, even if full with 600 Wood Bricks (25 MJ each) each, instantly consume the entire available caloric energy.
Please fix this, since I love the Construction Crawler with Construction Robots.
Thank you!