Re: Bugs & FAQ
Posted: Mon Apr 20, 2020 2:41 pm
When the new setting "more chemistry" in bob's revamp is off, the bob's fluids section adds the recipe of bob's N2H4 recipe, which has no use at all
Even more, Ive narrowed it down to bobs electronic assembling machines, with that setting off (meaning, without those machines in the game), the recipe shows up just fine, and its completely caftabletriktor wrote: Wed Apr 22, 2020 2:47 pm About the non craftable yellow board, Ive managed to narrow it down to bobs assembling machines, that mod is the one that breaks the recipe
Can confirm. I did just disable the electronics machines in the bob's mod settings and after reloading the game/map the recipe appears and works as intended. Nice work, thanks.triktor wrote: Wed Apr 22, 2020 3:20 pmEven more, Ive narrowed it down to bobs electronic assembling machines, with that setting off (meaning, without those machines in the game), the recipe shows up just fine, and its completely caftabletriktor wrote: Wed Apr 22, 2020 2:47 pm About the non craftable yellow board, Ive managed to narrow it down to bobs assembling machines, that mod is the one that breaks the recipe
Do you have the mod ShinyAngelsGFX enabled?MeduSalem wrote: Wed Apr 22, 2020 7:27 pm Found another bug though... this time with casting motor casings with reusable mold.
I don't know if that was intended but the recipe for the reusable mold doesn't show up in the Strand casting machines like they probably should. Instead they appear in the normal casting machines but can't be selected. I assume that is because it doesn't know what to do with the liquid coolant inputs/outputs since they are all inputs at normal casting machines.![]()
If not, can you give me your mod list?triktor wrote: Wed Apr 22, 2020 7:59 pmDo you have the mod ShinyAngelsGFX enabled?MeduSalem wrote: Wed Apr 22, 2020 7:27 pm Found another bug though... this time with casting motor casings with reusable mold.
I don't know if that was intended but the recipe for the reusable mold doesn't show up in the Strand casting machines like they probably should. Instead they appear in the normal casting machines but can't be selected. I assume that is because it doesn't know what to do with the liquid coolant inputs/outputs since they are all inputs at normal casting machines.![]()
That mod messes up with the motor casing recipes with reusable molds
Ahhh. Yes that was it. I was so accustomed to using both Shiny GFX mods for Angel's and Bob's without problems before also using Angel's Industries lately that I didn't expect it could interfere.triktor wrote: Wed Apr 22, 2020 7:59 pm Do you have the mod ShinyAngelsGFX enabled?
That mod messes up with the motor casing recipes with reusable molds
I have ACTUALLY found this bug, its in angelsindustries, in prototypes/overrides/components-bobs-recipe-update.lua:13, if you comment that line, everything works. That line changes the crafting category of the yellow board to electronics, meaning its only craftable in bobs electronic machines (if they are enabled), but those machines only accept one fluid, so they cannot craft the yellow boardMeduSalem wrote: Wed Apr 22, 2020 6:06 pmCan confirm. I did just disable the electronics machines in the bob's mod settings and after reloading the game/map the recipe appears and works as intended. Nice work, thanks.triktor wrote: Wed Apr 22, 2020 3:20 pmEven more, Ive narrowed it down to bobs electronic assembling machines, with that setting off (meaning, without those machines in the game), the recipe shows up just fine, and its completely caftabletriktor wrote: Wed Apr 22, 2020 2:47 pm About the non craftable yellow board, Ive managed to narrow it down to bobs assembling machines, that mod is the one that breaks the recipe![]()
Pretty much any mod that's not specifically incompatible with angels mods, angels mods are the ones that provide the ore sorting, smelting, refining and all of that, they work on their own, and should work fine with any other mod, as long as that mod is not directly incompatible with angels.Mylon wrote: Thu Apr 23, 2020 1:22 am Are there any other mods that make good use of Angel's ore sorting besides Bob's? I really like the idea of requiring advanced processing to get access to other materials and Angels does a great job at this, but I'm craving something other than Bob electronics or the rest of those mods.
lovely_santa wrote: Sun Mar 29, 2020 11:13 amAs I said in my post, this is indeed the grey circuit. Factorio always prefers 1 recipe over the other. It makes sense (especialy for the early game handcrafting) to prefer the wood recipe over the paper recipe for handcrafting. I've changed this, but now it will happen the other way around when you have paper, which you should automate at that point anyway. Implemented for the next release of industries.Seraph91P wrote: Sat Mar 28, 2020 10:56 amHi,lovely_santa wrote: Fri Mar 27, 2020 9:04 pm ...
It has a limit build in by the base game, but if there are multiple ways of creating something, it only prefers 1 of them. I think it prefers to create grey boards from paper over wood for example (as paper is again made from wood, more efficient). This specific one with grey boards I will try and fix to prevent it to be used in handcrafting automaticaly, so it will go for the wood.
What specific recipe are you stuck on? (try crafting each ingredient backwards untill it says you can craft something, then look what recipe it doesn't want to craft by hand, there will probably be another recipe for it.
at some point it is every recipe. I have to craft everthing up to the point where I can craft what I actualy want. See Screenshot attached!
Thank You
grey-circuit.PNG
It's because it was like that back in the day. I've fixed it for the next release of angels smelting. I've also made the range of clay brick closer to the water. Since water and clay doesn't mix well, you can't lay it exactly to the water.Laar wrote: Sat Mar 28, 2020 1:39 pm I just noticed that concrete bricks can only be placed at 4+ tiles away from water, while normal concrete can be placed directly at the waters edge. Is this is a bug/historic or intended?
We did some testing about trees a while back, they should all spawn in your world, so you just seem a bit unlucky? I just reran this on a very small area around my starting area (only has 200K trees as reference count) and I already got some. Depending on your area and moisture settings, you'll have more of one kind than the other probably.PascalDUFOUR wrote: Sat Mar 28, 2020 4:13 pm a question about bio-processing
i use all angel and bob mod, i find that the green tier tech needs green board, and the board needs liquid resin. however resin can only craft by bio-resin at first. other techs are all after green tier tech. and resin is made from raw bio-resin in this tech, and it is made from temperate tree seed, which needs temperate tree seed generator.
so my question is waht if i cannot find any temperate tree in the map, the game is over? or there're all 3 kinds of tree in the map, i'm too unlucky to find them all?
tree_test.png
Can you show a screenshot? Maybe some other mod is messing with it? They all show up as castable for me using all BA mods (or even pure angel).triktor wrote: Sat Mar 28, 2020 9:18 pm The Motor Casing recipes that use colland and non expendable molds are not craftable. I guess they should be crafted in the Strand Casting Machine, but they are not
casting.PNG
Already reported multiple times and fixed for the next release. See this post for a hotfix.Merssedes wrote: Sun Mar 29, 2020 6:58 amEnabled mods:Error while running setup for entity prototype "oil-refinery" (assembling-machine): fast_replaceable_group must be set when next_upgrade is set.
Mods to disable: angelspetrochem 0.9.5
* base 0.18.17
* angelsrefining 0.11.7
* angelspetrochem 0.9.5
This is also fixed and should be already ingame as well.MeduSalem wrote: Wed Apr 22, 2020 7:27 pm Found another bug though... this time with casting motor casings with reusable mold.
I don't know if that was intended but the recipe for the reusable mold doesn't show up in the Strand casting machines like they probably should. Instead they appear in the normal casting machines but can't be selected. I assume that is because it doesn't know what to do with the liquid coolant inputs/outputs since they are all inputs at normal casting machines.![]()
Seems that it's already fixed now for at least the upcoming release, could be that it's already fixed in the current release as well.triktor wrote: Wed Apr 22, 2020 10:23 pmI have ACTUALLY found this bug, its in angelsindustries, in prototypes/overrides/components-bobs-recipe-update.lua:13, if you comment that line, everything works. That line changes the crafting category of the yellow board to electronics, meaning its only craftable in bobs electronic machines (if they are enabled), but those machines only accept one fluid, so they cannot craft the yellow boardMeduSalem wrote: Wed Apr 22, 2020 6:06 pmCan confirm. I did just disable the electronics machines in the bob's mod settings and after reloading the game/map the recipe appears and works as intended. Nice work, thanks.triktor wrote: Wed Apr 22, 2020 3:20 pmEven more, Ive narrowed it down to bobs electronic assembling machines, with that setting off (meaning, without those machines in the game), the recipe shows up just fine, and its completely caftabletriktor wrote: Wed Apr 22, 2020 2:47 pm About the non craftable yellow board, Ive managed to narrow it down to bobs assembling machines, that mod is the one that breaks the recipe![]()
That's a stack size issue! I've increased the stack size on the Gravitational Analyzers to 1000 for the next release.MeduSalem wrote: Sat Apr 25, 2020 12:05 am I just realized that ever since I enabled Angel's Industry there is something odd with the Rocket Silo going on. I don't get the full 1000 Gravitational Analyzers like written in the description of the satelite. Instead I get only something like 200 or so per launch.
Is that normal?
Maybe since I have also enabled Bob's revamp it does something to the recipe too so I don't know.
It was mainly for bobs an issue, but I've resolved it for all configurations now. The solid resin from wood recipe is now unlocked together with the first tree arboretum tech, so once you get some wood production up and running, you can convert wood into resin. With the temperate research afterward you unlock both liquid resin recipes, the one from farming, and the liquifying one from solid resin. I had to prerequisite farming to arboretums for the bio extractor now, but since trees is some sort of farming, it should blend in. Now you can obtain solid resin without any bio tokens, and then the usual 32 tokens to get to liquid resin, without needing any more gardens for the production process. I hope this is a good solution to the problem?Sworn wrote: Tue Apr 28, 2020 11:42 pmHow should the path to liquid resin be?
Quick version
If you have some random mods for more biters like "explosive biters, natural evolution, revamp, etc" and you play in a death-world, it may be impossible to get liquid resin.
long version
Why I'm asking this. Some topics ago, some one asked about the resin been locked behind green circuit that need resin to be made, and santa answer something about been very unlucky.
I definitely got some tree samples but not the tempered tree ones. In this situation it proved to be a blocking factor in the progression if you don't know how to get to green science. Specially with tons of biters, most of the good arsenal is locked behind green circuit which limit you for trying a "brute force" approach, you may very well run out of resource.
Sure that I'm not asking for integration or anything like that, I added tons of mod for war, so I should resolve how I am going to deal with it.
I'm currently trying to get the liquid resin with the provided resources, but I'm not been able to find a path to it. I had 2 swamp garden and 1 desert garden and 1 Desert Tree.
So I used the Seed Extractor to get 64 Bio science from the 2 swamp garden, and research tempered tree arboretum, I was aiming to get the seeds, but when I finally got to build it, I realized that you need one tree to make the seed generator.
I used that 1 Desert Tree to get a seed generator and make wood with it, with the wood I was aiming to the resin, that can be liquified with the liquefier. I was going to use the wood to get to the Ethanol needed. When I finally get everything built, the pipes from the liquefier didn't connect, because you get Methanol from the Cellulose not Ethanol, Oh gosh.
Most of the trees that I found gave me Maufes Puuf Eggs, which are useless at this point in the game.
then I used the last Desert garden to get more 32 bio science and research Desert Farm, but you need the garden to use it in the Seed Extractor to get seeds for the farm.
The point is that the liquid resin itself is kind of locked behind itself, giving some circumstances, not totally but you can't simple get it and might not be able to. I though that the wood route would be an option cause you can research "Fermentation Process" that give you Ethanol but you can't use it, the Corn and Fruit are still locked. Seems backwards you get access to the tech but still be locked from it.
I though in one recipe that could be an solution, even if it's super inefficient wouldn't let you locked behind "going out to find more trees" and wouldn't be so simple to get, ...
Yeah they are ingame and it works.lovely_santa wrote: Wed Apr 29, 2020 7:02 amThis is also fixed and should be already ingame as well.MeduSalem wrote: Wed Apr 22, 2020 7:27 pm Found another bug though... this time with casting motor casings with reusable mold.
I don't know if that was intended but the recipe for the reusable mold doesn't show up in the Strand casting machines like they probably should. Instead they appear in the normal casting machines but can't be selected. I assume that is because it doesn't know what to do with the liquid coolant inputs/outputs since they are all inputs at normal casting machines.![]()
Ah nice. I am looking forward to the fix.lovely_santa wrote: Wed Apr 29, 2020 7:02 amThat's a stack size issue! I've increased the stack size on the Gravitational Analyzers to 1000 for the next release.MeduSalem wrote: Sat Apr 25, 2020 12:05 am I just realized that ever since I enabled Angel's Industry there is something odd with the Rocket Silo going on. I don't get the full 1000 Gravitational Analyzers like written in the description of the satelite. Instead I get only something like 200 or so per launch.
Is that normal?
Maybe since I have also enabled Bob's revamp it does something to the recipe too so I don't know.
Nice, it looks good. One question though, will we be able to liquify the solid resin from the wood? I'm asking cause the blocking, at least for me, is the Ethanol to be able to liquify it. Ethanol is locked behind farming Corn/Fruits, so you have the tech today, but you can't use it. Other sources of Ethanol also require the farming ingredients, so just moving the solid resin it UP or even the Liquid resin wouldn't solve the issue as you still need farming from fruits anyway. Indeed we had farming research before the wood, but the farming itself is kind of useless, cause you need to get some kind of farming, desert farming, swamp, etc. You get the Basic Farm item and it's empty.lovely_santa wrote: Wed Apr 29, 2020 7:02 am
It was mainly for bobs an issue, but I've resolved it for all configurations now. The solid resin from wood recipe is now unlocked together with the first tree arboretum tech, so once you get some wood production up and running, you can convert wood into resin. With the temperate research afterward you unlock both liquid resin recipes, the one from farming, and the liquifying one from solid resin. I had to prerequisite farming to arboretums for the bio extractor now, but since trees is some sort of farming, it should blend in. Now you can obtain solid resin without any bio tokens, and then the usual 32 tokens to get to liquid resin, without needing any more gardens for the production process. I hope this is a good solution to the problem?
![]()
Let me quote myself on that one:Sworn wrote: Wed Apr 29, 2020 12:10 pmNice, it looks good. One question though, will we be able to liquify the solid resin from the wood? I'm asking cause the blocking, at least for me, is the Ethanol to be able to liquify it. Ethanol is locked behind farming Corn/Fruits, so you have the tech today, but you can't use it. Other sources of Ethanol also require the farming ingredients, so just moving the solid resin it UP or even the Liquid resin wouldn't solve the issue as you still need farming from fruits anyway. Indeed we had farming research before the wood, but the farming itself is kind of useless, cause you need to get some kind of farming, desert farming, swamp, etc. You get the Basic Farm item and it's empty.lovely_santa wrote: Wed Apr 29, 2020 7:02 am
It was mainly for bobs an issue, but I've resolved it for all configurations now. The solid resin from wood recipe is now unlocked together with the first tree arboretum tech, so once you get some wood production up and running, you can convert wood into resin. With the temperate research afterward you unlock both liquid resin recipes, the one from farming, and the liquifying one from solid resin. I had to prerequisite farming to arboretums for the bio extractor now, but since trees is some sort of farming, it should blend in. Now you can obtain solid resin without any bio tokens, and then the usual 32 tokens to get to liquid resin, without needing any more gardens for the production process. I hope this is a good solution to the problem?
...
So yes, with the temperate research (the one after the arboretum research) you will unlock 2 liquid resin recipes: the one requiring ethanol from the resin tree farming, and the one that converts wood into liquid resin directly.lovely_santa wrote: Wed Apr 29, 2020 7:02 am ..., so once you get some wood production up and running, you can convert wood into resin. With the temperate research afterward you unlock both liquid resin recipes, the one from farming, and the liquifying one from solid resin. ...