Re: Bugs & FAQ
Posted: Tue Oct 13, 2020 8:57 pm
I don't see any cooling towers in your screenshots. From what you have shown, the pipes are just full of used coolant.
I play with Factorissimo2, cooling towers in next building bottom right on screenshot. Pipes are empty, game detect used coolant in pipe system but this is coolant in casting machine. In screenshot You can see that pipes haven't icons with used coolant. Also, I check this bug in single casting machine, so no mixed liquids issues.valneq wrote: Tue Oct 13, 2020 8:57 pm I don't see any cooling towers in your screenshots. From what you have shown, the pipes are just full of used coolant.
Can you provide yourselves file so we can look into it please?jindale wrote: Tue Oct 13, 2020 9:11 pmI play with Factorissimo2, cooling towers in next building bottom right on screenshot. Pipes are empty, game detect used coolant in pipe system but this is coolant in casting machine. In screenshot You can see that pipes haven't icons with used coolant. Also, I check this bug in single casting machine, so no mixed liquids issues.valneq wrote: Tue Oct 13, 2020 8:57 pm I don't see any cooling towers in your screenshots. From what you have shown, the pipes are just full of used coolant.
UPD: Direct connected pump can eject used coolant, but problem still exist.
I am not sure I understand your problem. Would you mind uploading a savefile so we can take a look?FritzHugo3 wrote: Wed Oct 14, 2020 9:22 pm Hey guys, dont know its planed so or not.
The "Flüssiggas from angel are a different as the "Flüssiggas" from other mod.
But the convertvent make not from the one "Flüssiggas" and make the other "Flüssiggas" it make it from methan.
(Maybe Flüssiggas named liquid gas in english?, dont know).
Is it easy for me to chance the converter that makes me Flüssiggas in other Flüssiggas and not from methan or is it to complicate?
Its for the tansport drone mod. Maybe its easer to chance this Fuil at this mod? i dont realy no.
https://wdfiles.ru/b0p3kingarthur wrote: Wed Oct 14, 2020 8:39 pmCan you provide yourselves file so we can look into it please?jindale wrote: Tue Oct 13, 2020 9:11 pmI play with Factorissimo2, cooling towers in next building bottom right on screenshot. Pipes are empty, game detect used coolant in pipe system but this is coolant in casting machine. In screenshot You can see that pipes haven't icons with used coolant. Also, I check this bug in single casting machine, so no mixed liquids issues.valneq wrote: Tue Oct 13, 2020 8:57 pm I don't see any cooling towers in your screenshots. From what you have shown, the pipes are just full of used coolant.
UPD: Direct connected pump can eject used coolant, but problem still exist.
I can confirm that the used coolant does not leave the casting machine when I sync mods to your save.jindale wrote: Thu Oct 15, 2020 7:02 amhttps://wdfiles.ru/b0p3kingarthur wrote: Wed Oct 14, 2020 8:39 pmCan you provide yourselves file so we can look into it please?jindale wrote: Tue Oct 13, 2020 9:11 pmI play with Factorissimo2, cooling towers in next building bottom right on screenshot. Pipes are empty, game detect used coolant in pipe system but this is coolant in casting machine. In screenshot You can see that pipes haven't icons with used coolant. Also, I check this bug in single casting machine, so no mixed liquids issues.valneq wrote: Tue Oct 13, 2020 8:57 pm I don't see any cooling towers in your screenshots. From what you have shown, the pipes are just full of used coolant.
UPD: Direct connected pump can eject used coolant, but problem still exist.
ShinyIcons, ShinyAngelGFX messing with casting machine. I deactivete them and this fix problem. Thank You.valneq wrote: Thu Oct 15, 2020 5:11 pmI can confirm that the used coolant does not leave the casting machine when I sync mods to your save.jindale wrote: Thu Oct 15, 2020 7:02 amhttps://wdfiles.ru/b0p3kingarthur wrote: Wed Oct 14, 2020 8:39 pmCan you provide yourselves file so we can look into it please?jindale wrote: Tue Oct 13, 2020 9:11 pmI play with Factorissimo2, cooling towers in next building bottom right on screenshot. Pipes are empty, game detect used coolant in pipe system but this is coolant in casting machine. In screenshot You can see that pipes haven't icons with used coolant. Also, I check this bug in single casting machine, so no mixed liquids issues.valneq wrote: Tue Oct 13, 2020 8:57 pm I don't see any cooling towers in your screenshots. From what you have shown, the pipes are just full of used coolant.
UPD: Direct connected pump can eject used coolant, but problem still exist.
However, when I remove all mods except Angel's + Bob's, it works just fine:
20201015130607_1.jpg
This is a clear indication that some other mod is messing around with the casting machine. Since your save starts out with waaaay too many mods, can you please take the time to troubleshoot this a bit further? Try to deactivate mods in groups from your save that you believe should not do anything about this issue – until you have a minimal set of mods that reproduces the issue. This way you should be able to identify which mod is causing the problem.
The most recent version of Angel's Bioprocessing is 0.7.14, but the two error messages you posted refer to versions 0.7.11 and 0.7.8. Can you please check if you have updated all mods?Indigo Blue wrote: Fri Oct 16, 2020 8:53 am Just highlighting this. The first screen shot occurs running updated factorio and all bob's, angel's generally minus the listed beta angel's.
The second screen shot is the rollback to 7.8 which also occurs with 7.6/7.3 rollbacks.
Now that you mentioned it, I found that this was reported to the ShinyAngelGFX devs already five months ago:jindale wrote: Fri Oct 16, 2020 9:04 am ShinyIcons, ShinyAngelGFX messing with casting machine. I deactivete them and this fix problem. Thank You.
I made a fix for this (since it will indirectly effect my reskin mod if players choose to use ShinyAngelGFX with it).
You say this happens only with Factorissimo2 installed. I am guessing that therefore the Angel's devs can likely not do anything about that. Maybe report it to Factorissimo2's devs?destroyerangel wrote: Sat Oct 17, 2020 8:53 pm Hello,
I have noticed that when Factorissimo 2 is installed, concrete bricks and reinforced concrete bricks place landfill instead of their normal concrete grid tiles. (Strangely, the landfill can only be placed on land, and not water.) The bricks still work as crafting ingredients though. Does anyone know what exactly is going on?
Thanks,
Dante
concreteLandfill.png
Ahhh ok, this make sense. Thank you, yes i was little bit confusedvalneq wrote: Wed Oct 14, 2020 11:00 pm [edit:]
Oh I think I understand the issue. It is a problem with the German translation. What was called "Flüssiggas" in Angel's Locale Translations was "Natural gas liquids" English. However, the "Flüssiggas" in vanilla (stuff that Transport drones uses as fuel) is "Petroleum gas". Those are two different liquids and should be translated differently.
...
I have changed the German translation for "Natural gas liquids" now to be the technically more correct "Erdgaskondensat" and released a new version of Angel's Addons - Locale Translations. Hope this untangles your confusion. You can PM me in German if you need additional help![]()
This is a feature. The recipe was removed for an Angel's playthrough, instead you have other processes you can make use of. The Bobingabout process comes to mind. The only reason the technology still exists is for mod compatibility. Other mods plainly expect the Kovarex technology to exist and have dependencies on it.Buutvrij wrote: Mon Oct 19, 2020 10:55 am Hi,
I'm doing an Angelbob run, and now I'm finding out the Kovarex enrichment process is not added as a recipe when the research is completed.
I started a new game to verify, and again (while now unresearched), the research item does not have any effects listed.
When I disable Angel's Petrochem mod and start a new game, the effects are back where I expected them to be.
is this a bug, or is it a featue?