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Re: Bugs & FAQ

Posted: Sat Dec 31, 2016 9:15 am
by JoeWhizer
ukezi wrote:It is a known bug. apparently if there are multiple recipes for something, the game tries only the latests. you can however craft wood(boards) per hand and then auto craft anything that has wood in it.
Okay, thanks for the answer. Hopefully it gets fixed with 0.15 then. I find this really annoying :D

Re: Infinite Ores?

Posted: Sun Jan 01, 2017 2:20 pm
by NerArth
Hi, I have the following mods installed, and I'm not being able to find any infinite ore on our 56h save (which was started with all these mods):
Copied from the mod-list.json
In Angel's Infinite Ores config, the values are as follows:
config.lua
My question is, should I be finding the infinite ores at all without RSO installed? We don't really have any resource problems, but I felt a bit sad that I put in the infinite ores mod just for their appearance and I haven't seen a single infinite ore... :c

Advice appreciated, thank you.

Edit: I should add that we have gone far beyond the starting area. (At least I believe so...?) See this image, if it helps.

Re: Bugs & FAQ

Posted: Sun Jan 08, 2017 9:20 am
by crysanja
Hi,
its not realy a bug, but Urea(-gas) is a solid. =)
Melting point 133 to 135 °C (271 to 275 °F; 406 to 408 K)
When its heated to about 150 °C it just breaks apart, so there is no urea gas at all.

Re: Bugs & FAQ

Posted: Tue Jan 10, 2017 3:51 am
by mediocretes
Molten aluminum in smelting seems to require manganese, which I can't get... I removed the requirement from angels smelting and bobsagnelthon in my local install, but an official update to remove that requirement would be great!

Re: Bugs & FAQ

Posted: Tue Jan 10, 2017 5:37 am
by Light
mediocretes wrote:Molten aluminum in smelting seems to require manganese, which I can't get... I removed the requirement from angels smelting and bobsagnelthon in my local install, but an official update to remove that requirement would be great!
Bobsangelthon is responsible for that addition to the recipe, as it's not in Angels default recipe.

Re: Bugs & FAQ

Posted: Tue Jan 10, 2017 6:37 am
by Mylon
Angel's won't start when I try to launch solo. This is the error I get:

Code: Select all

Error in assignID, resource-category with name 'angels-fissure' does not exist.
Here's the mods enabled:

"name": "angelstrigger-infiniteores-disablersomode",
"name": "angelsrefining",
"name": "angelsaddons-oresilos",
"name": "angelsaddons-warehouses",

According to the dependencies, these are playable but they're not fully standalone.

Re: Bugs & FAQ

Posted: Tue Jan 10, 2017 8:03 am
by orzelek
Mylon wrote:Angel's won't start when I try to launch solo. This is the error I get:

Code: Select all

Error in assignID, resource-category with name 'angels-fissure' does not exist.
Here's the mods enabled:

"name": "angelstrigger-infiniteores-disablersomode",
"name": "angelsrefining",
"name": "angelsaddons-oresilos",
"name": "angelsaddons-warehouses",

According to the dependencies, these are playable but they're not fully standalone.
You have the trigger mod for infinite ores without infinite ores. It might look playable but it won't work - dependency is not visible since it's other way around. Inifnite ores has dependency on trigger mod since it needs it loaded first. So trigger mod can't be dependant on infinite ores itself.

Re: Bugs & FAQ

Posted: Tue Jan 10, 2017 2:07 pm
by Mylon
orzelek wrote:
Mylon wrote:Angel's won't start when I try to launch solo. This is the error I get:

Code: Select all

Error in assignID, resource-category with name 'angels-fissure' does not exist.
Here's the mods enabled:

"name": "angelstrigger-infiniteores-disablersomode",
"name": "angelsrefining",
"name": "angelsaddons-oresilos",
"name": "angelsaddons-warehouses",

According to the dependencies, these are playable but they're not fully standalone.
You have the trigger mod for infinite ores without infinite ores. It might look playable but it won't work - dependency is not visible since it's other way around. Inifnite ores has dependency on trigger mod since it needs it loaded first. So trigger mod can't be dependant on infinite ores itself.
I disabled these mods one by one and kept trying, starting with disabling angelstrigger, then oresilos, then warehouses. Even with angelsrefining as the only Angel mod, it still won't start.

Re: Bugs & FAQ

Posted: Tue Jan 10, 2017 2:51 pm
by mediocretes
Light wrote:
mediocretes wrote:Molten aluminum in smelting seems to require manganese, which I can't get... I removed the requirement from angels smelting and bobsagnelthon in my local install, but an official update to remove that requirement would be great!
Bobsangelthon is responsible for that addition to the recipe, as it's not in Angels default recipe.
You are correct, I did not look hard enough. The recipe comes from Angel's smelting, but is disabled there (presumably because it does not work). Sorry for barking up the wrong tree!

Re: Bugs & FAQ

Posted: Tue Jan 10, 2017 5:00 pm
by Arch666Angel
Mylon wrote:
orzelek wrote:
Mylon wrote:Angel's won't start when I try to launch solo. This is the error I get:

Code: Select all

Error in assignID, resource-category with name 'angels-fissure' does not exist.
Here's the mods enabled:

"name": "angelstrigger-infiniteores-disablersomode",
"name": "angelsrefining",
"name": "angelsaddons-oresilos",
"name": "angelsaddons-warehouses",

According to the dependencies, these are playable but they're not fully standalone.
You have the trigger mod for infinite ores without infinite ores. It might look playable but it won't work - dependency is not visible since it's other way around. Inifnite ores has dependency on trigger mod since it needs it loaded first. So trigger mod can't be dependant on infinite ores itself.
I disabled these mods one by one and kept trying, starting with disabling angelstrigger, then oresilos, then warehouses. Even with angelsrefining as the only Angel mod, it still won't start.
You need angelsinfiniteores.

Re: Bugs & FAQ

Posted: Tue Jan 10, 2017 7:06 pm
by aklesey1
I hesitate to ask, but as about manganese and its production, it is very interesting where we will use this metal? Arch666angel?

Re: Bugs & FAQ

Posted: Mon Jan 16, 2017 7:39 pm
by aklesey1
Arch666Angel may ask some wishes about angel smelting mod?
Is it possible to overhaul bob lead oxide to ur lead oxide from smelting mod if smelting mod installed? I want that it was compatible to the recipe "advanced lead processing with silver ore" - so i'll have way to use my big amounts of nickel and i can get many silver ore to get more substrate dish from bio processing mod

And yes i don't know where to use big amount of nickel except as for invar and nitinol

The same can be turned with alumina - for now we have alumina from bob mod and alumina from smelting mod

Re: Bugs & FAQ

Posted: Wed Jan 18, 2017 11:29 am
by ARADPLAUG
This really bothers me, is it intentional or an oversight?

Re: Bugs & FAQ

Posted: Wed Jan 18, 2017 1:37 pm
by Arch666Angel
ARADPLAUG wrote:This really bothers me, is it intentional or an oversight?
Intentional, because it wont work that way :D the ratio is 5:5 from air-separation but 6:4 for the dioxide recipe.

Re: Bugs & FAQ

Posted: Wed Jan 18, 2017 2:56 pm
by crysanja
There is two types of alumina.

One is produced in a furnece (bobs mods), and one is produced in youre smelting mod. They should be the same item.
Funny your ceramic fliters use the "old" bobs version of it.

Re: Bugs & FAQ

Posted: Wed Jan 18, 2017 10:07 pm
by hoho
ARADPLAUG wrote:This really bothers me, is it intentional or an oversight?
Just offset the two rows by two tiles and divert excess gas to somewhere else.

Re: Bugs & FAQ

Posted: Thu Jan 26, 2017 12:59 am
by Psawhn
I think there's an error or typo in the Coke + (petroleum) -> Solid Fuel recipes. For example, 1 Coke + 15 Naphtha -> 1 Solid Fuel (25 MJ). But the naphtha can be turned directly into solid fuel at a 2:1 ratio, so by itself it's worth 187.5 MJ, not including the 5 MJ worth of Coke. I think it looks like it's supposed to yield 10 solid fuel or use up 1.5 units of their respective type of petroleum. (Although fuel oil converts to solid fuel at a 1:1 ratio, so even at 10 times yield rate it's not worth it.)

The original solid fuel recipies appear modified just once from the original [base > angelspetrochem] and the coke + (petroleum) recipes are [angelspetrochem]. I'm using petrochem + bob's, but without bioprocessing or smelting,

Re: Bugs & FAQ

Posted: Thu Jan 26, 2017 10:23 pm
by Northgate
Playing with Bobs and Angels there are 2 types of Rubber. One from Bob's which is used to make insulated wires and one from Petrochem made with Styrene and Butadiene which according to What is it used for? isn't used for anything.

What is the purpose of that Petrochem Rubber?

FYI: I'm not on the latest version of Petrochem still in an ongoing game.

Re: Bugs & FAQ

Posted: Thu Jan 26, 2017 11:15 pm
by Arch666Angel
Northgate wrote:Playing with Bobs and Angels there are 2 types of Rubber. One from Bob's which is used to make insulated wires and one from Petrochem made with Styrene and Butadiene which according to What is it used for? isn't used for anything.

What is the purpose of that Petrochem Rubber?

FYI: I'm not on the latest version of Petrochem still in an ongoing game.
The Petrochem recipe also yields the bob kind of rubber, at least it should be :D I'm watching your YT series and really enjoying them, keep up the work!

Re: Bugs & FAQ

Posted: Fri Jan 27, 2017 12:36 pm
by Northgate
Ohh thanks! I hope I haven't cursed you too much already. :D

Regarding the Rubber: I haven't tested the recipe yet but the icon is different to the one in bobs and that usually indicates that it's actually something different.