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Re: Bugs & FAQ

Posted: Tue Jan 31, 2017 9:59 pm
by Arch666Angel
dsx20 wrote:
Psawhn wrote: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,
I haven't seen a reply to this. Is it an issue or by design? Once 'Solid Fuel' is researched '2 Naphtha' for 1 Solid Fuel is significantly cheaper than the 1 Coke + 15 Naphtha via 'Oil Processing'. Perhaps the latter is designed as a voiding technique with a product?
The "regular" solid fuel recipes are re-added by some other mod, so they shouldnt be there.
umd0r wrote:Since (I think) Angels Refining 0.6 there is a problem with the new geode to gem process. I cannot craft Crystal Catalysts in any building:

Image

I checked them all manually, but I can't find the recipe....

Am I missing something or is this a bug?

Modlist:

Code: Select all

angelsaddons-oresilos_0.2.2.zip
angelsaddons-pressuretanks_0.1.1.zip
angelsaddons-warehouses_0.1.3.zip
angelsbioprocessing_0.3.0.zip
angelsinfiniteores_0.5.1.zip
angelspetrochem_0.4.0.zip
angelsrefining_0.6.2.zip
angelssmelting_0.1.3.zip
Arumba_Accelerated_Start_0.14.7.zip
autofill_1.4.6.zip
bobassembly_0.14.0.zip
bobconfig_0.14.0.zip
bobelectronics_0.14.0.zip
bobenemies_0.14.0.zip
boblibrary_0.14.3.zip
boblogistics_0.14.5.zip
bobmining_0.14.0.zip
bobmodules_0.14.2.zip
bobores_0.14.0.zip
bobplates_0.14.0.zip
bobpower_0.14.0.zip
bobtech_0.14.0.zip
bobvehicleequipment_0.14.2.zip
bobwarfare_0.14.2.zip
clock_0.14.1.zip
KBlueprints_1.14.1.zip
RailTanker_1.4.0.zip
rso-mod_2.3.3.zip
SpaceMod_0.2.0.zip
usefulbyproducts_0.1.3.zip
what-is-it-used-for_1.1.5.zip
P.S. Angel, keep up the great work :D
Good catch, it had the wrong crafting category, uploading a fix.

Re: Bugs & FAQ

Posted: Wed Feb 01, 2017 12:36 am
by dsx20
Arch666Angel wrote:
dsx20 wrote:
Psawhn wrote: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,
I haven't seen a reply to this. Is it an issue or by design? Once 'Solid Fuel' is researched '2 Naphtha' for 1 Solid Fuel is significantly cheaper than the 1 Coke + 15 Naphtha via 'Oil Processing'. Perhaps the latter is designed as a voiding technique with a product?
The "regular" solid fuel recipes are re-added by some other mod, so they shouldnt be there.
Yes it turns out it was bobrevamp. Thanks Arch666Angel

Re: Bugs & FAQ

Posted: Wed Feb 01, 2017 12:48 am
by Arch666Angel
dsx20 wrote:
Arch666Angel wrote:
dsx20 wrote:
Psawhn wrote: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,
I haven't seen a reply to this. Is it an issue or by design? Once 'Solid Fuel' is researched '2 Naphtha' for 1 Solid Fuel is significantly cheaper than the 1 Coke + 15 Naphtha via 'Oil Processing'. Perhaps the latter is designed as a voiding technique with a product?
The "regular" solid fuel recipes are re-added by some other mod, so they shouldnt be there.
Yes it turns out it was bobrevamp. Thanks Arch666Angel
The latest petrochem version should also fix this issue :)

Re: Bugs & FAQ

Posted: Wed Feb 01, 2017 2:15 am
by Psawhn
Arch666Angel wrote:
dsx20 wrote:
Psawhn wrote: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,
I haven't seen a reply to this. Is it an issue or by design? Once 'Solid Fuel' is researched '2 Naphtha' for 1 Solid Fuel is significantly cheaper than the 1 Coke + 15 Naphtha via 'Oil Processing'. Perhaps the latter is designed as a voiding technique with a product?
The "regular" solid fuel recipes are re-added by some other mod, so they shouldnt be there.
Ahh, so it's intended that solid fuel is much more expensive than vanilla. Out of curiosity, why? It does feel very expensive compared to vanilla, and with its absence there's no way to convert petroleum to fuel without using coke as a seed. (And the only pure liquids -> coke recipe I can find is cracking it out of gas condensates + thermal water -- otherwise we're using coal as a seed for solid fuel.) It feels unintuitive because the world runs on oil + gas as fuel, so I feel like there should be a way to turn liquid oil into fuel in-game without piggybacking off of solid carbon first.

Well, I say "no way." You should take a look at the added bob's liquid fuel canisters. 5 Liquid fuel + 1 Empty Canister -> 1 Liquid fuel canister (150 MJ), unlocked by Barrelling. The recipe to convert 1 Fuel Oil to 1 Liquid Fuel is still in, so its energy yield is more than 10 times the conversion to solid fuel using coke.

Re: Bugs & FAQ

Posted: Wed Feb 01, 2017 4:46 am
by rathery
Hey so I updated a bunch of your mods and now I'm getting an error that wasn't there before.

error- Sprite outside of "_angelsrefining_/graphics/icons/void.png" (at 63, 63, size 1x1 of 32x32).

If I roll back refining to 0.5.5 the error goes away, I'll attach my modlist too.
error.PNG
error.PNG (107.98 KiB) Viewed 8097 times
mod-list.json
(9.8 KiB) Downloaded 155 times

Re: Bugs & FAQ

Posted: Wed Feb 01, 2017 7:34 am
by Arch666Angel
Psawhn wrote:
Arch666Angel wrote:
dsx20 wrote:
Psawhn wrote: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,
I haven't seen a reply to this. Is it an issue or by design? Once 'Solid Fuel' is researched '2 Naphtha' for 1 Solid Fuel is significantly cheaper than the 1 Coke + 15 Naphtha via 'Oil Processing'. Perhaps the latter is designed as a voiding technique with a product?
The "regular" solid fuel recipes are re-added by some other mod, so they shouldnt be there.
Ahh, so it's intended that solid fuel is much more expensive than vanilla. Out of curiosity, why? It does feel very expensive compared to vanilla, and with its absence there's no way to convert petroleum to fuel without using coke as a seed. (And the only pure liquids -> coke recipe I can find is cracking it out of gas condensates + thermal water -- otherwise we're using coal as a seed for solid fuel.) It feels unintuitive because the world runs on oil + gas as fuel, so I feel like there should be a way to turn liquid oil into fuel in-game without piggybacking off of solid carbon first.

Well, I say "no way." You should take a look at the added bob's liquid fuel canisters. 5 Liquid fuel + 1 Empty Canister -> 1 Liquid fuel canister (150 MJ), unlocked by Barrelling. The recipe to convert 1 Fuel Oil to 1 Liquid Fuel is still in, so its energy yield is more than 10 times the conversion to solid fuel using coke.
You dont need the solid fuel anymore for the rocket fuel, since it is build from the rocket fuel chain. If you compare it with vanilla, solid fuel makes coal more or less useless in the endgame, you usually have tons of it hardly using anything specially after the transition to solar. So you want uses for both of them, also you get far more oil/gas with petrochem compared to the vanilla game, even more so if you use the wood to methanol recipes from bio-processing and/or do additional coal cracking.
And you are right, I should probably do some adjustments to that recipe or remove it.
rathery wrote:Hey so I updated a bunch of your mods and now I'm getting an error that wasn't there before.

error- Sprite outside of "_angelsrefining_/graphics/icons/void.png" (at 63, 63, size 1x1 of 32x32).

If I roll back refining to 0.5.5 the error goes away, I'll attach my modlist too.
error.PNG
mod-list.json
Try deleting the crop-cache in your factorio folder, else follow what posila wrote in this thread. I will also do a change to the icon in one of the next updates.
viewtopic.php?f=185&t=40583

Re: Bugs & FAQ

Posted: Wed Feb 01, 2017 7:58 am
by husky777
Hello!

bug: vehicle "crawler" sometimes displayed under the tufts of grass

balance: cargo roboport is too small a radius of cargo delivery. a lot of space occupied by small towers expand the radius

Connect "crawler" wagon is that overlaps the next part of the train. I show it on screenshot

PS: I really liked the design of the loader. And everything else at the highest level

Re: Bugs & FAQ

Posted: Wed Feb 01, 2017 8:18 am
by husky777
blue boot loader has yellow tape

Re: Bugs & FAQ

Posted: Wed Feb 01, 2017 8:01 pm
by mcwaffles2003
getting an error when starting the game up now. looks like an error in petrochem

Re: Bugs & FAQ

Posted: Wed Feb 01, 2017 8:44 pm
by Arch666Angel
mcwaffles2003 wrote:getting an error when starting the game up now. looks like an error in petrochem
Did you also update to the latest refining?

Re: Bugs & FAQ

Posted: Wed Feb 01, 2017 8:46 pm
by mcwaffles2003
Arch666Angel wrote:
mcwaffles2003 wrote:getting an error when starting the game up now. looks like an error in petrochem
Did you also update to the latest refining?
refining is vers 0.6.4, did check for updates and everything i have is updated

Re: Bugs & FAQ

Posted: Wed Feb 01, 2017 9:22 pm
by Arch666Angel
mcwaffles2003 wrote:
Arch666Angel wrote:
mcwaffles2003 wrote:getting an error when starting the game up now. looks like an error in petrochem
Did you also update to the latest refining?
refining is vers 0.6.4, did check for updates and everything i have is updated
Thats odd. Could you post your modlist?

Re: Bugs & FAQ

Posted: Wed Feb 01, 2017 9:31 pm
by mcwaffles2003
Arch666Angel wrote:
mcwaffles2003 wrote:
Arch666Angel wrote:
mcwaffles2003 wrote:getting an error when starting the game up now. looks like an error in petrochem
Did you also update to the latest refining?
refining is vers 0.6.4, did check for updates and everything i have is updated
Thats odd. Could you post your modlist?
i did in my original post
it doesnt include the petrochem in the list as i saved the mod list file after i deleted petrochem in an attempt to get everything running again

Re: Bugs & FAQ

Posted: Wed Feb 01, 2017 10:02 pm
by mcwaffles2003
im not savy in lua specifically, frankly i know nearly nothing of it, but, in "angelsrefining_0.6.4\prototypes\angels-functions" am i right to assume

"
--CREATE CONVERTER RECIPES (PETROCHEM)
function angelsmods.functions.make_converter(fluid_name_other, fluid_name_angels)
if data.raw.fluid[fluid_name_angels] and data.raw.fluid[fluid_name_other] then
"

is where you created the make_converter function?

if so im wondering if the function is automatically implemented as a global so petrochem could use it

Re: Bugs & FAQ

Posted: Wed Feb 01, 2017 10:43 pm
by Arch666Angel
mcwaffles2003 wrote:im not savy in lua specifically, frankly i know nearly nothing of it, but, in "angelsrefining_0.6.4\prototypes\angels-functions" am i right to assume

"
--CREATE CONVERTER RECIPES (PETROCHEM)
function angelsmods.functions.make_converter(fluid_name_other, fluid_name_angels)
if data.raw.fluid[fluid_name_angels] and data.raw.fluid[fluid_name_other] then
"

is where you created the make_converter function?

if so im wondering if the function is automatically implemented as a global so petrochem could use it
The reason is that the arumbapack already has refining and petrochem inside, but they are both versions that are not up to date. So adding the stand alone mods on top of it is probably causing issues. Same goes with having the pack and parts of bobmods. So my advice would be, either play with the arumba pack and DONT download what is inside the pack again as extra mods, or get rid of the pack and get all the mods you want from the portal.

Re: Bugs & FAQ

Posted: Wed Feb 01, 2017 11:27 pm
by mcwaffles2003
Arch666Angel wrote:
mcwaffles2003 wrote:im not savy in lua specifically, frankly i know nearly nothing of it, but, in "angelsrefining_0.6.4\prototypes\angels-functions" am i right to assume

"
--CREATE CONVERTER RECIPES (PETROCHEM)
function angelsmods.functions.make_converter(fluid_name_other, fluid_name_angels)
if data.raw.fluid[fluid_name_angels] and data.raw.fluid[fluid_name_other] then
"

is where you created the make_converter function?

if so im wondering if the function is automatically implemented as a global so petrochem could use it
The reason is that the arumbapack already has refining and petrochem inside, but they are both versions that are not up to date. So adding the stand alone mods on top of it is probably causing issues. Same goes with having the pack and parts of bobmods. So my advice would be, either play with the arumba pack and DONT download what is inside the pack again as extra mods, or get rid of the pack and get all the mods you want from the portal.
hell yes dude, thank you
also, thank you again for considering my edit to the sulfuric acid recipe
keep it up, youre a badass

Re: Bugs & FAQ

Posted: Thu Feb 02, 2017 3:47 pm
by Neuromantix
Hi! What and where make processing flourine, nitric and cloric wasted water? Especially fuorine - fluorite ore and hidrofluoric acid is very rare and dificulty allocated (need MANY oil)

Re: Bugs & FAQ

Posted: Thu Feb 02, 2017 4:15 pm
by ukezi
they are the byproducts of the floatation cells.

Re: Bugs & FAQ

Posted: Thu Feb 02, 2017 4:32 pm
by Neuromantix
I know this. Need next processing (fluorine wasted water to fluorite) etc

Re: Bugs & FAQ

Posted: Thu Feb 02, 2017 6:59 pm
by ukezi
water treatment in the hydroplant like sulferic waste water