Migrated the Refining mod to its own Thread, updated to
---0.1.4
-added recipe to turn crushed stone into mineral sludge
-added water treatment recipe to yield YI contaminated water
-added individual icons for slag processing recipes
Tried to drop this one with a fuckton of other mods. Got crashes at startup (Factorio 0.12.29, angelsrefining 0.1.4):
Vanilla starts up fine.
If you put bobsores, you have to put angelsinfiniteores, else crash.
With boblibrary 0.12.3 + bobores 0.12.7 + bobconfig 0.12.2
Error in assignID, resource-category with name 'angels-fissure' does not exist.
Offending line: thermal-extractor.lua 19. Looks like a hidden dependency on angelsinfiniteores.
This is me hunting the source of the crashes and just finding a fuckton of hidden dependencies. Essentially, if you put bobmods, you better put almost all of them.
With boblibrary 0.12.3 + bobores 0.12.7
__angelsrefining__/data.lua:30:
...prototypes/recipes/angels-ores-refining-intermediate.lua:462: attempting to index field 'config' (a nil value)
Faerindel wrote:Tried to drop this one with a fuckton of other mods. Got crashes at startup (Factorio 0.12.29, angelsrefining 0.1.4):
Vanilla starts up fine.
If you put bobsores, you have to put angelsinfiniteores, else crash.
With boblibrary 0.12.3 + bobores 0.12.7 + bobconfig 0.12.2
Error in assignID, resource-category with name 'angels-fissure' does not exist.
Offending line: thermal-extractor.lua 19. Looks like a hidden dependency on angelsinfiniteores.
This is me hunting the source of the crashes and just finding a fuckton of hidden dependencies. Essentially, if you put bobmods, you better put almost all of them.
With boblibrary 0.12.3 + bobores 0.12.7
__angelsrefining__/data.lua:30:
...prototypes/recipes/angels-ores-refining-intermediate.lua:462: attempting to index field 'config' (a nil value)
Error in assignID, fluid with name 'chlorine' does not exist.
Offending line angels-water-treatment.lua 92. Hidden dependency on bobplates, I suppose.
First off: Why would you use bobores and no bobplates? What is it you want to achieve by that?
Second: (Quote from the description)
Has two modes depending on the mods active:
-Base game (no bobmods): Will change the output of the Iron and Copper fields to a raw ore which has to be refined before it can be smelted to plates
-Bobmods (can be combined with YuokiOres and Uranium Power Ores at the moment): All the ores (from base/bobs/YI/UP) will be replaced by 6 new ores and a patch resource, from which you have to refine the individual mods ores.
I won't add variants for all possible combinations of bobmods there are, it might work without the electronics and without the enemies/warfare mod (not tested), but that's it.
Third: Why not make it hard dependency? Because there is also the vanilla mode, why should it require bobmods then.
Yeah, bobores without bobplates doesn't make much sense. I was putting in mod by mod trying to isolate the cause. Got bored after finding the dependency on bobelectronics.
The issue was trying to put just angelsrefining and bobmods without angelsinfiniteores.
Faerindel wrote:Yeah, bobores without bobplates doesn't make much sense. I was putting in mod by mod trying to isolate the cause. Got bored after finding the dependency on bobelectronics.
The issue was trying to put just angelsrefining and bobmods without angelsinfiniteores.
its either vanilla and refining or bobmods + my ore mod + refining mod sry about that, but my refining wouldn't make much sense without the reduced ore count, I don't even really like my take on refining for the base game, it was just relatively easy to add that, since I already had most of the icons, recipes etc setup from prior experimenting around. Sry to disappoint you there. Why wouldn't you want to use the angelsinfiniteores?
Okey the bobores is conflicting with angles mods and so i got this error, but the all 2 mos have dependecy to bobores !!! may u mean that depedency to older versions of bob mods?
aklesey1 wrote:Error when launch
Error in assignID, resource-category with name 'angels-fissure' does not exist
Factorio 0.12.33 Steam
Mods
all bob mods - latest versions
Extrachests
Biofarm
K&L Inserters
Smart Circurtry
Speedbuttons
__________
When i launch factorio only with this mod there no launch erros
You need angelsores for that to run
Edit: I changed the description to make it more clear that if you want to run refining with bobmods you also need angelsinfinite ores. If that isn't enough I might consider removing the base game part and make it a hard dependency.
Is it intended that the burner crusher be usable from the start of the game? At the moment it's available and you start with one, but no recipes are available to use in it.
BlakeMW wrote:Is it intended that the burner crusher be usable from the start of the game? At the moment it's available and you start with one, but no recipes are available to use in it.
I'm beginning the flotation cell phase of refining and getting oil to mass production and just noticed that I don't see any fissures. Are they super rare with RSO turned on? What color are they on the map? Additionally I see a lot of oil around compared to my usual runs, I'm wondering if somehow the game replaces the fissures with oil.
johnnyBgoode wrote:I'm beginning the flotation cell phase of refining and getting oil to mass production and just noticed that I don't see any fissures. Are they super rare with RSO turned on? What color are they on the map? Additionally I see a lot of oil around compared to my usual runs, I'm wondering if somehow the game replaces the fissures with oil.
Which version of RSO you are using?
You should not see a lot of oil with RSO so I'm not sure what might be going on. Looking at config file fissures have vary low spawn chance so might be hard to find.
There is also quite handy work in progress mod called Prospect that can help you find resources - I'm not sure if it supports angels ores.
johnnyBgoode wrote:I'm beginning the flotation cell phase of refining and getting oil to mass production and just noticed that I don't see any fissures. Are they super rare with RSO turned on? What color are they on the map? Additionally I see a lot of oil around compared to my usual runs, I'm wondering if somehow the game replaces the fissures with oil.
Which version of RSO you are using?
You should not see a lot of oil with RSO so I'm not sure what might be going on. Looking at config file fissures have vary low spawn chance so might be hard to find.
There is also quite handy work in progress mod called Prospect that can help you find resources - I'm not sure if it supports angels ores.
I'm using RSO 1.5.6
Screen capped a section of the map with a lot of oil.
johnnyBgoode wrote:I'm beginning the flotation cell phase of refining and getting oil to mass production and just noticed that I don't see any fissures. Are they super rare with RSO turned on? What color are they on the map? Additionally I see a lot of oil around compared to my usual runs, I'm wondering if somehow the game replaces the fissures with oil.
Which version of RSO you are using?
You should not see a lot of oil with RSO so I'm not sure what might be going on. Looking at config file fissures have vary low spawn chance so might be hard to find.
There is also quite handy work in progress mod called Prospect that can help you find resources - I'm not sure if it supports angels ores.
I'm using RSO 1.5.6
Screen capped a section of the map with a lot of oil.
Oil.PNG
The 3 orange squares above your oil train station are fissures.