Krastorio 2


An overhaul mod focusing on end-game technologies and moderately increased complexity.

Overhaul
6 months ago
0.18 - 1.1
303K
Transportation Logistics Trains Combat Armor Mining Fluids Logistic network Manufacturing Power Storage

g Dirty water is not seen in the production window

3 years ago
(updated 3 years ago)

Production and consumption of dirty water is not showing up in the production window's fluids tab

Dirty water is being consumed by filtration plants:
https://i.imgur.com/OvjDmK7.png

Dirty water (the fluid itself) does not seem to be modified by other mods:
https://i.imgur.com/Faet4jO.png

Mod list:
AtomicArtillery = "0.2.1",
Bluegistics = "0.1.5",
Booktorio = "1.5.2",
ClosestFirst = "0.18.2",
Construction_Drones = "0.6.11",
Dectorio = "0.10.9",
DoubleSpeedBelts = "0.4.4",
DragonIndustries = "1.18.18",
["Edit-Blueprints"] = "0.1.7",
FARL = "4.0.7",
FNEI = "0.3.4",
FluidMustFlow = "1.2.9",
Geothermal = "1.18.15",
Honk = "4.1.0",
Krastorio2 = "1.0.7",
LTN_screensaver = "0.18.6",
LandfillEverything = "0.18.1",
LogisticTrainNetwork = "1.14.6",
LtnManager = "0.3.8",
NightvisionToggles = "1.0.3",
Noxys_Extra_Settings_Info = "0.3.0",
Noxys_Trees = "0.3.1",
OSHA_BotRecaller = "0.1.3",
OpteraLib = "0.2.1",
Prospector = "1.0.26",
QueueToFrontNG = "0.18.2",
RenaiTransportation = "0.6.2",
Robot256Lib = "0.18.8",
["Rocket-Silo-Construction"] = "1.0.25",
SchallRecipeScaling = "0.18.3",
SchallVirtualSignal = "0.18.2",
SmartArtilleryWagons = "0.3.0",
Spider_Control = "0.3.5",
TacticalConstruction = "0.2.4",
TheFatController = "5.0.5",
TimeTools = "2.0.41",
TrainNetworkForPlayers = "0.11.2",
UI_Hotkeys = "0.3.3",
VehicleSnap = "1.18.3",
VehicleWagon2 = "3.0.7",
WaterTurret = "1.0.1",
WireShortcuts = "0.4.4",
["aai-industry"] = "0.4.23",
["aai-signal-transmission"] = "0.3.22",
["alien-biomes"] = "0.5.8",
["alien-biomes-hr-terrain"] = "0.5.1",
always_red_rail_signal = "0.18.1",
base = "1.0.0",
["bullet-trails"] = "0.5.1",
conman = "0.18.4",
factoryplanner = "1.0.11",
fcpu = "0.3.16",
flib = "0.5.0",
gvv = "0.3.6",
howfardiditgo = "0.18.0",
informatron = "0.1.14",
jetpack = "0.1.25",
["manual-inventory-sort"] = "2.2.4",
["nixie-tubes"] = "0.18.5",
["power-grid-comb"] = "0.18.1",
pushbutton = "0.18.2",
recipeid = "0.18.1",
robot_attrition = "0.4.4",
signalstrings = "0.18.1",
["space-exploration"] = "0.4.30",
["space-exploration-graphics"] = "0.4.3",
["space-exploration-hr-graphics"] = "0.4.1",
["space-exploration-postprocess"] = "0.4.8",
stdlib = "1.4.5",
["stringy-train-stop"] = "0.18.0",
["walls-block-spitters"] = "0.5.1"

3 years ago

This appears intentional, for some reason the water/dirty water used in other processes is marked as "catalyst" and therefore not counted in the production stats, presumably because it's only a byproduct?

3 years ago

that's right, fluid ingredients can have a catalyst_amount property that makes this many of fluids from the ingredient to not be counted in the stats,
https://wiki.factorio.com/Types/FluidIngredientPrototype

and water in the enriched ore recipes is set up as a catalyst
https://i.imgur.com/3pK8aNo.png

Well, then it's not a bug, I guess. But what could I do to know how much dirty water is produced? I need it for base-debugging purposes. It seems like if less water would be returned to smelters after dirty water being cleaned, and I needed to set up an offshore pump to the filtering facility. I have dedicated trains for this purpose, so water shouldn't be able to get transported to other parts of the base (not that I noticed such behavior)

3 years ago

I just always add an offshore pump along with a top-up valve from the Flow Control mod, so if there's ever not enough water the pump will supply it, but won't oversupply. Normally it's only needed when I remove entities though and some (dirty) water is lost. A top-up valve connected to a water tank would probably also work if this event is rare enough.

3 years ago

I already have a pump that's limited with circuitry, but hiding the symptom might not be the best solution.
Maybe I organized my smelters or filters badly and fluid gets to where it shouldn't, or maybe it's a bug, and if so then at least I would know not to use fluid must flow (or some other feature) for non-endless fluids.
Also, My dirty water pickup is a bit complicated, because it's a double station for also dropping off clean water, so even that could be the source of the problem through some weird glitch