Search found 24 matches
- Wed Jul 20, 2022 11:48 am
- Forum: Gameplay Help
- Topic: please do not use floating point value in Factorio
- Replies: 29
- Views: 11294
Re: please do not use floating point value in Factorio
That said, this should have no bearing on jooe's report as their system is producing ~100 fluid per second.
I'm sorry for being confused myself, production was only 100/m, so that is well within the range of the tests atomizer did.
The 99% loss might have been when there were still some tanks ...
- Mon Jul 18, 2022 8:57 am
- Forum: Gameplay Help
- Topic: please do not use floating point value in Factorio
- Replies: 29
- Views: 11294
Re: please do not use floating point value in Factorio
Sorry to necro an old thread, but I am experiencing a very similar problem.
Having a long pipe connection (> 500 pipes or more) while the pipes are almost empty causes an extremely high loss of fluids.
In production graphics, while producing ~100 units/second, consumption was staying around 1 units ...
Having a long pipe connection (> 500 pipes or more) while the pipes are almost empty causes an extremely high loss of fluids.
In production graphics, while producing ~100 units/second, consumption was staying around 1 units ...
- Sat Mar 30, 2019 11:48 am
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 103402
Re: [MOD 0.16] MadClown01's Processing
Just thought I'd drop a short message that the problem I mentioned before has been fixed by Earendel (quite a while ago). Alien Biomes in its current version is now using less noise layers so they are available for other mods (like this one).
- Wed Mar 27, 2019 5:58 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1594444
Re: Bugs & FAQ
Thank you @Angel for the quick fix! 
Your mod collection makes the game a 1000 times more interesting

Your mod collection makes the game a 1000 times more interesting

- Wed Mar 27, 2019 2:32 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1594444
Re: Bugs & FAQ
Apparently for whatever reason in a running (0.17) game, the required fluid for the infinite ores does not get set correctly.
I have petrochem and acids for mining enabled, though the required fluid is (basegame) sulfuric-acid on all infinite patches (including coal), while it should actually be ...
I have petrochem and acids for mining enabled, though the required fluid is (basegame) sulfuric-acid on all infinite patches (including coal), while it should actually be ...
- Sun Mar 17, 2019 8:18 am
- Forum: Mods
- Topic: [MOD 0.13] Time Tools (& Clock Combinator)
- Replies: 100
- Views: 80092
Re: [MOD 0.13] Time Tools (& Clock Combinator)
Thanks @savisitor15 for trying to update - you forgot to change the paths when renaming though ...
made it work 
Code: Select all
s/__TimeTools__/__TimeToolsContinued__/g

- Fri Mar 15, 2019 1:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.12] Bitters evolving too fast
- Replies: 8
- Views: 3710
Re: [0.17.12] Bitters evolving too fast
Yeah, that would be great, have it at 100% as normal value, and be able to adjust it in a wide range (e.g. 1% - 10 000%)kovarex wrote: Fri Mar 15, 2019 10:21 am Since the values are kind of magic anyway, we could probably just show percent modifier of the default values in the gui.
- Fri Mar 15, 2019 9:48 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.12] Bitters evolving too fast
- Replies: 8
- Views: 3710
Re: [0.17.12] Bitters evolving too fast
It is not only a problem on migrating old saves, also the scale is shifted so much that even setting the factor to 1 is too much on a modded game.
(As production lines are much more complicated, they will unavoidably emit much more pollution than in a vanilla game even with the normalized pollution ...
(As production lines are much more complicated, they will unavoidably emit much more pollution than in a vanilla game even with the normalized pollution ...
- Tue Mar 12, 2019 6:12 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
- Replies: 133
- Views: 95220
Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
As written in the other thread (just realised I was writing in the wrong place ...) there is an incompatibility with alien biomes.
With a lot of friendly help from that mod's author Earendel I was able to find out that probably the number of additional noise layers is above some hard limit. I'm ...
With a lot of friendly help from that mod's author Earendel I was able to find out that probably the number of additional noise layers is above some hard limit. I'm ...
- Tue Mar 12, 2019 4:58 pm
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 103402
Re: [MOD 0.16] MadClown01's Processing
I asked Earendel, the author of alien biomes, if he had an idea about the problem mentioned above. Here is what he wrote:
My mod doesn't affect resource or biter placement at all. I actually make a point of that when people ask for things like resources restricted to biomes. Other people are free ...
My mod doesn't affect resource or biter placement at all. I actually make a point of that when people ask for things like resources restricted to biomes. Other people are free ...
- Tue Mar 12, 2019 1:24 pm
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 103402
Re: [MOD 0.16] MadClown01's Processing
tl;dr: Incompatibility with alien-biomes, "Error AppManager.cpp:606: Value outside of range in property tree at ROOT.arguments[1].arguments[1].arguments.seed1.literal_value"
Hi everybody,
I know that we should not actually use the updated MadClown's mods yet, as the dependency Angel's Bio ...
Hi everybody,
I know that we should not actually use the updated MadClown's mods yet, as the dependency Angel's Bio ...
- Fri Mar 01, 2019 6:13 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 150386
Re: [MOD 0.14] Alien Biomes
I've had this happen "solely" with AngelBobs and Alien Biomes + Dectorio, while adding Asphalt Roads.
(I decided to ditch Asphalt Roads.)
IIRC there's a setting available removing unused (vanilla?) terrain that should help with that ?
(I haven't tried it as it was an ongoing game, and I din't care ...
- Tue Feb 26, 2019 5:31 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 184718
Re: Friday Facts #283 - Prepare to Launch
So all that reloading had some use. Thanks @Fedorrro for telling me, as apparently everybody else has become somehow suddenly very silent ;)
I just wanted to say a big thanks to the developers for everything they've probably been through those last days and even more for everything they will be ...
I just wanted to say a big thanks to the developers for everything they've probably been through those last days and even more for everything they will be ...
- Fri Mar 02, 2018 12:11 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 265
- Views: 127534
Re: [MOD 0.16] Bulk Rail Loaders
I'd suggest to add geodes from Angel's Refining
That's:
Thank you for the nice mod 
That's:
Code: Select all
"^geode%-"

- Wed Jan 24, 2018 6:35 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 150386
Re: [MOD 0.14] Alien Biomes
I can't recreate the problem. I've checked the code and the only thing in data.raw that it changes with/without the hr mod is whether or not a high res texture file is specified, nothing else changes. I guess having the mod there might change the load order of something so maybe a different mod ...
- Tue Jan 23, 2018 2:31 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 150386
Re: [MOD 0.14] Alien Biomes
Problem: Disabling Alien Biomes High-Res Terrain makes me go over 255 tile limit and breaks save game
I am playing a heavily modded game which includes Alien Biomes and the Alien Biomes High-Res Terrain (I somehow thought that would look nicer ...)
Now as I cannot really play in high-res anyways ...
I am playing a heavily modded game which includes Alien Biomes and the Alien Biomes High-Res Terrain (I somehow thought that would look nicer ...)
Now as I cannot really play in high-res anyways ...
- Sat Jan 20, 2018 7:12 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 150386
Re: [MOD 0.14] Alien Biomes
Problem: Disabling Alien Biomes High-Res Terrain makes me go over 255 tile limit and breaks save game
I am playing a heavily modded game which includes Alien Biomes and the Alien Biomes High-Res Terrain (I somehow thought that would look nicer ...)
Now as I cannot really play in high-res anyways ...
I am playing a heavily modded game which includes Alien Biomes and the Alien Biomes High-Res Terrain (I somehow thought that would look nicer ...)
Now as I cannot really play in high-res anyways ...
- Tue Jan 02, 2018 5:11 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1594444
Re: Bugs & FAQ
I get a reproducible crash at factorio startup with new angelsbioprocessing 0.5.0 (alpha) in combination with Wormmus Config.
Error Util.cpp:49: Value can't be saved in property tree at ROOT.recipe.temperate-1-seed.ingredients[0].type
stack traceback:
(Note: There is no stack traceback in the log ...
Error Util.cpp:49: Value can't be saved in property tree at ROOT.recipe.temperate-1-seed.ingredients[0].type
stack traceback:
(Note: There is no stack traceback in the log ...
- Tue Jun 20, 2017 5:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.21] Crash on loading save: "LuaEventDispatcher::run<InputAction>"
- Replies: 3
- Views: 2940
Re: [15.21] Crash on loading save: "LuaEventDispatcher::run<InputAction>"
Your working speed is amazing. Thanks! 
Just in case you still need it, you'll find the relevant mod attached. It has lot of dependencies to get it working though.
BTW I tried to reproduce the crash on a later save and it did not crash - it did not even throw an error.

Just in case you still need it, you'll find the relevant mod attached. It has lot of dependencies to get it working though.
BTW I tried to reproduce the crash on a later save and it did not crash - it did not even throw an error.
- Tue Jun 20, 2017 1:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.21] Crash on loading save: "LuaEventDispatcher::run<InputAction>"
- Replies: 3
- Views: 2940
[15.21] Crash on loading save: "LuaEventDispatcher::run<InputAction>"
Factorio crashes on loading after activating a new mod (Angel's Smelting Extended), right after the migration.
Game is heavily modded, see the attached logfile.
Snippet of crash log:
221.735 Crashed in D:\Spiele\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe (0x00007ff72db80000 ...
Game is heavily modded, see the attached logfile.
Snippet of crash log:
221.735 Crashed in D:\Spiele\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe (0x00007ff72db80000 ...