Search found 24 matches

by jooe
Wed Jul 20, 2022 11:48 am
Forum: Gameplay Help
Topic: please do not use floating point value in Factorio
Replies: 29
Views: 10324

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 in th...
by jooe
Mon Jul 18, 2022 8:57 am
Forum: Gameplay Help
Topic: please do not use floating point value in Factorio
Replies: 29
Views: 10324

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/...
by jooe
Sat Mar 30, 2019 11:48 am
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 97119

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).
by jooe
Wed Mar 27, 2019 5:58 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1410796

Re: Bugs & FAQ

Thank you @Angel for the quick fix! :)
Your mod collection makes the game a 1000 times more interesting :)
by jooe
Wed Mar 27, 2019 2:32 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1410796

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 (an...
by jooe
Sun Mar 17, 2019 8:18 am
Forum: Mods
Topic: [MOD 0.13] Time Tools (& Clock Combinator)
Replies: 100
Views: 75469

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Thanks @savisitor15 for trying to update - you forgot to change the paths when renaming though ...

Code: Select all

s/__TimeTools__/__TimeToolsContinued__/g
made it work :)
by jooe
Fri Mar 15, 2019 1:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.12] Bitters evolving too fast
Replies: 8
Views: 3474

Re: [0.17.12] Bitters evolving too fast

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.
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%)
by jooe
Fri Mar 15, 2019 9:48 am
Forum: Resolved Problems and Bugs
Topic: [0.17.12] Bitters evolving too fast
Replies: 8
Views: 3474

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 ...
by jooe
Tue Mar 12, 2019 6:12 pm
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Replies: 133
Views: 89862

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 stil...
by jooe
Tue Mar 12, 2019 4:58 pm
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 97119

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 to...
by jooe
Tue Mar 12, 2019 1:24 pm
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 97119

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 ...
by jooe
Fri Mar 01, 2019 6:13 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 140388

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 d...
by jooe
Tue Feb 26, 2019 5:31 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 171425

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 goin...
by jooe
Fri Mar 02, 2018 12:11 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 265
Views: 117079

Re: [MOD 0.16] Bulk Rail Loaders

I'd suggest to add geodes from Angel's Refining
That's:

Code: Select all

"^geode%-"
Thank you for the nice mod :)
by jooe
Wed Jan 24, 2018 6:35 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 140388

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 add...
by jooe
Tue Jan 23, 2018 2:31 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 140388

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 be...
by jooe
Sat Jan 20, 2018 7:12 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 140388

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 be...
by jooe
Tue Jan 02, 2018 5:11 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1410796

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, I...
by jooe
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: 2711

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.
by jooe
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: 2711

[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 - 0x00007ff72ed...

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