Search found 355 matches

by KiwiHawk
Wed Jul 01, 2026 1:11 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3817
Views: 2546465

Re: Development and Discussion

When it is ready! Soon™
by KiwiHawk
Sat Jun 27, 2026 11:51 am
Forum: Documentation Improvement Requests
Topic: [2.1.8] fluid.draw_as_glow not working
Replies: 0
Views: 159

[2.1.8] fluid.draw_as_glow not working

It seems fluid.draw_as_glow does nothing.
https://lua-api.factorio.com/latest/prototypes/FluidPrototype.html#draw_as_glow

06-27-2026, 23-46-42.png

After some experimentation, I found that it only works if expansion shaders feature flag is enabled.
https://lua-api.factorio.com/latest/types ...
by KiwiHawk
Wed Jun 24, 2026 10:48 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3955
Views: 2420686

Re: Bugs & FAQ

Ektoer wrote: Wed Jun 24, 2026 6:20 am "Angel's Space Age Compatibility" is the one that crashes...
Yes, you are correct. There are multiple posts on it's mod portal page alerting the mod dev that they need to update their mod.
by KiwiHawk
Wed Jun 17, 2026 6:52 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3955
Views: 2420686

Re: Bugs & FAQ


I'm running Angel's Petrochem together with Space Age and Scrappy Chemistry (using the remix recipes).

Several recipes from Scrappy Chemistry appear to become inaccessible because they are attached to the vanilla sulfur-processing technology, while Angel's replaces that technology with angels ...
by KiwiHawk
Wed Jun 17, 2026 5:54 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3955
Views: 2420686

Re: Bugs & FAQ


I think this is there since the early days of the mod: wood-sawing-2 and 3 are just more expensive than the first recipe in every perspective. Alone the grindstone is more expensive in iron plates than the additional amount of sawblades you need for wood-sawing-1 lat alone the horrible long ...
by KiwiHawk
Tue Jun 09, 2026 4:45 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3955
Views: 2420686

Re: Bugs & FAQ


I have this problem too and the thing is then i switch off angel's petrochem problem disapears, so .. And only mods which need petrochem are other angel's mods, so or it's petrochem or some other angel's mod is broken


Are all of your mods up to date? If they are, then I promise it isn't one of ...
by KiwiHawk
Mon Jun 08, 2026 8:19 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3955
Views: 2420686

Re: Bugs & FAQ

wanne wrote: Mon Jun 08, 2026 4:56 am Is there a reason why angels-bio-wood-processing-2 requires angels-coal-processing?
More thematic than anything. They both unlock recipes for carbon.
by KiwiHawk
Mon Jun 08, 2026 8:10 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3955
Views: 2420686

Re: Bugs & FAQ


I'm getting a conflict on load with quality after updating my mods, any thoughts on what might be causing this?


Angel's mods used to add their own Sulfuric Acid. Now they use the base game fluid instead (better for mod compatibility). You have a mod which is still assuming the old fluid exists ...
by KiwiHawk
Thu Jun 04, 2026 4:26 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3955
Views: 2420686

Re: Bugs & FAQ


Some things that have been migrated/converted are broken in my generic train signals


I've reported this to Wube as a base game bug. Migrations aren't replacing rich text in train stop names. No idea if they will accept it as bug or just say "That is how it works". We'll see. https://forums ...
by KiwiHawk
Thu Jun 04, 2026 4:18 am
Forum: Not a bug
Topic: [2.0.77] JSON migration not updating rich text
Replies: 1
Views: 191

[2.0.77] JSON migration not updating rich text

Rich text (e.g. in station names) is not being updated by .JSON migrations. Should it be?
06-04-2026, 16-14-23.png
06-04-2026, 16-14-23.png (28.43 KiB) Viewed 191 times

Code: Select all

{
  "item":
  [
    ["bob-tungsten-ore", "tungsten-ore"]
  ]
}
I would have expected the station name to be updated.
by KiwiHawk
Wed Jun 03, 2026 12:38 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3817
Views: 2546465

Re: Development and Discussion


1) appears to delete stone ore from Gleba (patch controls missing from world generation screen), likely from whatever prototype just deleted all the ore controls from the map settings screen prior to implementing angel's own ore controls. Reconsider the implementation of this to either 'strictly ...
by KiwiHawk
Tue Jun 02, 2026 11:38 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3955
Views: 2420686

Re: Bugs & FAQ


After updating my mods from the Angelbob modpack to the latest version, I'm getting the following error upon trying to load my save :

...

I am not quite sure what caused this behavior in the first place, I did have some trains waiting for logistics in their fuel slots during my migration, but ...
by KiwiHawk
Tue Jun 02, 2026 8:06 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3817
Views: 2546465

Re: Development and Discussion


Hello KiwiHawk,

firstly thanks for maintaining Angels and Bobs mods.
Since the update of June 1st I get the following error when starting the game:

Failed to load mods: Cycle in technology tree detected.

Any help for me or do I have to let go of my 200-ish hours of AngelBobs playthrough?
Thanks ...
by KiwiHawk
Mon Jun 01, 2026 7:36 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3817
Views: 2546465

Re: Development and Discussion


The Problem is the basic Glass Recipe. Instead of a working recipe with Silicon in a stone furnace 'baked' into glass, the name is 'Something went wrong (Recipe)' and the Silicon can not added as Ingredient into the furnace. Checked right after starting new game with Helmod enabling hidden and ...
by KiwiHawk
Fri May 15, 2026 1:44 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3817
Views: 2546465

Re: Development and Discussion


hello dev of angel's mod i was trying to get your mod and space is fake + to work together with simple seablock so i can make a seablock esq modpack for my self but your mod and space is fake have a error occur i would love if these 2 could work together


I'm working on updating the actual Sea ...
by KiwiHawk
Thu May 07, 2026 1:13 pm
Forum: Bug Reports
Topic: Factoriopedia not showing fluid fuels
Replies: 1
Views: 286

Re: Factoriopedia not showing fluid fuels

To clarify, if the entity is filtered to only accept a single fluid, then this is displayed.
05-08-2026, 01-11-46.png
05-08-2026, 01-11-46.png (378.97 KiB) Viewed 262 times
However when there is no filter, no fluids are displayed. I would expect all fluids with a fuel value to be listed here.
by KiwiHawk
Thu May 07, 2026 12:43 pm
Forum: Bug Reports
Topic: Factoriopedia not showing fluid fuels
Replies: 1
Views: 286

Factoriopedia not showing fluid fuels

Entities which consume fluid fuel just list the amount, not the accepted fluids.
05-08-2026, 00-42-39.png
05-08-2026, 00-42-39.png (339.51 KiB) Viewed 286 times
Compare this with a boiler
05-08-2026, 00-42-59.png
05-08-2026, 00-42-59.png (319.94 KiB) Viewed 286 times
Or the flamethrower turret
05-08-2026, 00-43-13.png
05-08-2026, 00-43-13.png (326.61 KiB) Viewed 286 times
by KiwiHawk
Thu May 07, 2026 12:30 pm
Forum: Implemented Suggestions
Topic: Show `Obtained by launching X` in Factoriopedia
Replies: 3
Views: 775

Re: Show `Obtained by launching X` in Factoriopedia

boskid wrote: Thu May 07, 2026 12:26 pm How is this different from 133226 ?
It is the same. I didn't see the other post sorry! (Different sub forum). Glad to hear that this is implemented for 2.1 !! 🥳
by KiwiHawk
Thu May 07, 2026 6:11 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3817
Views: 2546465

Re: Development and Discussion


Space Age issues:


Angel's mods don't pretend to be compatible with Space Age. The only reason why I haven't marked Space Age as incompatible is that would prevent someone else from making a compatibility mod.

Having said that, I'll have a look at the stone removal and see how simple it is to ...

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