Search found 355 matches
- Wed Jul 01, 2026 1:11 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3817
- Views: 2546550
Re: Development and Discussion
When it is ready! Soon™
- 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 ...
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 ...
- Wed Jun 24, 2026 10:48 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3955
- Views: 2420794
Re: Bugs & FAQ
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.
- Wed Jun 17, 2026 6:52 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3955
- Views: 2420794
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 ...
- Wed Jun 17, 2026 5:54 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3955
- Views: 2420794
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 ...
- Tue Jun 09, 2026 4:45 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3955
- Views: 2420794
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 ...
- Mon Jun 08, 2026 8:19 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3955
- Views: 2420794
Re: Bugs & FAQ
More thematic than anything. They both unlock recipes for carbon.wanne wrote: Mon Jun 08, 2026 4:56 am Is there a reason why angels-bio-wood-processing-2 requires angels-coal-processing?
- Mon Jun 08, 2026 8:10 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3955
- Views: 2420794
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 ...
- Thu Jun 04, 2026 4:26 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3955
- Views: 2420794
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 ...
- 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?
I would have expected the station name to be updated.
Code: Select all
{
"item":
[
["bob-tungsten-ore", "tungsten-ore"]
]
}
- Wed Jun 03, 2026 12:38 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3817
- Views: 2546550
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 ...
- Tue Jun 02, 2026 11:38 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3955
- Views: 2420794
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 ...
- Tue Jun 02, 2026 8:06 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3817
- Views: 2546550
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 ...
- Mon Jun 01, 2026 7:36 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3817
- Views: 2546550
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 ...
- Fri May 15, 2026 1:44 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3817
- Views: 2546550
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 ...
- 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.
However when there is no filter, no fluids are displayed. I would expect all fluids with a fuel value to be listed here.
However when there is no filter, no fluids are displayed. I would expect all fluids with a fuel value to be listed here.
- 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.
Compare this with a boiler
Or the flamethrower turret
Compare this with a boiler
Or the flamethrower turret
- Thu May 07, 2026 12:30 pm
- Forum: Implemented Suggestions
- Topic: Show `Obtained by launching X` in Factoriopedia
- Replies: 3
- Views: 775
- Thu May 07, 2026 12:24 pm
- Forum: Implemented Suggestions
- Topic: Show `Obtained by launching X` in Factoriopedia
- Replies: 3
- Views: 775
- Thu May 07, 2026 6:11 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3817
- Views: 2546550
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 ...