Search found 16 matches

by joemcguiregaming
Sun Apr 19, 2020 12:54 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1405405

Re: Bugs & FAQ

For showing the internal name open the debug menu (F4) and select "show-debug-info-tooltip". Then when you hover over an item it shows some debug info with the internal name. (for the tech, items and basicly anything). Will be going through the save to see what/where it breaks. Hopefully ...
by joemcguiregaming
Sat Apr 18, 2020 11:57 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1405405

Re: Bugs & FAQ

Sorry for not being explicit enough. Its like king said: you have to go through the tech tree to see which dependencies are still there and are probably disabled. This is shown as a greyed out tech. We prefer if you could give us a screen shot of it. Since it might be a conflict with another mod, i...
by joemcguiregaming
Sat Apr 18, 2020 4:04 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1405405

Re: Bugs & FAQ

Try this one. /c for _,tech in pairs(game.forces.player.technologies) do tech.visible_when_disabled = true end The ; after true is probably the issue in the og code. It runs without an error, but nothing happens. Is it meant to print to screen? Which would suggest there aren't any, which can't be t...
by joemcguiregaming
Sat Apr 18, 2020 3:52 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1405405

Re: Bugs & FAQ

You might be able to figure out which research is missing when you run the following code on your save: /c for _,tech in pairs(game.forces.player.technologies) do tech.visible_when_disabled = true; end This shows all the disabled techs. The dependencies should show however. Edit: Ok I think i didn'...
by joemcguiregaming
Wed Apr 15, 2020 11:15 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1405405

Re: Bugs & FAQ

Both Alien Bio Processing 2 and Advanced Steel Smelting 2 are un-researchable, saying that all requisite technologies haven't been unlocked but this is untrue. I was able to (temporarily) correct the Alien one by using the console, but the name for advanced steel doesn't seem to match the zip file l...
by joemcguiregaming
Mon Apr 13, 2020 2:33 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1405405

Re: Bugs & FAQ

The recipe 'Urea Synthesis' seems to be missing. It's a disabled option in FNEI but there's no corresponding technology to unlock it, but I assume it's meant to exist but perhaps only unlocks with A Industries? I'm running all A mods except Industries and no Bobs. My only path to make fertilizer is ...
by joemcguiregaming
Sat Apr 11, 2020 6:28 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1405405

Re: Bugs & FAQ

Hello again, Understandably it's very difficult to keep recipes/techs consistent across several mods so some will fall through the cracks. These are the missings/or misunderstandings I've found so far: Ceramic Filters - Alumina does not exist to make them. Luckily it seems that Ceramic filters are j...
by joemcguiregaming
Tue Apr 07, 2020 1:31 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1405405

Re: Bugs & FAQ

Ah that's fair, persistent bugs are never fun. I think though that perhaps I'm also today's contributor to the maxim 'You cannot make things idiot proof, only idiot resistant', as when I read in the description for Refining that it gives you the option for vanilla, angels or A+B I assumed this was a...
by joemcguiregaming
Tue Apr 07, 2020 11:26 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1405405

Re: Bugs & FAQ

Hello, Wanted to try out adding angels to my gameplay but I'm coming across the error of missing rubyte and bobmonium. Mod settings has them as options for starting location spawning, but when starting a new game they are missing from the map generation settings, they do not spawn, I'm getting recip...
by joemcguiregaming
Sat Apr 04, 2020 2:56 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 585771

Re: [MOD 0.14] AAI Programmable Vehicles

Awesome that clears that up, I was about to re-install the vehicle wagon mod because I knew that removed the AI status of aai vehicles. Now on to positional beacons, can someone explain their use case? Because I assumed you placed them down as path waypoints but that clearly isn't the case. It makes...
by joemcguiregaming
Thu Apr 02, 2020 11:29 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 585771

Re: [MOD 0.14] AAI Programmable Vehicles

Is it not possible to convert AI Miners to higher tiers? They themselves are not used in the recipes of higher AI tiers and I haven't figured out a way to remove their AI status. Seems like such a waste to build AI miners (their intended function) when they will be useless once you have higher tiers...
by joemcguiregaming
Tue Mar 24, 2020 5:07 pm
Forum: Bob's mods
Topic: Is there a console command to remove alien artifacts from the ground?
Replies: 2
Views: 2336

Re: Is there a console command to remove alien artifacts from the ground?

Oh I didn't realise the start up settings could be changed out of game, I thought they were like for the initial map generation.

This has sorted it thanks :), I also grabbed the Loot Crate mod and cleared out all the artifacts so I no longer get slow down.
by joemcguiregaming
Mon Mar 23, 2020 1:15 am
Forum: Bob's mods
Topic: Is there a console command to remove alien artifacts from the ground?
Replies: 2
Views: 2336

Is there a console command to remove alien artifacts from the ground?

My game is starting to have significant fps slowdowns during biter attacks because there are SO many alien artifacts on the ground. I didn't know about the option to restrict their drops to spawners but it's only a startup setting so I was hoping there was a console command I could use to just strai...
by joemcguiregaming
Mon Mar 02, 2020 2:38 am
Forum: Gameplay Help
Topic: Building a smart, automated ammo factory. Help needed on Combinators and RS-Latch.
Replies: 6
Views: 2634

Re: Building a smart, automated ammo factory. Help needed on Combinators and RS-Latch.

Thanks again for your help, I really appreciate it despite the fact I'm still struggling to figure this out. Here is my v2 of the Smart Ammo Factory: 0eNrVW91yozYUfhcuW9NBv4BnpzO96QO0vevseDBWEs1i8Ai8bTaTd6/4iY2xIOdok61zk8QGfZK+86sP8hRsi6M6GF02wfop0HlV1sH676eg1vdlVrTfNY8HFayDr9o0R/vNKiizfftFf0f4Z/C8C...
by joemcguiregaming
Sun Mar 01, 2020 1:20 am
Forum: Gameplay Help
Topic: Building a smart, automated ammo factory. Help needed on Combinators and RS-Latch.
Replies: 6
Views: 2634

Building a smart, automated ammo factory. Help needed on Combinators and RS-Latch.

Hello all, So I've been stuck on this problem for days and finally decided to swallow my pride and ask for help. I'll start with some backstory on my research so that suggestions can hopefully point to things my google-fu has missed. I'd also like to state that this is for the pre-logistic stage of ...

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