Search found 16 matches
- 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 ...
- 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...
- 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...
- 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'...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
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.
- 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...
- 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...
- Sun Mar 01, 2020 2:25 am
- Forum: Gameplay Help
- Topic: Building a smart, automated ammo factory. Help needed on Combinators and RS-Latch.
- Replies: 6
- Views: 2634
- 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 ...