Bugs & FAQ
Moderator: Arch666Angel
Re: Bugs & FAQ
There is no recipe for clay bricks. What happen?
-
- Burner Inserter
- Posts: 11
- Joined: Sat Sep 01, 2018 4:01 am
- Contact:
Re: Bugs & FAQ
Guys I think the Angel's smelting is the problem here, I'd say it is not compatible with vanilla game only. You can use with vanilla, as far as I tested, only the petrochem and refining.
It is already pretty fun, but the smelting mod is just absolutely amazing, wish I could use it!
Hey Angel, I have to tell you, what a amazing mod comrade. Very good job, makes the game super fun and challanging! I can only imagine the trouble of making a mod of such scale, thank you for taking your time to give something this good for the game's community!
It is already pretty fun, but the smelting mod is just absolutely amazing, wish I could use it!
Hey Angel, I have to tell you, what a amazing mod comrade. Very good job, makes the game super fun and challanging! I can only imagine the trouble of making a mod of such scale, thank you for taking your time to give something this good for the game's community!
-
- Filter Inserter
- Posts: 292
- Joined: Mon Dec 07, 2015 10:45 pm
- Contact:
Re: Bugs & FAQ
There is a bug(?) in the Angelssmelting_0.4.5 in the 'smelting-override-global.lua' file.
It states:
Unfortunately, this breaks other mods that adjusts ores. I had to manually set it to value = 1000 to fix it for me. Else, I couldn't load any of my save games without everything spilling on the ground around me.
It states:
Code: Select all
--OVERRIDE FOR BASE
ores = {
value = 200,
list = {
"iron-ore",
"copper-ore",
"stone",
"coal",
"uranium-ore"
}
}
angelsmods.functions.override_item_conditions(ores)
Re: Bugs & FAQ
Hello,
I don't know if this has been reported before but I did check back two pages and couldn't see it.
The newly introduced option about void recipes seems to be badly worded:
"Disable Void Recipe Hiding = true" actually causes the recipes to be hidden, whereas from the wording of it I would have expected the opposite effect.
Kind regards
I don't know if this has been reported before but I did check back two pages and couldn't see it.
The newly introduced option about void recipes seems to be badly worded:
"Disable Void Recipe Hiding = true" actually causes the recipes to be hidden, whereas from the wording of it I would have expected the opposite effect.
Kind regards
Re: Bugs & FAQ
@individuo_enlatado:
No, my issue wasn't Smelting
I used Bob's enemies settings like so:
O Enable artifacts from aliens
X Enable alien artifacts
X Enable coloured alien artifacts
X Enable small alien artifacts
Now as coloured artifacts can no longer be created (except killing biters) I'll reset the settings to default (X O O O).
Will only have to rework some productions, mainly Armor-related and some Ammo...
No, my issue wasn't Smelting
I used Bob's enemies settings like so:
O Enable artifacts from aliens
X Enable alien artifacts
X Enable coloured alien artifacts
X Enable small alien artifacts
Now as coloured artifacts can no longer be created (except killing biters) I'll reset the settings to default (X O O O).
Will only have to rework some productions, mainly Armor-related and some Ammo...
-
- Manual Inserter
- Posts: 3
- Joined: Mon Aug 06, 2018 2:17 pm
- Contact:
Re: Bugs & FAQ
Has this been changed already, if so how do I change this, it's fine I can still play with 200 for those items was just wondering.Arch666Angel wrote: ↑Tue Aug 28, 2018 6:38 pmI pushed back the override to data-updates phase for the next update of smelting. Might just make it a config option.acito wrote:Hi,
since the last update of Refining, Smelting and Petrochem my stack sizes are reset to an other number. I use the mod Big Bags (https://mods.factorio.com/mod/BigBags) to increase stack sizes by factor 10. Your last update makes all vanilla ressources (as far as I found out) - coal, iron ore, copper ore, stone just stack 200 instead of 2000. All other items keep stacking as usual. When going back to an older version of smelting and refining its fixed again.
-
- Filter Inserter
- Posts: 292
- Joined: Mon Dec 07, 2015 10:45 pm
- Contact:
Re: Bugs & FAQ
@Blackbeared
See my post (3 posts above yours) for how to change it. viewtopic.php?f=185&t=25468&p=378717#p378120
Where it now says 'value = 200', change it to anything you like. E.g., 'value = 1000'.
See my post (3 posts above yours) for how to change it. viewtopic.php?f=185&t=25468&p=378717#p378120
Where it now says 'value = 200', change it to anything you like. E.g., 'value = 1000'.
-
- Filter Inserter
- Posts: 454
- Joined: Tue Jun 20, 2017 1:56 am
- Contact:
Re: Bugs & FAQ
@BlackBeared,
well, shiver me timbers
well, shiver me timbers
(also me from the mod portal - im not dustine lol) = https://mods.factorio.com/mods/Dustine/ ... ssion/9108
my 1st Mod Idea viewtopic.php?f=33&t=50256
my 1st Mod Idea viewtopic.php?f=33&t=50256
- Arch666Angel
- Smart Inserter
- Posts: 1636
- Joined: Sun Oct 18, 2015 11:52 am
- Contact:
Re: Bugs & FAQ
Changed it, so the override only takes effect if the stack_size on these items is less than 200Blackbeared wrote: ↑Fri Sep 14, 2018 7:57 amHas this been changed already, if so how do I change this, it's fine I can still play with 200 for those items was just wondering.Arch666Angel wrote: ↑Tue Aug 28, 2018 6:38 pmI pushed back the override to data-updates phase for the next update of smelting. Might just make it a config option.acito wrote:Hi,
since the last update of Refining, Smelting and Petrochem my stack sizes are reset to an other number. I use the mod Big Bags (https://mods.factorio.com/mod/BigBags) to increase stack sizes by factor 10. Your last update makes all vanilla ressources (as far as I found out) - coal, iron ore, copper ore, stone just stack 200 instead of 2000. All other items keep stacking as usual. When going back to an older version of smelting and refining its fixed again.
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
Re: Bugs & FAQ
It's kinda hard to unravel the dependency hell, but it seems that it's impossible to get to blue science (in Seablock).
Cause is to get blue science, player needs aluminum plates, that require Sodium Hydroxide to make. However it is locked behind Sodium Processing tech, which in itself requires two Chlorine Processing techs and all of them require blue science.
It's possible to get Sodium Hydroxide Solution from electrolysing saline water, but that's all - crystallizing it to Sodium Hydroxide is locked.
Using latest Petrochem + Petrochem NaOH.
...help?
https://www.reddit.com/r/factorio/comme ... ease_help/
Cause is to get blue science, player needs aluminum plates, that require Sodium Hydroxide to make. However it is locked behind Sodium Processing tech, which in itself requires two Chlorine Processing techs and all of them require blue science.
It's possible to get Sodium Hydroxide Solution from electrolysing saline water, but that's all - crystallizing it to Sodium Hydroxide is locked.
Using latest Petrochem + Petrochem NaOH.
...help?
https://www.reddit.com/r/factorio/comme ... ease_help/
Veni, Vici, Spaghettici - never bus! (tm)
Re: Bugs & FAQ
Isnt Petrochem NaOH supposedly incompatible with SeaBlock?Vatharian wrote: ↑Sun Sep 16, 2018 2:39 pmIt's kinda hard to unravel the dependency hell, but it seems that it's impossible to get to blue science (in Seablock).
Cause is to get blue science, player needs aluminum plates, that require Sodium Hydroxide to make. However it is locked behind Sodium Processing tech, which in itself requires two Chlorine Processing techs and all of them require blue science.
It's possible to get Sodium Hydroxide Solution from electrolysing saline water, but that's all - crystallizing it to Sodium Hydroxide is locked.
Using latest Petrochem + Petrochem NaOH.
...help?
https://www.reddit.com/r/factorio/comme ... ease_help/
Re: Bugs & FAQ
If it is, then I just learned about it!
And... is it?
Made some changes, removed it, and so far so good, treading trough the tech tree continues
And... is it?
Made some changes, removed it, and so far so good, treading trough the tech tree continues
Veni, Vici, Spaghettici - never bus! (tm)
-
- Manual Inserter
- Posts: 1
- Joined: Sun Sep 16, 2018 6:34 pm
- Contact:
Re: Bugs & FAQ
Thank you for the vanilla fix in 0.4.6!
Only one problem: When I update the mod and start a new game, your fix kicks in and I do see the missing recipes (such as Cement Processing).
However, when I load a game from under 0.4.5, I cannot get to see the techs in the tech tree. The items also do not show up in FNEI.
Is there some way to rerun your scripts or to refresh the savegame again? This way I dont have to start over.
I can manually add the techs through the console, but for example when I add Cement Processing 1, it becomes visible in the tech list, but Cement Processing 2 is not.
Thanks
Only one problem: When I update the mod and start a new game, your fix kicks in and I do see the missing recipes (such as Cement Processing).
However, when I load a game from under 0.4.5, I cannot get to see the techs in the tech tree. The items also do not show up in FNEI.
Is there some way to rerun your scripts or to refresh the savegame again? This way I dont have to start over.
I can manually add the techs through the console, but for example when I add Cement Processing 1, it becomes visible in the tech list, but Cement Processing 2 is not.
Thanks
Re: Bugs & FAQ
Thanks for fixing the petrotrain map! Now they won't kill me so easy
Re: Bugs & FAQ
Missing locale for boric acid barreling:
Unknown key: "fluid-name.liquid-boric-acid" Barrel
Unknown key: "fluid-name.liquid-boric-acid" Barrel
Construction Crawler Bug
Whenever I move the Construction Crawler the Vehicle Burner Generators inside, even if full with 600 Wood Bricks (25 MJ each) each, instantly consume the entire available caloric energy.
Please fix this, since I love the Construction Crawler with Construction Robots.
Thank you!
Please fix this, since I love the Construction Crawler with Construction Robots.
Thank you!
- Arch666Angel
- Smart Inserter
- Posts: 1636
- Joined: Sun Oct 18, 2015 11:52 am
- Contact:
Re: Construction Crawler Bug
Are you using any other mod touching equipment or vehicles? Because this would be a base game bug then.JooCons wrote: ↑Wed Sep 26, 2018 3:37 pmWhenever I move the Construction Crawler the Vehicle Burner Generators inside, even if full with 600 Wood Bricks (25 MJ each) each, instantly consume the entire available caloric energy.
Please fix this, since I love the Construction Crawler with Construction Robots.
Thank you!
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
-
- Burner Inserter
- Posts: 12
- Joined: Mon Aug 10, 2015 4:18 pm
- Contact:
Re: Bugs & FAQ
think i found a bug in the smelting mod. Smoke from the blast furnace is coming from the wrong location.
It appears to only do this on the steel recipe- TRUEpicness
- Long Handed Inserter
- Posts: 74
- Joined: Wed Aug 09, 2017 8:21 pm
- Contact:
Re: Bugs & FAQ
i can confirm this tooazakir nalda wrote: ↑Thu Oct 04, 2018 5:21 pmthink i found a bug in the smelting mod. Smoke from the blast furnace is coming from the wrong location.smokey.JPG It appears to only do this on the steel recipe
it happens on all recipes and if you rotate it the smoke comes from different corners
1 more YouTube vid before bed *starts 24hr long vid*
- Arch666Angel
- Smart Inserter
- Posts: 1636
- Joined: Sun Oct 18, 2015 11:52 am
- Contact:
Re: Bugs & FAQ
I cant cofirm this, could you check without the beatification mods?
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"