Bugs & FAQ

Infinite Ores, Refining, Ore Processing ...

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dengamu
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Re: Bugs & FAQ

Post by dengamu »

In Angel's Refining, the description for the Seafloor pump has a small typo. It reads "Extracts visous mud water from a body of water." Viscous is missing the 'c'. It should read "Extracts viscous mud water from a body of water."
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valneq
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Re: Bugs & FAQ

Post by valneq »

dengamu wrote: Sun Sep 05, 2021 5:35 pm In Angel's Refining, the description for the Seafloor pump has a small typo. It reads "Extracts visous mud water from a body of water." Viscous is missing the 'c'. It should read "Extracts viscous mud water from a body of water."
Thanks for finding and reporting the typo :) Fixed for the next release
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Re: Bugs & FAQ

Post by aiur guardian »

Sorry for the wrong bug report. Please ignore this post.
Last edited by aiur guardian on Mon Sep 06, 2021 9:38 pm, edited 1 time in total.
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Re: Bugs & FAQ

Post by mrvn »

aiur guardian wrote: Mon Sep 06, 2021 12:44 pm Hi I encountered a bug regarding glass production. The tier 3 glass plate production requires smelted tin solution, nitrogen gas and smelted glass solution. But it is unable to use the tin solution even with the duct connected. I've double-checked everything so that it is definitely the correct recipe and the right input materials. So I think there might be a bug for it. Sorry for the confusion caused if I called the input materials wrong. I use translation to play this game but I think you can understand what I'm saying.
Press F4 and enable show-debug-infos-in-tooltips. Then hover over the recipe and the fluid pipe and check the internal names really do match.

.oO(Picture or it didn't happen :)
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Re: Bugs & FAQ

Post by aiur guardian »

mrvn wrote: Mon Sep 06, 2021 6:31 pm
aiur guardian wrote: Mon Sep 06, 2021 12:44 pm Hi I encountered a bug regarding glass production. The tier 3 glass plate production requires smelted tin solution, nitrogen gas and smelted glass solution. But it is unable to use the tin solution even with the duct connected. I've double-checked everything so that it is definitely the correct recipe and the right input materials. So I think there might be a bug for it. Sorry for the confusion caused if I called the input materials wrong. I use translation to play this game but I think you can understand what I'm saying.
Press F4 and enable show-debug-infos-in-tooltips. Then hover over the recipe and the fluid pipe and check the internal names really do match.

.oO(Picture or it didn't happen :)
I just figured I connected my ducts to the wrong place. The receipe works well when I connect it to the right place. Sorry for the wrong bug report.
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Re: Bugs & FAQ

Post by stetzen »

It looks like with the latest Angel+Bob mods nuclear results in inevitable surplus of plutonium. I'm attaching a screenshot of helmod chain to show what I mean. Switching to the advanced processing of used thorium fuel cells will result in zero curium produced from them but in the same amount of neptunium/plutonium, so it will require even more MOX cells, which will generate even more plutonium surplus; using basic processing of used MOX cells will result in less curium -> again, more MOX cells with more americium/plutonium surplus. In principle, extra plutonium can be mixed with rocket fuel and burnt, but it looks more like a bug, to be honest.
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Re: Bugs & FAQ

Post by pezzawinkle »

I may have made a mistake there, sorry. I think you can see from the system how complex and strange it is to get balanced with all of the moving parts, ill try to prioritize that in the next few weeks but a fix won't be pushed until the next update gets out, so that may be a while.
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Re: Bugs & FAQ

Post by Sworn »

any idea when the next release will happen?
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Re: Bugs & FAQ

Post by maxZZzzz »

Apparently the function on_pre_player_died does not receive an event any more

Please patch tech-archive.lua. and remove event. It causes a crash when the player dies with tech overhaul enabled.

Patch:

Code: Select all

diff -Naur 1/angelsindustries_0.4.14/src/tech-archive.lua 2/angelsindustries_0.4.14/src/tech-archive.lua
--- 2/angelsindustries_0.4.14/src/tech-archive.lua	2021-09-18 09:55:19.339872639 +0200
+++ 1/angelsindustries_0.4.14/src/tech-archive.lua	2021-09-18 09:47:13.418154484 +0200
@@ -160,7 +160,7 @@
 
 function tech_archive:on_pre_player_died(player_index)
   if game.entity_prototypes[tech_archive.main_lab[1]] then
-    self:remove_lab_from_inv(game.players[event.player_index].get_main_inventory())
+    self:remove_lab_from_inv(game.players[player_index].get_main_inventory())
   end
 end
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valneq
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Re: Bugs & FAQ

Post by valneq »

maxZZzzz wrote: Sat Sep 18, 2021 7:57 am Apparently the function on_pre_player_died does not receive an event any more

Please patch tech-archive.lua. and remove event. It causes a crash when the player dies with tech overhaul enabled.

Patch:

Code: Select all

diff -Naur 1/angelsindustries_0.4.14/src/tech-archive.lua 2/angelsindustries_0.4.14/src/tech-archive.lua
--- 2/angelsindustries_0.4.14/src/tech-archive.lua	2021-09-18 09:55:19.339872639 +0200
+++ 1/angelsindustries_0.4.14/src/tech-archive.lua	2021-09-18 09:47:13.418154484 +0200
@@ -160,7 +160,7 @@
 
 function tech_archive:on_pre_player_died(player_index)
   if game.entity_prototypes[tech_archive.main_lab[1]] then
-    self:remove_lab_from_inv(game.players[event.player_index].get_main_inventory())
+    self:remove_lab_from_inv(game.players[player_index].get_main_inventory())
   end
 end
Thanks for the report, but this was reported previously and is already fixed for the next release, see
https://github.com/Arch666Angel/mods/issues/664
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Re: Bugs & FAQ

Post by maxZZzzz »

Oh. Sorry. I did not know that there was a github repo : )
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Re: Bugs & FAQ

Post by silenced »

In Angels Refining, there seems to be a typo regarding Floatation recipe overrides for Yuoki Resources when using Yuoki's mods.


File: angelsrefining_0.12.0.zip\angelsrefining_0.12.0\prototypes\refining_override.lua - line 105 - 119

Code: Select all

--OVERRIDE FOR YUOKI
if data.raw.item["y-res1"] then
  OV.patch_recipes(
    {
      --TIER 2
      {
        name = "angelsore1-chunk-processing",
        ingredients = {{type = "item", name = "angels-ore1-chunk", amount = "+1"}},
        results = {{type = "item", name = "y-res1", amount = 1}}
      },
      {
        name = "angelsore3-chunk-processing",
        ingredients = {{type = "item", name = "angels-ore4-chunk", amount = "+1"}},
        results = {{type = "item", name = "y-res2", amount = 1}}
      },
The first entry makes it so it uses +1 saphirite chunks for washing for a total of 7 instead of the normal 6, and gives the one Yuoki ore. Which is all fine.

The second entry makes it so it used +1 Crotinnium chunks for washing, changing the recipe to 6 Stiratite and 1 Crotinnium, instead of 7 Stiratite which would be logical, since it's Stiratite washing, not Crotinnium. So, the "angels-ore4-chunk" in line 117 should be "angels-ore3-chunk".

The correct code, in my opinion, would be:

Code: Select all

--OVERRIDE FOR YUOKI
if data.raw.item["y-res1"] then
  OV.patch_recipes(
    {
      --TIER 2
      {
        name = "angelsore1-chunk-processing",
        ingredients = {{type = "item", name = "angels-ore1-chunk", amount = "+1"}},
        results = {{type = "item", name = "y-res1", amount = 1}}
      },
      {
        name = "angelsore3-chunk-processing",
        ingredients = {{type = "item", name = "angels-ore3-chunk", amount = "+1"}},
        results = {{type = "item", name = "y-res2", amount = 1}}
      },
 

Or is it intended to use Crotinnium in Stiratite washing?
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Re: Bugs & FAQ

Post by pezzawinkle »

Thanks for the report, I will have that fixed in the dev version momentarily. This was a small oversight on my part (sorry).

We are looking at milestones for the next release since quite a few things have already been fixed.
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Laser turret tech

Post by Invisix »

Problem with building laser turret after getting laser turret tech
Playing with bobs and angels mods, overhauled tech and components
Building laser turret requires laser rifle, which is hidden behind much higher tech, see screenshots.
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Re: Laser turret tech

Post by lovely_santa »

Invisix wrote: Mon Oct 11, 2021 9:58 pm Problem with building laser turret after getting laser turret tech
Playing with bobs and angels mods, overhauled tech and components
Building laser turret requires laser rifle, which is hidden behind much higher tech, see screenshots.
I fixed this for the next release. It didn't seem logical folowing the flow of the gun -> turret tiers either. It should've been the plasma turret that required a laser riffle (similarly how the sniper turret does not depend on the sniper riffle). Thanks for the report.
You can find all my mods on the mod portal. Also helping on Arch666Angel's mods.
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Re: Bugs & FAQ

Post by micromario »

Crash when starting a new game in a void world
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valneq
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Re: Bugs & FAQ

Post by valneq »

micromario wrote: Tue Oct 26, 2021 10:12 pm Crash when starting a new game in a void world
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What is a void world?
How do I reproduce this?
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Re: Bugs & FAQ

Post by micromario »

valneq wrote: Wed Oct 27, 2021 7:56 am
micromario wrote: Tue Oct 26, 2021 10:12 pm Crash when starting a new game in a void world
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What is a void world?
How do I reproduce this?

Code: Select all

script.on_event(defines.events.on_chunk_generated, function(event)
	local surface = event.surface
	if surface.name ~= 'nauvis' then return end
	surface.map_gen_settings = {width = 1, height = 1}
end)
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Re: Bugs & FAQ

Post by KiwiHawk »

micromario wrote: Tue Oct 26, 2021 10:12 pm Crash when starting a new game in a void world
Image
The more information that you can provide, the easier (and faster) we can get your issue resolved. Is void world a mod? Doesn't look like a scenario (by the error message).
Dev for Bob's mods, Angel's mods, Helmod, Sea Block, Circuit Processing, Science Cost Tweaker.

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valneq
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Re: Bugs & FAQ

Post by valneq »

micromario wrote: Wed Oct 27, 2021 1:55 pm
valneq wrote: Wed Oct 27, 2021 7:56 am
micromario wrote: Tue Oct 26, 2021 10:12 pm Crash when starting a new game in a void world
Image
What is a void world?
How do I reproduce this?

Code: Select all

script.on_event(defines.events.on_chunk_generated, function(event)
	local surface = event.surface
	if surface.name ~= 'nauvis' then return end
	surface.map_gen_settings = {width = 1, height = 1}
end)
I'm still not exactly sure how you use that script – is it part of a mod? Do you execute it after the game started?
In any case, there is a github issue now where you can track progress of this issue. Any additional information is appreciated.
https://github.com/Arch666Angel/mods/issues/713
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