Re: Bugs & FAQ
Posted: Sat May 02, 2020 7:39 am
Rampant is definetely causing the ups drop. I had it activated too but needed to disable it because of that.
Ups went better then.
Ups went better then.
Yeah your absolutely right I did some more testing in a creative world and I discovered that having the biter variants on (in rampant) would have a massive effect on upsHyperbar00 wrote: βSat May 02, 2020 7:39 amRampant is definetely causing the ups drop. I had it activated too but needed to disable it because of that.
Ups went better then.
If you look at the debug options, to show time usage, you can see if a mod is taking quite a lot of time to update (which for sure is not angels, as we do not have 'any' control stage behavior). If you get attacked quite often, it could also be the pathfinding that is stuck, which they mentioned in a recent FFF fixed some edge cases, so that might have/had an impact depending on all your mods.Tommo175 wrote: βSat May 02, 2020 3:42 amHey everyone hope your doing well
I noticed whilst playing a new save with a horrible plethora of mods including bobs, angles, rampant, armoured biters and some more just to make my life as hard as possible that I needed a large amount of defences to defend against those darn bugs so I setup a 5 thick solid like of gun turrets and cannon turrets and when I first integrated cannon turrets into my defences I was getting a solid 60fps/ups, however after I had a significant amount of these turrets (in the region of 1000) I noticed very significant drops in both FPS and ups (sometimes as low as 20/20) when I would get attacked. I get attacked every couple seconds and when Iβm getting attacked appropriately 80-120 turrets are fireing at once.
So I did some investigating and removed all the gun turrets and replaced them all with cannon turrets the problem remained. I removed all the cannon turrets and well spent 2 hours rebuilding my destroyed factory but the lag spikes were extremely minor (only a loss of 2 or 3 ups) and very far between (every couple minutes)
Not sure if this is just from my specific combination of mods but if anyone else has noticed this it might be something to look into
If there is any way for me to see what is causing these drops in ups please do let me know, I have looked in the debug options and I canβt see anything thatβs relevant but I might be missing something =/
Yep your absolutely right it was a pathfinding problem caused by the thousands of bugs that attacked me every couple of seconds so I had to turn down the size of the attack groups and that reduced the impact on my upslovely_santa wrote: βSat May 02, 2020 11:19 pmIf you look at the debug options, to show time usage, you can see if a mod is taking quite a lot of time to update (which for sure is not angels, as we do not have 'any' control stage behavior). If you get attacked quite often, it could also be the pathfinding that is stuck, which they mentioned in a recent FFF fixed some edge cases, so that might have/had an impact depending on all your mods.Tommo175 wrote: βSat May 02, 2020 3:42 amHey everyone hope your doing well
I noticed whilst playing a new save with a horrible plethora of mods including bobs, angles, rampant, armoured biters and some more just to make my life as hard as possible that I needed a large amount of defences to defend against those darn bugs so I setup a 5 thick solid like of gun turrets and cannon turrets and when I first integrated cannon turrets into my defences I was getting a solid 60fps/ups, however after I had a significant amount of these turrets (in the region of 1000) I noticed very significant drops in both FPS and ups (sometimes as low as 20/20) when I would get attacked. I get attacked every couple seconds and when Iβm getting attacked appropriately 80-120 turrets are fireing at once.
So I did some investigating and removed all the gun turrets and replaced them all with cannon turrets the problem remained. I removed all the cannon turrets and well spent 2 hours rebuilding my destroyed factory but the lag spikes were extremely minor (only a loss of 2 or 3 ups) and very far between (every couple minutes)
Not sure if this is just from my specific combination of mods but if anyone else has noticed this it might be something to look into
If there is any way for me to see what is causing these drops in ups please do let me know, I have looked in the debug options and I canβt see anything thatβs relevant but I might be missing something =/
Code: Select all
local function clean_table(t)
-- removes nil values from a table so it becomes a table without holes
if type(t) ~= "table" then return t end
local i = 0
for k,v in pairs(t or {}) do
i = i + 1
t[k] = nil
t[i] = v
end
return t
end
Code: Select all
local function clean_table(t)
-- removes nil values from a table so it becomes a table without holes
if type(t) ~= "table" then return t end
local clone = {}
for k,v in pairs(t or {}) do
t[k] = nil
table.insert(clone, v)
end
for i,v in ipairs(clone) do
t[i] = v
end
return t
end
I can confirm this bug.triktor wrote: βWed Apr 22, 2020 7:59 pmDo you have the mod ShinyAngelsGFX enabled?MeduSalem wrote: βWed Apr 22, 2020 7:27 pmFound another bug though... this time with casting motor casings with reusable mold.
I don't know if that was intended but the recipe for the reusable mold doesn't show up in the Strand casting machines like they probably should. Instead they appear in the normal casting machines but can't be selected. I assume that is because it doesn't know what to do with the liquid coolant inputs/outputs since they are all inputs at normal casting machines.
That mod messes up with the motor casing recipes with reusable molds
Pez wanted to start looking into AAI compatibility for regular gameplay. Since components/tech is still heavily in development, we barely support bob mods. For now we are not looking into making it compatible with other mods (except bobs, as we always do) until we got it more or less fully implemented.elessard819 wrote: βTue May 05, 2020 4:02 amsmall bug with aai industry for the reach . (impossibility) the first reach motor need red science pack and the other tank.
Yes it is, you can get it by installing the Nilaus decoration addon. If you watched his stream, there was a small compilatron bringing him some once in a while. That however is a nilaus-exclusive (only brings it to nilaus himself).
In the next update, resin from wood is moved to the tree arboretum 1, so it doesn't require plant life samples. I think this was already reported on discord, so this was already in the dev branch.belmenel wrote: βTue May 05, 2020 6:51 amHas the prereq bug with green/red wires been noted or addressed? in the current version, basic circuit networks only take t1 science. This used to be fine, when the wood->resin->rubber chain was accessible at that point. That chain is now locked behind t1 science, t2 science, and FPS (F** plant samples), which sometimes just don't seem to generate. Can we either unlock that recipe, or better yet, set the recipe for green/red wire to not need insulated wire? I like the petrochem setup for rubber tbh, but we either need a bootstrap trickle available when it's first needed (Which we don't have), or to not need it until the real production method is available.
Keep in mind that factorio is using a custom version of lua and not any released version. It is however based off of lua release Lua 5.2.1. I've slightly tweaked what yo suggested.Nathan S wrote: βWed May 06, 2020 3:42 pmFound in 0.11.10 - While the function seems to work in Factorio-hosted Lua, when using my own Lua instance to build a calculator I discovered that the clean_table function in angelsrefining\prototypes\angels-functions.lua has a lurking bug in it. The loop is adding entries to the same table that it is iterating, potentially breaking the behavior of next() if the table is forced to reallocate.
Old code:Replacement code:Code: Select all
local function clean_table(t) -- removes nil values from a table so it becomes a table without holes if type(t) ~= "table" then return t end local i = 0 for k,v in pairs(t or {}) do i = i + 1 t[k] = nil t[i] = v end return t end
Note: I didn't check if the callers expect to continue using the same table object, so my replacement code may be sub-optimal, but should otherwise achieve the stated goal of the function.Code: Select all
local function clean_table(t) -- removes nil values from a table so it becomes a table without holes if type(t) ~= "table" then return t end local clone = {} for k,v in pairs(t or {}) do t[k] = nil table.insert(clone, v) end for i,v in ipairs(clone) do t[i] = v end return t end
I've added a default value for the icon_size.Nathan S wrote: βWed May 06, 2020 4:00 pmFound in 0.11.10 - There appear to be a couple bugs in the implementation of angelsrefining\prototypes\angesls-functions.lua angelsmods.functions.modify_barreling_icon().I suspect you could just initialize local size = 32 before the first fluid.icon check and remove the existing fallback else clause, but I haven't looked into the details of what util.combine_icons does or thought about what a lack of fluid.icon would mean in this case.
- The size variable is declared as implicitly global instead of explicitly local - not the end of the world, but this also hides the second bug.
- If the loops encounter an item with icons, but the corresponding fluid.icon is nil, then size is not set before calling util.combine_icons()
Since ShinyAngelsGFX is not an angel mod, there is nothing we can do.Zyrconia wrote: βSun May 10, 2020 9:45 amI can confirm this bug.triktor wrote: βWed Apr 22, 2020 7:59 pmDo you have the mod ShinyAngelsGFX enabled?MeduSalem wrote: βWed Apr 22, 2020 7:27 pmFound another bug though... this time with casting motor casings with reusable mold.
I don't know if that was intended but the recipe for the reusable mold doesn't show up in the Strand casting machines like they probably should. Instead they appear in the normal casting machines but can't be selected. I assume that is because it doesn't know what to do with the liquid coolant inputs/outputs since they are all inputs at normal casting machines.
That mod messes up with the motor casing recipes with reusable molds
Code: Select all
-- add angels electrolysis to bobs
if angelsmods.trigger.disable_bobs_electrolysers then
OV.disable_recipe("electrolyser")
OV.disable_recipe("electrolyser-2")
OV.disable_recipe("electrolyser-3")
OV.disable_recipe("electrolyser-4")
OV.disable_recipe("electrolyser-5")
OV.disable_technology("electrolyser-2")
OV.disable_technology("electrolyser-3")
OV.disable_technology("electrolyser-4")
OV.disable_technology("electrolyser-5")
else
table.insert(data.raw["assembling-machine"]["electrolyser"].crafting_categories, "petrochem-electrolyser")
if bobmods.assembly and data.raw["assembling-machine"]["electrolyser-2"] then
table.insert(data.raw["assembling-machine"]["electrolyser-2"].crafting_categories, "petrochem-electrolyser")
table.insert(data.raw["assembling-machine"]["electrolyser-3"].crafting_categories, "petrochem-electrolyser")
table.insert(data.raw["assembling-machine"]["electrolyser-4"].crafting_categories, "petrochem-electrolyser")
table.insert(data.raw["assembling-machine"]["electrolyser-5"].crafting_categories, "petrochem-electrolyser")
end
end
Sworn wrote: βSun May 10, 2020 6:33 pmThe first recipe to green circuits Green Board need an Assembly machine 2, which isn't craftable, you need Electronics Block 2 to make one, which loop back to green circuit.
or, is there other recipe that isn't properly showing? Or other machine/method to make Green Board that I missed?
if not, Assembly Machines 1 take Electronic block 0, seems like Assembly Machine 2 should need Electronic block 1 instead of 2.
lovely_santa wrote: βSun Apr 12, 2020 10:59 amThis was not really a bug, it's rather bob that did introduce some new cycles. This should be fixed in the new release that is just out now, if there are any more issues with it, feel free to report them.Necriptos wrote: βFri Apr 10, 2020 2:44 amHello, In a bob+angel game looks like there is no way to make bob's salt for lithium processing as Angel refining uses it's own salt, making processing lithium impossible.
Bob's lithium processing recipes:
Angel's salt (one of the recipes):
Can not compute:
Most of bobs settings are not game changing but making it easier to progress. All settings should work, some would give things that are not that usefull, and since it's a pain to always test all settings, some could be broken, but we'll always fix them if they get reported. So it is entirely up to you.danyax wrote: βFri Apr 10, 2020 4:45 pmMay I ask mod development team to provide recommendation what is best/allowed setting for following Bob options (no overhaul, no components mode)
Extra Chemistry
Nuclear Power Overhaul
New oil and sulfur overhaul
Oil and sulfur overhaul
Radio Thermoelectric Generator
New steel
Nuclear fuel update
Enable pure water
Cheaper steel
If some options are ignored in A&B play or must to be set to specific value, please let us know .
If some options are independent of Angels code and can be set based on player preference - would be nice to know as well
I will also come across a similar one. Since the developers have kindly shared the modified Lua, you can use their version in your project for the similar behavior of Lua tables. I created a fork of this version of Lua, which includes all disabled modules and functions β https://github.com/hhrhhr/Factorio-Lua
Yes: viewtopic.php?f=49&t=84730lovely_santa wrote: βSun May 10, 2020 12:53 pmKeep in mind that factorio is using a custom version of lua and not any released version. It is however based off of lua release Lua 5.2.1.
Code: Select all
if type(t) ~= "table" then return t end
local n = {}
--[[
in Factorio the Lua _pairs_ consistently return 1,2,...1024-th element,
then all other elements in the order they are added.
]]
for k, v in pairs(t) do
table.insert(n, v)
end
return n
Code: Select all
local t = {a = 42}
local function foo(tbl)
tbl.a = 4242
return tbl
end
local function bar(tbl)
tbl.a = 424242
end
print(t.a) --> 42
t = foo(t) ; print(t.a) --> 4242
bar(t) ; print(t.a) --> 424242