Bugs & FAQ
Moderator: Arch666Angel
Re: Bugs & FAQ
What can i do with
Mineralized Water and
Saline Water?
And how i can get Lithia Water.
I have found nothing where i can use it.
All the Water icon are hard to see the different.
Is it possible to make easier to distinguish Icons?
A
nd it will be nice when its possible to see without clicking on it if a building is working or not.
Some has a animation whats great but some not.
A simple little light turn on where enough ...
I have Angel Ores + Refining + BOB.
Like your mod but need time to check it how it work ... but thats no problem.
Thanks!
EDIT:
Found Lithia Water a few page before ... but its hard to find.
Mineralized Water and
Saline Water?
And how i can get Lithia Water.
I have found nothing where i can use it.
All the Water icon are hard to see the different.
Is it possible to make easier to distinguish Icons?
A
nd it will be nice when its possible to see without clicking on it if a building is working or not.
Some has a animation whats great but some not.
A simple little light turn on where enough ...
I have Angel Ores + Refining + BOB.
Like your mod but need time to check it how it work ... but thats no problem.
Thanks!
EDIT:
Found Lithia Water a few page before ... but its hard to find.
Re: Bugs & FAQ
Mineralized water is used in recipe for algae which you need for automating alien artifacts.
Saline water has water electrolysis recipe which gives you chlorine gas and sodium hydroxide.
Saline water has water electrolysis recipe which gives you chlorine gas and sodium hydroxide.
Re: Bugs & FAQ
I just started a new game after upgrading to 0.13.7 and upgrading all the mods, and I’m seeing some strange things:
- as I start the game, I get a list of "Resource not available", mentioning gold-ore, silver-ore, lead-ore, tin-ore, tungsten-ore, zinc-ore, bauxite-ore, rutile-ore, and quartz;
- the science packs available at the beginning (red and green) all have their vanilla recipe.
Here is the list of mods I use:
- angelsinfiniteores_0.3.7.zip
- angelsrefining_0.2.11.zip
- bobassembly_0.13.0.zip
- bobconfig_0.13.1.zip
- bobelectronics_0.13.1.zip
- bobgreenhouse_0.13.2.zip
- boblibrary_0.13.1.zip
- boblogistics_0.13.9.zip
- bobmining_0.13.1.zip
- bobmodules_0.13.0.zip
- bobores_0.13.1.zip
- bobplates_0.13.2.zip
- bobpower_0.13.1.zip
- bobtech_0.13.0.zip
- bobwarfare_0.13.4.zip
- rso-mod_2.0.12.zip
Am I doing something wrong? It worked in 0.12 …
- as I start the game, I get a list of "Resource not available", mentioning gold-ore, silver-ore, lead-ore, tin-ore, tungsten-ore, zinc-ore, bauxite-ore, rutile-ore, and quartz;
- the science packs available at the beginning (red and green) all have their vanilla recipe.
Here is the list of mods I use:
- angelsinfiniteores_0.3.7.zip
- angelsrefining_0.2.11.zip
- bobassembly_0.13.0.zip
- bobconfig_0.13.1.zip
- bobelectronics_0.13.1.zip
- bobgreenhouse_0.13.2.zip
- boblibrary_0.13.1.zip
- boblogistics_0.13.9.zip
- bobmining_0.13.1.zip
- bobmodules_0.13.0.zip
- bobores_0.13.1.zip
- bobplates_0.13.2.zip
- bobpower_0.13.1.zip
- bobtech_0.13.0.zip
- bobwarfare_0.13.4.zip
- rso-mod_2.0.12.zip
Am I doing something wrong? It worked in 0.12 …
Re: Bugs & FAQ
Could be, because Angel's remove them all and replace them with Angel's ores.
The science packs are not changed with the listed mods so it should be ok.
Do you have Saphirite and Stiratite piles?
Greetings steinio
The science packs are not changed with the listed mods so it should be ok.
Do you have Saphirite and Stiratite piles?
Greetings steinio
Re: Bugs & FAQ
I start Bob and Angle too the error comes from RSO-mod, so I disable RSO.
Re: Bugs & FAQ
This is an issue with RSO ore detection - it's fixed in 2.0.15.
Re: Bugs & FAQ
I have the piles. But I’m surprised that the science pack are not changed, they used to be and I did not remove any mod.steinio wrote:Could be, because Angel's remove them all and replace them with Angel's ores.
The science packs are not changed with the listed mods so it should be ok.
Do you have Saphirite and Stiratite piles?
Which of Bob’s mod changes the recipe for the potions? (I think I remember the red one using basic circuit boards …)
Thanks!
Re: Bugs & FAQ
I just updated and the error went away. Thanks a lot!orzelek wrote:This is an issue with RSO ore detection - it's fixed in 2.0.15.
I’m still trying to understand the issue with the red potion, it seems to be unrelated.
Re: Bugs & FAQ
Well no the red needs 1 copper plate and 1 iron gear wheel.
The green one needs 1 inserter and one transport belt.
The fun is, the inserter needs a basic circuit board.
Greetings steinio
The green one needs 1 inserter and one transport belt.
The fun is, the inserter needs a basic circuit board.
Greetings steinio
Re: Bugs & FAQ
Ah, I was confused then. I haven’t played for too long, which I shall remedy immediatelysteinio wrote:Well no the red needs 1 copper plate and 1 iron gear wheel.
The green one needs 1 inserter and one transport belt.
The fun is, the inserter needs a basic circuit board.
Thanks!
Re: Bugs & FAQ
You're welcome.
If you don't feel enough pain with all this i recommend you the Angel's Petrochem mod.
It's currently in alpha state but playable.
It brings more fun in oil and chemical processing.
Greetings steinio
If you don't feel enough pain with all this i recommend you the Angel's Petrochem mod.
It's currently in alpha state but playable.
It brings more fun in oil and chemical processing.
Greetings steinio
Re: Bugs & FAQ
Thx for the info .. I like Bob and Angel together, so I start a new gameorzelek wrote:This is an issue with RSO ore detection - it's fixed in 2.0.15.
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Re: Bugs & FAQ
I currently cannot seem to use Burner inserters with the burner ore crusher, they will pick up coal off the belt and feed the crusher it, but will not pick up Saphirite ore or Stiratite ore fromt he same belt, the crushers are set to the appropriate modes also, and will process any ore i put in by hand.
Re: Bugs & FAQ
Not sure if that was mentioned before (did not find it), but I get the following message on startup:
installed mods:
Code: Select all
4.590 Error Util.cpp:57: Failed to load mod "angelsrefining 0.2.11"
__angelsrefining__/data-updates.lua:2: __angelsrefining__/prototypes/angels-refining-override.lua:33: attempt to index field 'chemical-plant-2' (a nil value)
Code: Select all
angelsaddons-oresilos_0.1.2.zip
angelsinfiniteores_0.3.7.zip
angelsprocessing_0.2.0.zip
angelsrefining_0.2.11.zip
belt-overflow_0.13.0.zip
Bergius_Process_0.1.2.zip
Bio_Industries_1.3.1.zip
BioTech_0.1.2.zip
bobconfig_0.13.1.zip
bobelectronics_0.13.1.zip
bobenemies_0.13.1.zip
boblibrary_0.13.1.zip
boblogistics_0.13.10.zip
bobmining_0.13.1.zip
bobmodules_0.13.0.zip
bobores_0.13.1.zip
bobplates_0.13.2.zip
bobpower_0.13.1.zip
bobrevamp_0.13.0.zip
bobtech_0.13.0.zip
bobwarfare_0.13.4.zip
BurnerLeech_0.1.6.zip
creative-mode_0.1.2.zip
Flow Control_2.0.0.zip
nixie-tubes_0.2.8.zip
Nucular_1.0.3.zip
ZRecycling_0.13.20.zip
If only my thesis could be done in Factorio …
- Arch666Angel
- Smart Inserter
- Posts: 1636
- Joined: Sun Oct 18, 2015 11:52 am
- Contact:
Re: Bugs & FAQ
You arge missing a mod from bobs then, bob assembly has the chem plants I think
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
I’m having some issues smelting lead. I produce galena from sorting crushed rubyte, and I can manually smelt the galena in a stone furnace to get lead plates, but an inserter won’t pick up the galena sitting in a box to put it in the furnace.
- Arch666Angel
- Smart Inserter
- Posts: 1636
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- Contact:
Re: Bugs & FAQ
From what you have written, that is no problem with my mod. The ores although produced in my mod, are from bob. But my guess is that either the furnace has already something else in it, or the inserter is stuck somehow.brab wrote:I’m having some issues smelting lead. I produce galena from sorting crushed rubyte, and I can manually smelt the galena in a stone furnace to get lead plates, but an inserter won’t pick up the galena sitting in a box to put it in the furnace.
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
I asked on Bob’s forum, but after trying a few other things I found the issue: the inserter was carrying something, but I could not see it because it was behind the furnace. Sorry for the confusion, and thanks for the suggestion.Arch666Angel wrote:From what you have written, that is no problem with my mod. The ores although produced in my mod, are from bob. But my guess is that either the furnace has already something else in it, or the inserter is stuck somehow.
Re: Bugs & FAQ
Oh, that might be. I fixed it temporarily by commenting out the offending lines, but will try with bobs assembly. Thanks!Arch666Angel wrote:You arge missing a mod from bobs then, bob assembly has the chem plants I think
If only my thesis could be done in Factorio …
Re: Bugs & FAQ
Little bug with Petrochem - converting recipies from conveter pipes lost in 0.14 - i donno why
As i wrote before, Arch66Angel may be u can override bob's resources which are straight analog for angel resources from petrochem mod in recipies, don't offend on me but we can get many, we can obtain a lot of inconvenience because of the confusion in the resources, converter pipe is interesting idea, but it is not mandatory i think it can be optional - use or not
As i wrote before, Arch66Angel may be u can override bob's resources which are straight analog for angel resources from petrochem mod in recipies, don't offend on me but we can get many, we can obtain a lot of inconvenience because of the confusion in the resources, converter pipe is interesting idea, but it is not mandatory i think it can be optional - use or not
Nickname on ModPortal - Naron79