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Bugs & FAQ
Moderator: Arch666Angel
Re: Bugs & FAQ
Dev for Bob's mods, Helmod, Sea Block, Circuit Processing. Contributor to Angel's mods
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Re: Bugs & FAQ
There's a problem with Tree III recipe, it can't be crafted with Arboretum nor any other machine.
Re: Bugs & FAQ
Just hit the follow error,
On a save using rampant mod,
Remove one of the rampant biter factions (untick mod settings/startup/rampant/poison biter faction)
Load save (and use the new config)
Get this error.
On a save using rampant mod,
Remove one of the rampant biter factions (untick mod settings/startup/rampant/poison biter faction)
Load save (and use the new config)
Get this error.
Code: Select all
The mod OSM-Lib (1.1.27) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event osm-lib::on_configuration_changed
The mod Angel's Exploration (BETA) (0.3.13) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event angelsexploration::on_technology_effects_reset (ID 103)
__angelsexploration__/src/tips-and-tricks-triggers.lua:50: attempt to index field '?' (a nil value)
stack traceback:
__angelsexploration__/src/tips-and-tricks-triggers.lua:50: in function 'init_force_data'
__angelsexploration__/src/tips-and-tricks-triggers.lua:120: in function 'on_tech_research_reset'
__angelsexploration__/control.lua:89: in function <__angelsexploration__/control.lua:87>
stack traceback:
[C]: in function 'reset_technology_effects'
__osm-lib__/control.lua:34: in function <__osm-lib__/control.lua:8>
- lovely_santa
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Re: Bugs & FAQ
I like the idea of some sort of bike early game. I created an issue for it such that we won't forget to implement it.Sworn wrote: ↑Fri Mar 25, 2022 11:11 amWhen playing with the tech overall, the plants farming, exploration and components, it definitely expect you to go explore and find more "gardens", more ore patch, as the starter one usually aren't enough.
But there is no way to actually go explore, except walking it. By the time you are able to get any kind of vehicle, on green science, you don't need it anymore, as you already have everything needed to progress.
Feel likes it is pushing you to explore without giving any means to it, and just walk for 30min or more isn't that fun.
My suggestion, this is what I did in my currently run. Add some kind of vehicle that doesn't have any weapons, and modify the recipe and tech to be unlocked with the "Basic Exploration" science. I used the mod Lightcycle, where the first bike with very low hp, lower than default, so you can't just "run over trees and hit everything". That feel really good, good to explore, not op to just run cause you usually will die in 4 or 5 trees or one rock, and match the mod theme for exploration. This could be something added to "Angel's Exploration (ALPHA)"
This is fixed for the next release. FYI: the next release should come out later today!aurunemaru wrote: ↑Sun Apr 10, 2022 4:30 pmI found a problem on angels industries while playing with technology overhaul
the required lab for Puffer refugium 2 doesn't accept bio-token, which is required for research
drayath wrote: ↑Mon Jun 06, 2022 12:19 pmJust hit the follow error,
On a save using rampant mod,
Remove one of the rampant biter factions (untick mod settings/startup/rampant/poison biter faction)
Load save (and use the new config)
Get this error.
Code: Select all
The mod OSM-Lib (1.1.27) caused a non-recoverable error. Please report this error to the mod author. Error while running event osm-lib::on_configuration_changed The mod Angel's Exploration (BETA) (0.3.13) caused a non-recoverable error. Please report this error to the mod author. Error while running event angelsexploration::on_technology_effects_reset (ID 103) __angelsexploration__/src/tips-and-tricks-triggers.lua:50: attempt to index field '?' (a nil value) stack traceback: __angelsexploration__/src/tips-and-tricks-triggers.lua:50: in function 'init_force_data' __angelsexploration__/src/tips-and-tricks-triggers.lua:120: in function 'on_tech_research_reset' __angelsexploration__/control.lua:89: in function <__angelsexploration__/control.lua:87> stack traceback: [C]: in function 'reset_technology_effects' __osm-lib__/control.lua:34: in function <__osm-lib__/control.lua:8>
I fixed it (similarly) for the next release. FYI: the next release should come out later today!Sworn wrote: ↑Sat Mar 05, 2022 3:24 pmif you are suffering from this bug
every time you update a mod, do this change file: angelsexploration_xx.zip, src/tips-and-tricks-triggers.lua, line 50 from:The mod Bob's Metals, Chemicals and Intermediates mod (1.1.3) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event bobplates::on_configuration_changed
The mod Angel's Exploration (BETA) (0.3.13) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event angelsexploration::on_technology_effects_reset (ID 102)
__angelsexploration__/src/tips-and-tricks-triggers.lua:50: attempt to index field '?' (a nil value)
stack traceback:
__angelsexploration__/src/tips-and-tricks-triggers.lua:50: in function 'init_force_data'
to:Code: Select all
if technologies[trigger_name].researched then
do it at your own risk, I have no idea if this has any side efect.Code: Select all
if technologies[trigger_name] and technologies[trigger_name].researched then
I can craft all recipes in the arboretum. Can you provide a save file where it is not possible for you?
Re: Bugs & FAQ
Unfortunately not, I already finished the run. I was using omnifluid, maybe it was the cause? I haven't had any other problems though.lovely_santa wrote: ↑Mon Jun 06, 2022 1:40 pmI can craft all recipes in the arboretum. Can you provide a save file where it is not possible for you?
tree recipes.png
- lovely_santa
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- Contact:
Re: Bugs & FAQ
I recall omni having their own way of creating wood, that might be the cause... no matter what, have fun playing! Sorry for the delayed answer.dzbanek wrote: ↑Mon Jun 06, 2022 5:28 pmUnfortunately not, I already finished the run. I was using omnifluid, maybe it was the cause? I haven't had any other problems though.lovely_santa wrote: ↑Mon Jun 06, 2022 1:40 pmI can craft all recipes in the arboretum. Can you provide a save file where it is not possible for you?
tree recipes.png
Re: Bugs & FAQ
Hi and thanks for the crazy fun mods!
I've been playing a long term game with your mods for years on and off.
Recently came back to it and updated your wonderful modpack to latest versions.
I have one question about a specific recipe that has been modified.
Specifically the ammonium chloride recycling, it was changed from
OLD
ammonium chloride gas + limestone = calcium chloride + ammonia gas + purified water
TO
ammonium chloride (no longer a gas) + limestone = calcium chloride + ammonia gas + purified water
image:
https://gyazo.com/dddb8101df0cf70f1626abb7bc421421
I cannot find a recipe to make this non gazeous ammonium chloride.
Am I missing something? Did that recipe chain just got removed or should I add some kind of new mod tree that I'm missing?
Thanks in advance
I've been playing a long term game with your mods for years on and off.
Recently came back to it and updated your wonderful modpack to latest versions.
I have one question about a specific recipe that has been modified.
Specifically the ammonium chloride recycling, it was changed from
OLD
ammonium chloride gas + limestone = calcium chloride + ammonia gas + purified water
TO
ammonium chloride (no longer a gas) + limestone = calcium chloride + ammonia gas + purified water
image:
https://gyazo.com/dddb8101df0cf70f1626abb7bc421421
I cannot find a recipe to make this non gazeous ammonium chloride.
Am I missing something? Did that recipe chain just got removed or should I add some kind of new mod tree that I'm missing?
Thanks in advance
Re: Bugs & FAQ
That recipe is from Bob's Revamp mod. The latest update to Angel's Petrochem hid the recipe. You can see it in the chemical plant because it was already set before the update. If you clear the set recipe, you will no longer be able to pick it. This is deliberateZoomtag wrote: ↑Thu Jun 09, 2022 1:47 pmHi and thanks for the crazy fun mods!
I've been playing a long term game with your mods for years on and off.
Recently came back to it and updated your wonderful modpack to latest versions.
I have one question about a specific recipe that has been modified.
Specifically the ammonium chloride recycling, it was changed from
OLD
ammonium chloride gas + limestone = calcium chloride + ammonia gas + purified water
TO
ammonium chloride (no longer a gas) + limestone = calcium chloride + ammonia gas + purified water
image:
https://gyazo.com/dddb8101df0cf70f1626abb7bc421421
I cannot find a recipe to make this non gazeous ammonium chloride.
Am I missing something? Did that recipe chain just got removed or should I add some kind of new mod tree that I'm missing?
Thanks in advance
Dev for Bob's mods, Helmod, Sea Block, Circuit Processing. Contributor to Angel's mods
Buy me a coffee
Buy me a coffee
Re: Bugs & FAQ
I appear to have an issue with ferric chloride solution with Bob's Electronics and Petrochem. The blue circuit recipe wants the bob's electronics version and isn't overriden to be the Petrochem version.
Petrochem: 0.9.22
Bob's Electronics: 1.1.5
--Edit
It appears to be a failure if you don't have Bob's MCI turned on as a mod.
Petrochem: 0.9.22
Bob's Electronics: 1.1.5
--Edit
It appears to be a failure if you don't have Bob's MCI turned on as a mod.