Bugs & FAQ
Moderator: Arch666Angel
Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.8
Hello,
i'm having a lot of fun with this mod and the other angels mod. Have you already requested an own subforum? I think it would make things a lot more organised. Only worry i have now is that i can't keep the mod up to date since so much is still changing.
Atm i'm trying to puzzle together Aluminium for blue science in my angel + bob + science overhaul playtrough. The only thing i find remarkable is that you need the advanced electronics chip for the Electrical smelter, while angel's mod has a lot of electrical crushing, sorting etc with the first tier of electronic chips.
i'm having a lot of fun with this mod and the other angels mod. Have you already requested an own subforum? I think it would make things a lot more organised. Only worry i have now is that i can't keep the mod up to date since so much is still changing.
Atm i'm trying to puzzle together Aluminium for blue science in my angel + bob + science overhaul playtrough. The only thing i find remarkable is that you need the advanced electronics chip for the Electrical smelter, while angel's mod has a lot of electrical crushing, sorting etc with the first tier of electronic chips.
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Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.8
Thanks happy to hear that you have fun with themsafan wrote:Hello,
i'm having a lot of fun with this mod and the other angels mod. Have you already requested an own subforum? I think it would make things a lot more organised. Only worry i have now is that i can't keep the mod up to date since so much is still changing.
Atm i'm trying to puzzle together Aluminium for blue science in my angel + bob + science overhaul playtrough. The only thing i find remarkable is that you need the advanced electronics chip for the Electrical smelter, while angel's mod has a lot of electrical crushing, sorting etc with the first tier of electronic chips.
I did actually ask what I need to do for an own subforum but haven't got a definitive answer, but will ask again because I certainly agree with that it would be more organized, although I'm already crosslinking to the other mods where I can.
It's a question of availability and the requirements do rise a bit for the later machine, but they are not yet balanced or revisited.
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: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.8
Tiny suggestion: you should say in the first post that if bobores is present, then bobconfig must also be present.
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Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.8
That's Bob's thing though.brab wrote:Tiny suggestion: you should say in the first post that if bobores is present, then bobconfig must also be present.
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires
Mods (current): Resource Labels
Mods (old): Biter Spires
Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.8
I'm not sure, the error I was getting was in Angel Infinite Ores, telling me it could not find something named config. My understanding of Bob's config is that it's optional: if you don't have it, you just play with the defaults.Pandemoneus wrote:That's Bob's thing though.brab wrote:Tiny suggestion: you should say in the first post that if bobores is present, then bobconfig must also be present.
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Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.8
There is a check/read in the mod to implement the different config options for infinite bobore, like which fields are active, which resource gem fields give etc and these information's are pulled from bobsconfig, the easiest fix is just to put bobsconfig in, else I have to look into it when I'm back home and change the check a bit that it doesn't throw an error when its not there.brab wrote:I'm not sure, the error I was getting was in Angel Infinite Ores, telling me it could not find something named config. My understanding of Bob's config is that it's optional: if you don't have it, you just play with the defaults.Pandemoneus wrote:That's Bob's thing though.brab wrote:Tiny suggestion: you should say in the first post that if bobores is present, then bobconfig must also be present.
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: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.8
I was simply suggesting to say in the first post that it's needed. It's just a simple download, so if it makes things easier, requiring it is fine.Arch666Angel wrote:There is a check/read in the mod to implement the different config options for infinite bobore, like which fields are active, which resource gem fields give etc and these information's are pulled from bobsconfig, the easiest fix is just to put bobsconfig in, else I have to look into it when I'm back home and change the check a bit that it doesn't throw an error when its not there.
I'm a few hours in a playthrough, using Bob's mods and your mods (this one and the refining one), and it's a great experience. I'm at the point where I'm trying to automate green potions, and it's a wonderful challenge. Thanks for the mods!
Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.8
Hello. With Infinite Ores and Youki factorio not generates youki ores (Durotal Nuatreel). How fix it?
YoukisMod + BobsMod = ok
YoukisMod + AngelsMod = ok
YoukisM + AngelsM + BobsMod = missing YoukisM ore
YoukisMod + BobsMod = ok
YoukisMod + AngelsMod = ok
YoukisM + AngelsM + BobsMod = missing YoukisM ore
Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.8
and it is possible to return and turn off the endless ore? but refining?
а можно вернуть и отключить бесконечные руды? но с рефининг?
а можно вернуть и отключить бесконечные руды? но с рефининг?
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Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.8
Oh gawd. Im going though the same thing. Got stuck with blue science for the entire weekend because I had to refactor my refining chain into a main bus just for gold and bauxite. Already fearing the future refactor because I forgot to add a couple of other ores in there and future problems with copper backing up and blocking all other ores. Iron is production is barely there.safan wrote:Hello,
i'm having a lot of fun with this mod and the other angels mod. Have you already requested an own subforum? I think it would make things a lot more organised. Only worry i have now is that i can't keep the mod up to date since so much is still changing.
Atm i'm trying to puzzle together Aluminium for blue science in my angel + bob + science overhaul playtrough. The only thing i find remarkable is that you need the advanced electronics chip for the Electrical smelter, while angel's mod has a lot of electrical crushing, sorting etc with the first tier of electronic chips.
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- bus.PNG (2.91 MiB) Viewed 8418 times
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Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.8
The Yuokis Ores will come from the refining with that configuration, you will get them from sorting the chunks of saphirite and stiratite, or with the additional slag processing recipes.ptnkjke wrote:Hello. With Infinite Ores and Youki factorio not generates youki ores (Durotal Nuatreel). How fix it?
YoukisMod + BobsMod = ok
YoukisMod + AngelsMod = ok
YoukisM + AngelsM + BobsMod = missing YoukisM ore
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"
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Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.8
johnnyBgoode wrote:Oh gawd. Im going though the same thing. Got stuck with blue science for the entire weekend because I had to refactor my refining chain into a main bus just for gold and bauxite. Already fearing the future refactor because I forgot to add a couple of other ores in there and future problems with copper backing up and blocking all other ores. Iron is production is barely there.safan wrote:Hello,
i'm having a lot of fun with this mod and the other angels mod. Have you already requested an own subforum? I think it would make things a lot more organised. Only worry i have now is that i can't keep the mod up to date since so much is still changing.
Atm i'm trying to puzzle together Aluminium for blue science in my angel + bob + science overhaul playtrough. The only thing i find remarkable is that you need the advanced electronics chip for the Electrical smelter, while angel's mod has a lot of electrical crushing, sorting etc with the first tier of electronic chips.
That's one giant refining factory Did you consider the advanced sorting recipe's which only have one output ore?
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"
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Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.8
Arch666Angel wrote:
That's one giant refining factory Did you consider the advanced sorting recipe's which only have one output ore?
Ugh... I'll put that on the checklist for next weekend. I have to find the other ores first.
Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.8
thks.Arch666Angel wrote:The Yuokis Ores will come from the refining with that configuration, you will get them from sorting the chunks of saphirite and stiratite, or with the additional slag processing recipes.ptnkjke wrote:Hello. With Infinite Ores and Youki factorio not generates youki ores (Durotal Nuatreel). How fix it?
YoukisMod + BobsMod = ok
YoukisMod + AngelsMod = ok
YoukisM + AngelsM + BobsMod = missing YoukisM ore
I had panic attack when i speng 15h+ and realized that i not know how found roudes.
Re: Bugs & FAQ
Found a Bug in angelsrefining:
File: prototypes/buildings/ore-refinery.lua, Line 176/177
Collision box of the ore refinery 3 is too small. Replace these two lines with
Edit: Whoops, the ore refinery 3 isn't craftable, i just tested it with testmode
File: prototypes/buildings/ore-refinery.lua, Line 176/177
Collision box of the ore refinery 3 is too small. Replace these two lines with
Code: Select all
collision_box = {{-3.4, -3.4}, {3.4, 3.4}},
selection_box = {{-3.5, -3.5}, {3.5, 3.5}},
Edit: Whoops, the ore refinery 3 isn't craftable, i just tested it with testmode
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Re: Bugs & FAQ
The entity is defined in the files, but not used in game Have to clean that up once I'm 100% sure I won't use it.Cyres wrote:Found a Bug in angelsrefining:
File: prototypes/buildings/ore-refinery.lua, Line 176/177
Collision box of the ore refinery 3 is too small. Replace these two lines withCode: Select all
collision_box = {{-3.4, -3.4}, {3.4, 3.4}}, selection_box = {{-3.5, -3.5}, {3.5, 3.5}},
Edit: Whoops, the ore refinery 3 isn't craftable, i just tested it with testmode
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"
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Re: Bugs & FAQ
Alright, a few things that I noticed too:
- Ore Processing 1 research unlocks silver instead of lead. (I know you gated the lead behind Bob's lead processing research, but when we think of tiers it should be iron, copper, tin and lead on the first tier)
- Ore Crusher 2 & 3 have the same crafting speed, but 3 takes more energy
- Why does the first wood recipe in Bio Processing 1 take 3 resin for 5 wood? I would be just cheaper to craft the wood from raw wood or heavy oil instead of going your route.
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires
Mods (current): Resource Labels
Mods (old): Biter Spires
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Re: Bugs & FAQ
I'm having some issues running it on base. The burner ore crusher doesn't seem to have a recipe assigned to it, as it gives a strange prompt "Build what?" when clicked, doesn't appear to be acting like an assembler.
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Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores
Belt HoppersArch666Angel wrote:what other mods are you using?
Mining Tools
More Light
Nucular
Trashcan
Warehousing
Air Filtering
Angel'sProcessing
Angel's Refining
Base
Clock
Greenhouse
Reverse Factory
Specialized Refineries
I figured out you can use the burner crusher until you've researched the first refining tech... that's a little bit of a pain. Awesome mod BTW! been using it with Bob's for hours and hours.
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Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores
Yeah the buildings are set up for the use with bobs and only the recipes are changed to work with the base game, I might change it somewhere in the future so the base game will also use some or all of the angelsores and have different fractions of iron and copper ore in the loot table with different yields and possibilities to combine, a bit more the way hardcrafting does it maybe.Macaroni Mancer wrote:...Arch666Angel wrote:what other mods are you using?
I figured out you can use the burner crusher until you've researched the first refining tech... that's a little bit of a pain. Awesome mod BTW! been using it with Bob's for hours and hours.
And thanks for the feedback, glad you like it and that you have fun with it
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"