Failed to load mods: Error in assignID, item with name 'basic-circuit-board' does not exist.
Source: ore-sorting-facility (recipe)
Bugs & FAQ
Moderator: Arch666Angel
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Re: Bugs & FAQ
Crash when loading Angels Refining without Bob's Electronics.
Mod List
Error's out on random buildings looking for 'basic-circuit-board'
Re: Bugs & FAQ
I'll try it out later.Coppermine wrote:steel-pipe is from boblogistics, which wasn't in your list, so it makes sense that you got that error.
angelspetrochem is checking for bobplates but not boblogistics before using steel-pipe (relevant code in prototypes/petrochem-override.lua and prototypes/recipes/petrochem-entity-bob.lua). Angel: You should probably tweak the code to check for boblogistics before using steel pipe.
CMH: To fix your problem it should suffice to add boblogistics.
- Arch666Angel
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Re: Bugs & FAQ
@PiggyWhiskey @CMH
If you want to play my mods with bobs, you need all of bobs mods (or at least electronics, plates, ores, library and logistics)
If you want to play my mods with bobs, you need all of bobs mods (or at least electronics, plates, ores, library and logistics)
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
Bobs electronics is the only one I don't play with. Not a fan of the extreme changes it makes. I just wanted thee extended game play.
If it's a prerequisite, might want to change that in the info file so the game doesn't run without it.
Bob has a nice setup detecting and modifying recipes for players with and without electronics.
I just manually changed the 3 recipes to need Green Chips for the interim.
If it's a prerequisite, might want to change that in the info file so the game doesn't run without it.
Bob has a nice setup detecting and modifying recipes for players with and without electronics.
I just manually changed the 3 recipes to need Green Chips for the interim.
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Re: Bugs & FAQ
Code: Select all
Error loading mods
Failed to load mods: __angelspetrochem__/data-final-fixes.lua:1:...gelspetrochem__/prototypes/petrochem-global-override:38:attempt to index field 'ores' (a nil value)
Mods to be disabled:
*angelspetrochem
Re: Bugs & FAQ
Dependencies:cpeosphoros wrote:That's happening with only petrochem (0.5.7) and refining (0.7.9) enabled, without Infinte Ores.Code: Select all
Error loading mods Failed to load mods: __angelspetrochem__/data-final-fixes.lua:1:...gelspetrochem__/prototypes/petrochem-global-override:38:attempt to index field 'ores' (a nil value) Mods to be disabled: *angelspetrochem
-AngelsMods: Refining, InfiniteOres
-BobsMods: Full Suite
-Recommended: RSO
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Re: Bugs & FAQ
nagapito wrote:Dependencies:cpeosphoros wrote:That's happening with only petrochem (0.5.7) and refining (0.7.9) enabled, without Infinte Ores.Code: Select all
Error loading mods Failed to load mods: __angelspetrochem__/data-final-fixes.lua:1:...gelspetrochem__/prototypes/petrochem-global-override:38:attempt to index field 'ores' (a nil value) Mods to be disabled: *angelspetrochem
-AngelsMods: Refining, InfiniteOres
-BobsMods: Full Suite
-Recommended: RSO
Yeps, noticed it afterwards, but the mod should enforce Infinte Ores dependency in its jSon. Just reporting the bug, not complaining. They are really really great mods Angel's got here.
Re: Bugs & FAQ
Thing is, if you going to use bob's mods with angel's ones, you need full bob's suite to play with petrochem, if you don't want the full bob's suite you can still play but without petrochem and metallurgy. Or you enable petrochem and metallurgy and disable all bob's mods that works too.PiggyWhiskey wrote:Bobs electronics is the only one I don't play with. Not a fan of the extreme changes it makes. I just wanted thee extended game play.
If it's a prerequisite, might want to change that in the info file so the game doesn't run without it.
Bob has a nice setup detecting and modifying recipes for players with and without electronics.
I just manually changed the 3 recipes to need Green Chips for the interim.
Re: Bugs & FAQ
Just a note, disabling angels-enablefluidreq after having it set true will not fix the ores to no longer require fluids.
EDIT: Disregard, config management system wasn't managing my config.
EDIT: Disregard, config management system wasn't managing my config.
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Re: Bugs & FAQ
I'm missing the Chloric, Fluoric and Nitric waste water purification recipies. (Do have Sulfuric).
Anyone else experiencing this? I also am using marathomation so not sure if it's a mod conflict issue.
Anyone else experiencing this? I also am using marathomation so not sure if it's a mod conflict issue.
- septemberWaves
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Re: Bugs & FAQ
It should be a matter of changing in-game mod configs, if I'm not mistaken.canadajebus wrote:I'm missing the Chloric, Fluoric and Nitric waste water purification recipies. (Do have Sulfuric).
Anyone else experiencing this? I also am using marathomation so not sure if it's a mod conflict issue.
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Re: Bugs & FAQ
I can't find any config options related to this. I've also tried reloading with other mods disabled but no luck.eloquentJane wrote:It should be a matter of changing in-game mod configs, if I'm not mistaken.canadajebus wrote:I'm missing the Chloric, Fluoric and Nitric waste water purification recipies. (Do have Sulfuric).
Anyone else experiencing this? I also am using marathomation so not sure if it's a mod conflict issue.
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Re: Bugs & FAQ
Mobius1 wrote:Thing is, if you going to use bob's mods with angel's ones, you need full bob's suite to play with petrochem, if you don't want the full bob's suite you can still play but without petrochem and metallurgy. Or you enable petrochem and metallurgy and disable all bob's mods that works too.PiggyWhiskey wrote:Bobs electronics is the only one I don't play with. Not a fan of the extreme changes it makes. I just wanted thee extended game play.
If it's a prerequisite, might want to change that in the info file so the game doesn't run without it.
Bob has a nice setup detecting and modifying recipes for players with and without electronics.
I just manually changed the 3 recipes to need Green Chips for the interim.
I'm okay without Petrochem. And I'm okay without bobs electronics.
I would have liked to play with metallurgy, but that requires Petrochem.
I just want to play with everything except Electronics, Petrochem, Metallurgy (or smelting, whatever it's called.)
It's not hard to replace an ingredient if bobs electronics is in the game.
And the dependency on bobs electronics should be Hard, not optional like the current set up.
Re: Bugs & FAQ
a) make sure you have all your mods updatedcanadajebus wrote:I can't find any config options related to this. I've also tried reloading with other mods disabled but no luck.eloquentJane wrote:It should be a matter of changing in-game mod configs, if I'm not mistaken.canadajebus wrote:I'm missing the Chloric, Fluoric and Nitric waste water purification recipies. (Do have Sulfuric).
Anyone else experiencing this? I also am using marathomation so not sure if it's a mod conflict issue.
b) check your mod configs BEFORE loading your save, main menu > options > mods
c) make sure "Adds Petrochem Acids to Refining and Ores" is checked under "angelspetrochem"
If you still experience this biter, just say the word and I'll summon the biter killsquad to deal with them. All biters must die!
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Re: Bugs & FAQ
Everything is up to date. I've checked the mods configs and I do have that item checked. I've also tried unchecking it, saving, reloading, rechecking it, reloading and they don't appear. Whats strange is the recipies do show up under the tech tree under the completed Water Treatment tech, just not in the production screens.Mobius1 wrote:a) make sure you have all your mods updatedcanadajebus wrote:I can't find any config options related to this. I've also tried reloading with other mods disabled but no luck.eloquentJane wrote:It should be a matter of changing in-game mod configs, if I'm not mistaken.canadajebus wrote:I'm missing the Chloric, Fluoric and Nitric waste water purification recipies. (Do have Sulfuric).
Anyone else experiencing this? I also am using marathomation so not sure if it's a mod conflict issue.
b) check your mod configs BEFORE loading your save, main menu > options > mods
c) make sure "Adds Petrochem Acids to Refining and Ores" is checked under "angelspetrochem"
If you still experience this biter, just say the word and I'll summon the biter killsquad to deal with them. All biters must die!
Is there a way to force reload the tech or something?
Re: Bugs & FAQ
Try enabling autobarreling, load the game, don't save, disable autobarreling, load again if the recipes don't show up and you don't mind disabling achievements, type these in the console then reload the game:canadajebus wrote:Everything is up to date. I've checked the mods configs and I do have that item checked. I've also tried unchecking it, saving, reloading, rechecking it, reloading and they don't appear. Whats strange is the recipies do show up under the tech tree under the completed Water Treatment tech, just not in the production screens.
Is there a way to force reload the tech or something?
Code: Select all
/c for index, force in pairs(game.forces) do
force.reset_recipes()
force.reset_technologies()
end
Re: Bugs & FAQ
Any chance we will get smelting to work without Bob's mods?
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Re: Bugs & FAQ
I tried this, no luck. Also tried removing some code from the mod which disables those recipes if petrochem isn't found.Mobius1 wrote:Try enabling autobarreling, load the game, don't save, disable autobarreling, load again if the recipes don't show up and you don't mind disabling achievements, type these in the console then reload the game:canadajebus wrote:Everything is up to date. I've checked the mods configs and I do have that item checked. I've also tried unchecking it, saving, reloading, rechecking it, reloading and they don't appear. Whats strange is the recipies do show up under the tech tree under the completed Water Treatment tech, just not in the production screens.
Is there a way to force reload the tech or something?Code: Select all
/c for index, force in pairs(game.forces) do force.reset_recipes() force.reset_technologies() end
I did get one thing to work though. I reloaded my save with refining mod disabled, saved, then reloaded with it enabled. This forced the research to be "forgotten". Luckly the research part of my factory wasn't destroyed in the process because a bunch of other mods disabled, destroying tons of buildings and all my ore patches. I reresearched the tech and the recipies did appear.
Now I just need to figure out how to "forget" the tech in my save where my factory hasn't been decimated lol I don't care if I just have to replace the water treatment stuff to fix it.
Re: Bugs & FAQ
reset_commands do not work for this case.
What you want is
This will enable all recipes that should had been enabled when you did the research.
You can also do this to disable the research and research it again
What you want is
Code: Select all
/c for index, force in pairs(game.forces) do
if force.technologies["water-treatment"].researched and game.fluid_prototypes["water-green-waste"] then
force.recipes["yellow-waste-water-purification"].enabled = true
force.recipes["red-waste-water-purification"].enabled = true
force.recipes["green-waste-water-purification"].enabled = true
force.recipes["greenyellow-waste-water-purification"].enabled = true
end
end
You can also do this to disable the research and research it again
Code: Select all
/c game.player.force.technologies["water-treatment"].researched = false
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Re: Bugs & FAQ
nagapito wrote:reset_commands do not work for this case.
What you want is
This will enable all recipes that should had been enabled when you did the research.Code: Select all
/c for index, force in pairs(game.forces) do if force.technologies["water-treatment"].researched and game.fluid_prototypes["water-green-waste"] then force.recipes["yellow-waste-water-purification"].enabled = true force.recipes["red-waste-water-purification"].enabled = true force.recipes["green-waste-water-purification"].enabled = true force.recipes["greenyellow-waste-water-purification"].enabled = true end end
You can also do this to disable the research and research it again
Code: Select all
/c game.player.force.technologies["water-treatment"].researched = false
This worked, thanks! I just got it working though another way lol. Made a copy of the mod, added a duplicate water treatment tech, researched it, removed my copied mod. I'm gonna redo it with that command though just incase my save didn't like my way of fixing it.