Ok. I'm an enduser who has NO intuitive programming ability whose only experience was a high school class in BASIC and MS-vBASIC from twenty years ago. How do I change the reference?BlueTemplar wrote: βThu Feb 28, 2019 6:51 pmIt's probably so simple that you could change the reference to the version from 0.16 to 0.17 in the mod yourself, and it would work...MisterFister wrote: βThu Feb 28, 2019 6:23 pm^^ Second. For myself specifically, my issue is with the Warehouses mod in an otherwise vanilla-plus playthrough. I.e., I'd presume that the Warehouses mod is relatively lightweight in modding terms.
Also, meta-question: What is the in-game usage scenario for Ore Silos as distinguished from the separate Warehouses? I understand that the Silos are smaller in terms of footprint... but is that it?
My own example is that I wonder if there's a reason to use OS at all in favor of Warehouses generally.
Yeah silos are just smaller, and contain less and are cheaper.
Ore silos are also prettier.
Bugs & FAQ
Moderator: Arch666Angel
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Re: Bugs & FAQ
Re: Bugs & FAQ
info.json contains the version number required for the game to load the mod. It's a simple edit in wordpad to make it 0.17 and the game will then attempt to load it.MisterFister wrote: βThu Feb 28, 2019 9:25 pmOk. I'm an enduser who has NO intuitive programming ability whose only experience was a high school class in BASIC and MS-vBASIC from twenty years ago. How do I change the reference?BlueTemplar wrote: βThu Feb 28, 2019 6:51 pmIt's probably so simple that you could change the reference to the version from 0.16 to 0.17 in the mod yourself, and it would work...MisterFister wrote: βThu Feb 28, 2019 6:23 pm^^ Second. For myself specifically, my issue is with the Warehouses mod in an otherwise vanilla-plus playthrough. I.e., I'd presume that the Warehouses mod is relatively lightweight in modding terms.
Also, meta-question: What is the in-game usage scenario for Ore Silos as distinguished from the separate Warehouses? I understand that the Silos are smaller in terms of footprint... but is that it?
My own example is that I wonder if there's a reason to use OS at all in favor of Warehouses generally.
Yeah silos are just smaller, and contain less and are cheaper.
Ore silos are also prettier.
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Re: Bugs & FAQ
Not as easy as just updating info.luaLight wrote: βThu Feb 28, 2019 10:24 pminfo.json contains the version number required for the game to load the mod. It's a simple edit in wordpad to make it 0.17 and the game will then attempt to load it.MisterFister wrote: βThu Feb 28, 2019 9:25 pmOk. I'm an enduser who has NO intuitive programming ability whose only experience was a high school class in BASIC and MS-vBASIC from twenty years ago. How do I change the reference?BlueTemplar wrote: βThu Feb 28, 2019 6:51 pmIt's probably so simple that you could change the reference to the version from 0.16 to 0.17 in the mod yourself, and it would work...MisterFister wrote: βThu Feb 28, 2019 6:23 pm^^ Second. For myself specifically, my issue is with the Warehouses mod in an otherwise vanilla-plus playthrough. I.e., I'd presume that the Warehouses mod is relatively lightweight in modding terms.
Also, meta-question: What is the in-game usage scenario for Ore Silos as distinguished from the separate Warehouses? I understand that the Silos are smaller in terms of footprint... but is that it?
My own example is that I wonder if there's a reason to use OS at all in favor of Warehouses generally.
Yeah silos are just smaller, and contain less and are cheaper.
Ore silos are also prettier.
couple of commands have either been renamed or removed, so you have to go through a few more files in the prototype folder.
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Re: Bugs & FAQ
Ok. So, speaking specifically about Angel's Warehouses, you think I should hold off on modifying any version metainfo?BillNyetheSpy wrote: βFri Mar 01, 2019 4:24 amNot as easy as just updating info.luaLight wrote: βThu Feb 28, 2019 10:24 pminfo.json contains the version number required for the game to load the mod. It's a simple edit in wordpad to make it 0.17 and the game will then attempt to load it.MisterFister wrote: βThu Feb 28, 2019 9:25 pmOk. I'm an enduser who has NO intuitive programming ability whose only experience was a high school class in BASIC and MS-vBASIC from twenty years ago. How do I change the reference?BlueTemplar wrote: βThu Feb 28, 2019 6:51 pm It's probably so simple that you could change the reference to the version from 0.16 to 0.17 in the mod yourself, and it would work...
couple of commands have either been renamed or removed, so you have to go through a few more files in the prototype folder.
Re: Bugs & FAQ
The other warehouse mod has been updated for 0.17, it's just not as pretty.MisterFister wrote: βFri Mar 01, 2019 6:39 am Ok. So, speaking specifically about Angel's Warehouses, you think I should hold off on modifying any version metainfo?
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Re: Bugs & FAQ
Ok then, I'll hold off.
My broken builds and blueprints use this mod, and I'm trying to specifically save those specific blueprints before I dive whole hog into v0.17. Using the other mod won't help. Thanks for your efforts.
My broken builds and blueprints use this mod, and I'm trying to specifically save those specific blueprints before I dive whole hog into v0.17. Using the other mod won't help. Thanks for your efforts.
Re: Bugs & FAQ
You could extract the blueprint contents and replace the entity names, but any circuit wires would be tricky to handle.
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Re: Bugs & FAQ
Even in mods as simple as Ore Silos / Warehouses seem to be ?!BillNyetheSpy wrote: βFri Mar 01, 2019 4:24 am Not as easy as just updating info.lua
couple of commands have either been renamed or removed, so you have to go through a few more files in the prototype folder.
BobDiggity (mod-scenario-pack)
Re: Bugs & FAQ
Yes, you need to remove all instances of this line (buildings/warehouses.lua) :BlueTemplar wrote: βFri Mar 01, 2019 10:50 amEven in mods as simple as Ore Silos / Warehouses seem to be ?!BillNyetheSpy wrote: βFri Mar 01, 2019 4:24 am Not as easy as just updating info.lua
couple of commands have either been renamed or removed, so you have to go through a few more files in the prototype folder.
Code: Select all
flags = {"goes-to-quickbar"},
Code: Select all
{"automation-science-pack", 1},
{"logistic-science-pack", 1},
{"chemical-science-pack", 1},
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Re: Bugs & FAQ
Yep those are a few examples. Ore Silos is the only one i had time to fix last night, which i believe was just changing/removing flags and version number.nezrel wrote: βFri Mar 01, 2019 11:14 amYes, you need to remove all instances of this line (buildings/warehouses.lua) :BlueTemplar wrote: βFri Mar 01, 2019 10:50 amEven in mods as simple as Ore Silos / Warehouses seem to be ?!BillNyetheSpy wrote: βFri Mar 01, 2019 4:24 am Not as easy as just updating info.lua
couple of commands have either been renamed or removed, so you have to go through a few more files in the prototype folder.And you need to change science pack names (technology/warehouses-technology.lua) as applicable to lines below:Code: Select all
flags = {"goes-to-quickbar"},
Code: Select all
{"automation-science-pack", 1}, {"logistic-science-pack", 1}, {"chemical-science-pack", 1},
I was working on processing, got all the flags and technology updated but havent fixed a couple other errors yet, maybe will later tonight
Re: Bugs & FAQ
The Warehouses mod has just been updated (and augmented with the buffer warehouse), and I'm sure the Silos update is imminent. We can all go home (and thanks, Angel).
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Re: Bugs & FAQ
It seems there's an issue with the new version of Angels Infinite Ores when playing with vanilla ores.
Mining times of most ores were updated in vanilla 0.17 from 2 down to 1 (part of that whole streamlining miner speed change). However that change isn't reflected in the infinite version of the ores when using the mod, causing the miners to effectively function at half speed.
Mining times of most ores were updated in vanilla 0.17 from 2 down to 1 (part of that whole streamlining miner speed change). However that change isn't reflected in the infinite version of the ores when using the mod, causing the miners to effectively function at half speed.
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Re: Bugs & FAQ
Mr. Angel, despite the fact that the Angel's Refining submod has been updated to 0.17 (v10.0), it does not load! This is the last mod I need working to begin, I pray that you will address this early in the weekend.
Edit: More info!
Failed to loads mods: __angelsrefining__/data-updates.lua:3: __angelsrefining__/prototypes/refining-override.lua:33: bad argument #1 to 'insert' (table expected, got nil)
stack traceback:
[C]: in function 'insert'
__angelsrefining__/prototypes/refining-override.lua:33: in main chunk
[C]: in function 'require'
__angelsrefining__/data-update.lua:3: in main chunk
stack traceback:
[C]: in function 'require'
__angelsrefining__/data-update.lua:3: in main chunk
Mods to be disabled:
angelsrefining
Edit: More info!
Failed to loads mods: __angelsrefining__/data-updates.lua:3: __angelsrefining__/prototypes/refining-override.lua:33: bad argument #1 to 'insert' (table expected, got nil)
stack traceback:
[C]: in function 'insert'
__angelsrefining__/prototypes/refining-override.lua:33: in main chunk
[C]: in function 'require'
__angelsrefining__/data-update.lua:3: in main chunk
stack traceback:
[C]: in function 'require'
__angelsrefining__/data-update.lua:3: in main chunk
Mods to be disabled:
angelsrefining
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Re: Bugs & FAQ
@brokenshakles
I have the exact same problem.
I assume the mod developer is in the process of upgrading, so things will be in flux for a while.
I have the exact same problem.
I assume the mod developer is in the process of upgrading, so things will be in flux for a while.
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Re: Bugs & FAQ
I am presuming the same, but this seems critical priority, considering how central the refining stack is to angel's in general. Thanks for the second, it's always good to be able to replicate the problem with multiple parties.
Edit: Are you using Linux? I am, that may be a factor.
Edit: Are you using Linux? I am, that may be a factor.
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Re: Bugs & FAQ
Warehouses are updatedMisterFister wrote: βThu Feb 28, 2019 6:23 pm ^^ Second. For myself specifically, my issue is with the Warehouses mod in an otherwise vanilla-plus playthrough. I.e., I'd presume that the Warehouses mod is relatively lightweight in modding terms.
Also, meta-question: What is the in-game usage scenario for Ore Silos as distinguished from the separate Warehouses? I understand that the Silos are smaller in terms of footprint... but is that it?
My own example is that I wonder if there's a reason to use OS at all in favor of Warehouses generally.
You are insane, but thank you
These errors will probably arise throughout the updating, I can't check and test all the cases and combinations you can use the mod in. Should be fixed.brokenshakles wrote: βFri Mar 01, 2019 4:57 pm I am presuming the same, but this seems critical priority, considering how central the refining stack is to angel's in general. Thanks for the second, it's always good to be able to replicate the problem with multiple parties.
Edit: Are you using Linux? I am, that may be a factor.
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
Hello Mr. Angel,
Failed to loads mods: __angelsrefining__/data-updates.lua:2: __angelsrefining__/prototypes/generation/angels-override-lua:208: attempt to index field 'ribbon-World' (a nil value)
stack traceback:
[C]: in function 'insert'
__angelsrefining__/prototypes/generation/angels-override-lua:208: in main chunk
[C]: in function 'require'
__angelsrefining__/data-final-fixes.lua:2: in main chunk
stack traceback:
[C]: in function 'require'
__angelsrefining__/data-final-fixes.lua:2: in main chunk
Mods to be disabled:
angelsrefining
I'm sorry I could not give a better message.
Edit: Now try to find the appropriate mod that causes this error message.
Edit II: I found the mod. It is the mod "geothermal generator" which has caused problems.
Failed to loads mods: __angelsrefining__/data-updates.lua:2: __angelsrefining__/prototypes/generation/angels-override-lua:208: attempt to index field 'ribbon-World' (a nil value)
stack traceback:
[C]: in function 'insert'
__angelsrefining__/prototypes/generation/angels-override-lua:208: in main chunk
[C]: in function 'require'
__angelsrefining__/data-final-fixes.lua:2: in main chunk
stack traceback:
[C]: in function 'require'
__angelsrefining__/data-final-fixes.lua:2: in main chunk
Mods to be disabled:
angelsrefining
I'm sorry I could not give a better message.
Edit: Now try to find the appropriate mod that causes this error message.
Edit II: I found the mod. It is the mod "geothermal generator" which has caused problems.
Last edited by Steppenwolf on Fri Mar 01, 2019 5:48 pm, edited 2 times in total.
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Re: Bugs & FAQ
Wow! You are something else, the fix works. Thanks for getting back to us so promptly. Also, is Angel's Components and Tech still relevant? It hasnt seen an update in a while, and while it loads, I'm thinking it's deprecated.
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Re: Bugs & FAQ
Next to the mod it says deprecatedbrokenshakles wrote: βFri Mar 01, 2019 5:30 pm Wow! You are something else, the fix works. Thanks for getting back to us so promptly. Also, is Angel's Components and Tech still relevant? It hasnt seen an update in a while, and while it loads, I'm thinking it's deprecated.
Plus if i remember correctly it got added to one of the currnt gen mods