Bugs & FAQ
Moderator: Arch666Angel
- Arch666Angel
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Re: Bugs & FAQ
Components and Tech is merged into the Industries mod.
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
Hello, thank you for what you've been doing here.
I think the FAQ is the right place to post this so: I have a question about an item that I believe comes with the petrochem mod, the gas well. Specifically, how they are generated.
Petrochem is not yet updated for .17. I haven't been able to find a timeline, but it may take a while as it seems like a complex mod.
My question is, do gas wells appear only if specified in worldgen, or will they start appearing in undiscovered areas if the mod is added after worldgen?
I'm mostly wondering because I plan to start a new file once I update, and don't want to accidentally miss out on gas wells from being too hasty.
If anyone understands how they are generated, I would be grateful to know.
I think the FAQ is the right place to post this so: I have a question about an item that I believe comes with the petrochem mod, the gas well. Specifically, how they are generated.
Petrochem is not yet updated for .17. I haven't been able to find a timeline, but it may take a while as it seems like a complex mod.
My question is, do gas wells appear only if specified in worldgen, or will they start appearing in undiscovered areas if the mod is added after worldgen?
I'm mostly wondering because I plan to start a new file once I update, and don't want to accidentally miss out on gas wells from being too hasty.
If anyone understands how they are generated, I would be grateful to know.
Re: Bugs & FAQ
New resources are added after a world is created, however, given the large worldgen from the start it would be quite a distance out. Also worth noting is that undiscovered chunks around the border of your explored regions are pre-generated but just not explored yet (The border is 3 chunks thick I believe), which furthers the distance of new resources.Erie wrote: ↑Sun Mar 03, 2019 2:19 amMy question is, do gas wells appear only if specified in worldgen, or will they start appearing in undiscovered areas if the mod is added after worldgen?
I'm mostly wondering because I plan to start a new file once I update, and don't want to accidentally miss out on gas wells from being too hasty.
If anyone understands how they are generated, I would be grateful to know.
You're better off waiting a little while longer to ensure adequate oil well spawns.
Re: Bugs & FAQ
With the last update of petrochem i am getting the following error
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- Arch666Angel
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Re: Bugs & FAQ
Did you update refining to the latest version?
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
Same error, refining version 0.10.1 from yesterday here.
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Re: Bugs & FAQ
Right, so I dived in and commented the following on line 45, in the angels-function.lua in refining
And it loads okay, all the techs are there in game. So it appears to do with the flag changes that came in with 0.17, and the disabling barrelling recipe.
I've run into another problem which this created, the newest Cargo Ships won't load now due to the following
Cargo Ships was working before I updated petrochem, and it runs fine without petrochem.
Code: Select all
table.insert(item.flags,"hidden")
And it loads okay, all the techs are there in game. So it appears to do with the flag changes that came in with 0.17, and the disabling barrelling recipe.
I've run into another problem which this created, the newest Cargo Ships won't load now due to the following
Cargo Ships was working before I updated petrochem, and it runs fine without petrochem.
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Re: Bugs & FAQ
martydingo wrote: ↑Sun Mar 03, 2019 2:05 pm Right, so I dived in and commented the following on line 45, in the angels-function.lua in refining
Code: Select all
table.insert(item.flags,"hidden")
And it loads okay, all the techs are there in game. So it appears to do with the flag changes that came in with 0.17, and the disabling barrelling recipe.
I've run into another problem which this created, the newest Cargo Ships won't load now due to the following
Cargo Ships was working before I updated petrochem, and it runs fine without petrochem.
Just so I'm being clear!
Code: Select all
function angelsmods.functions.disable_barreling_recipes(fluid_to_disable)
angelsmods.functions.OV.disable_recipe("fill-"..fluid_to_disable.."-barrel")
angelsmods.functions.OV.disable_recipe("empty-"..fluid_to_disable.."-barrel")
for nx, item in pairs(data.raw.item) do
if item.name == fluid_to_disable.."-barrel" then
-- table.insert(item.flags,"hidden") -- I commented this
end
end
end
Re: Bugs & FAQ
Petrochem's last update not works!!
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Re: Bugs & FAQ
I updated too. But same error. It not Works.
PD: I love your mod, repair it, pleeeaseeee
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Re: Bugs & FAQ
New Refining update clears error with Petro. Thank you.
- Arch666Angel
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Re: Bugs & FAQ
Yeah forgot to include the fix to exact these lines to yesterdays update.
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
It misses more than the smelting mod is it's perfect ^^
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Re: Bugs & FAQ
I'm guessing the cargo-ships is something on their end, since enabling one of their optional dependencies must cause this if you didn't find anything.
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Re: Bugs & FAQ
The latest update from a few minutes ago fixed petrochemical but is now causing issues with Cargo Ships & Enhanced map colors, should i contact their respective developers?
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Re: Bugs & FAQ
Since I don't exactly know what they do yeah would be betterStolenbows wrote: ↑Sun Mar 03, 2019 4:00 pm The latest update from a few minutes ago fixed petrochemical but is now causing issues with Cargo Ships & Enhanced map colors, should i contact their respective developers?
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
Is anyone else experiencing major slowdown when trying to mouse over icons in the crafting menu since installing Angel's Petrochem? For some reason I suffer 8-13 seconds of the game dropping to 2-5 FPS or locking up even longer than that.
When petrochem is disabled, everything is a buttery 60 FPS without issue. I've got no idea what's going on exactly, but it must have something to do with the tooltip itself.
When petrochem is disabled, everything is a buttery 60 FPS without issue. I've got no idea what's going on exactly, but it must have something to do with the tooltip itself.
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Re: Bugs & FAQ
It might be related to calculating raw ingredient totals? I vaguely remember seeing posts along those lines.
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Re: Bugs & FAQ
if i disable bob's electronics i get this error
Code: Select all
stack traceback:
[C]: in function 'insert'
__angelsrefining__/prototypes/override-functions.lua:503: in function 'execute'
__angelssmelting__/data-updates.lua:5: in main chunk
Mods, die deaktiviert werden müssen:
• angelssmelting