Bugs & FAQ
Moderator: Arch666Angel
Re: Bugs & FAQ
Since Refining disables thorium as a spawnable ore, are there any plans to have it obtainable somewhere, that isn't the 0.5% chance with uranium crystalization?
- Hyperbar00
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Re: Bugs & FAQ
Disabled Bio and tried with both a new game and a loaded one, the problem still persists
- lovely_santa
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Re: Bugs & FAQ
There is a dedicated thorium ore sorting recipe as well:
That is very strange... I'm still looking for what it could be...Hyperbar00 wrote: βSun Mar 15, 2020 12:49 pmDisabled Bio and tried with both a new game and a loaded one, the problem still persists
Re: Bugs & FAQ
Came here to post this, also in Seablock and unable to craft fibreglass boards. I can spawn the with console for now, is there a fix we can do?Arch666Angel wrote: βWed Jun 12, 2019 7:15 pmThere are several recipe that are generated with an empty output and then filled later depending on mod configuration. The "enabled" variable just tells if an recipe is available for crafting or not, if it is not enabled it can be if it is added to an research and then researched. So research will do nothing else than set the enabled variable to true for all recipes defined in the technology.jodokus31 wrote: βWed Jun 12, 2019 5:30 pmYes, this one is tricky. Looks like, the recipe gets overridden in smelting-override-bob.lua and added to the tech-tree and the tech unlocks it and sets enabled to true. So it should be fine.mrvn wrote: βWed Jun 12, 2019 4:12 pmCorrect me if I'm wrong but enabled="false" means that the recipe isn't available by default. But some technology can unlock it. Specifically "Advanced Glass Smelting 3".Chapeau-Claque wrote: βTue Jun 11, 2019 3:54 pmI'm trying to make fibreglass boards in Sea Block but could not find a way to make an assembler load the recipe so, after posting in Bob's, I dug some more and found this:
--CRAFTING
{...stuff..}
)
It's perfectly fine that you have ongoing work in the files - the problem that this particular way causes is that FNEI picks up the recipe but does not have a way to also pick up the enabled = "false".
Perhaps you could consider commenting out all work in progress instead of using a flag? I'll make a feature request for FNEI as well.
No Glass plates in angelbioprocessing+angelsmelting
Hi,
there's no way to make glass plates in angelssmelting, but the glass plates are required by angelsbioprocessing. Glass fiber is still doable though.
If I disable angelsbioprocessing, all I can smelt is copper, iron, and steel.
This is my mod list, running on 0.18.14:
"base",
"angelsbioprocessing",
"angelsexploration",
"angelsindustries",
"angelspetrochem",
"angelsrefining",
"angelssmelting",
"what-is-it-really-used-for"
there's no way to make glass plates in angelssmelting, but the glass plates are required by angelsbioprocessing. Glass fiber is still doable though.
If I disable angelsbioprocessing, all I can smelt is copper, iron, and steel.
This is my mod list, running on 0.18.14:
"base",
"angelsbioprocessing",
"angelsexploration",
"angelsindustries",
"angelspetrochem",
"angelsrefining",
"angelssmelting",
"what-is-it-really-used-for"
- lovely_santa
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Re: Bugs & FAQ
You should be able to craft it with metallurgy smelting from glass? If playing with components, it should be replaced now in the newest update.davetripd wrote: βFri Mar 20, 2020 1:50 pmCame here to post this, also in Seablock and unable to craft fibreglass boards. I can spawn the with console for now, is there a fix we can do?Arch666Angel wrote: βWed Jun 12, 2019 7:15 pmThere are several recipe that are generated with an empty output and then filled later depending on mod configuration. The "enabled" variable just tells if an recipe is available for crafting or not, if it is not enabled it can be if it is added to an research and then researched. So research will do nothing else than set the enabled variable to true for all recipes defined in the technology.jodokus31 wrote: βWed Jun 12, 2019 5:30 pmYes, this one is tricky. Looks like, the recipe gets overridden in smelting-override-bob.lua and added to the tech-tree and the tech unlocks it and sets enabled to true. So it should be fine.mrvn wrote: βWed Jun 12, 2019 4:12 pmCorrect me if I'm wrong but enabled="false" means that the recipe isn't available by default. But some technology can unlock it. Specifically "Advanced Glass Smelting 3".Chapeau-Claque wrote: βTue Jun 11, 2019 3:54 pmI'm trying to make fibreglass boards in Sea Block but could not find a way to make an assembler load the recipe so, after posting in Bob's, I dug some more and found this:
--CRAFTING
{...stuff..}
)
It's perfectly fine that you have ongoing work in the files - the problem that this particular way causes is that FNEI picks up the recipe but does not have a way to also pick up the enabled = "false".
Perhaps you could consider commenting out all work in progress instead of using a flag? I'll make a feature request for FNEI as well.
It is quite a bug in bio processing atm... That's inbetween angels mode and the full overhaul mode... You could enable industries overhaul, which will give you all the recipes.tsojcanth wrote: βFri Mar 20, 2020 3:15 pmHi,
there's no way to make glass plates in angelssmelting, but the glass plates are required by angelsbioprocessing. Glass fiber is still doable though.
If I disable angelsbioprocessing, all I can smelt is copper, iron, and steel.
This is my mod list, running on 0.18.14:
"base",
"angelsbioprocessing",
"angelsexploration",
"angelsindustries",
"angelspetrochem",
"angelsrefining",
"angelssmelting",
"what-is-it-really-used-for"
Re: Bugs & FAQ
I believe there is an error in the recipe for the Assembly Machine 1 (granted by the Automation technology). It requires Electronics Block 1 to craft, instead of Electronics Block 0.
As it is right now, to build the Assembly Machine 1, you have to handcraft all of the science to research 6 different technologies (automation, basic solder smelting, red electronics, water treatment, brown algae processing, and paper making 1), which is pretty time consuming.
This seemed to work in the previous version (or maybe the Automation tech gave Assembly Machine 0 which required Electronics Block 0 to craft, either way, I could start automating pretty quickly instead of endlessly handcrafting science to tech up).
As it is right now, to build the Assembly Machine 1, you have to handcraft all of the science to research 6 different technologies (automation, basic solder smelting, red electronics, water treatment, brown algae processing, and paper making 1), which is pretty time consuming.
This seemed to work in the previous version (or maybe the Automation tech gave Assembly Machine 0 which required Electronics Block 0 to craft, either way, I could start automating pretty quickly instead of endlessly handcrafting science to tech up).
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Re: Bugs & FAQ
Refining mod stopped working (after update to 0.11.5) with the following message: "Error while loading recipe prototype "solid-salt-from-saline" (recipe): Key "icon_size" not found in property tree at ROOT.recipe.solid-salt-from-saline".
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Re: Bugs & FAQ
When playing with bobs, this does use the Electronics Block 0, without bobs electronics it needs the Electronics Block 1. Although annoying its confirm the upgrade (since in base game it needs green circuits). Will add it to the list of fixes we have to do.Kritus wrote: βSat Mar 21, 2020 2:54 amI believe there is an error in the recipe for the Assembly Machine 1 (granted by the Automation technology). It requires Electronics Block 1 to craft, instead of Electronics Block 0.
As it is right now, to build the Assembly Machine 1, you have to handcraft all of the science to research 6 different technologies (automation, basic solder smelting, red electronics, water treatment, brown algae processing, and paper making 1), which is pretty time consuming.
This seemed to work in the previous version (or maybe the Automation tech gave Assembly Machine 0 which required Electronics Block 0 to craft, either way, I could start automating pretty quickly instead of endlessly handcrafting science to tech up).
I could not reproduce this. I suspect another mod is trying to replace icons as well. Could you provide a modlist so we can figure out where your issue lies?canisdirusleidy wrote: βSat Mar 21, 2020 6:00 amRefining mod stopped working (after update to 0.11.5) with the following message: "Error while loading recipe prototype "solid-salt-from-saline" (recipe): Key "icon_size" not found in property tree at ROOT.recipe.solid-salt-from-saline".
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Re: Bugs & FAQ
As it turned out, this is a conflict with the "MadClown01's Processing" mod (it's trying to change the icons for recipes "solid-salt" and "solid-salt-from-saline", plus use "solid-salt.png" icon for it's own recipe).timboo07up wrote: βSat Mar 21, 2020 7:55 amI could not reproduce this. I suspect another mod is trying to replace icons as well. Could you provide a modlist so we can figure out where your issue lies?canisdirusleidy wrote: βSat Mar 21, 2020 6:00 amRefining mod stopped working (after update to 0.11.5) with the following message: "Error while loading recipe prototype "solid-salt-from-saline" (recipe): Key "icon_size" not found in property tree at ROOT.recipe.solid-salt-from-saline".
- lovely_santa
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Re: Bugs & FAQ
Reported.canisdirusleidy wrote: βSat Mar 21, 2020 8:39 amAs it turned out, this is a conflict with the "MadClown01's Processing" mod (it's trying to change the icons for recipes "solid-salt" and "solid-salt-from-saline", plus use "solid-salt.png" icon for it's own recipe).timboo07up wrote: βSat Mar 21, 2020 7:55 amI could not reproduce this. I suspect another mod is trying to replace icons as well. Could you provide a modlist so we can figure out where your issue lies?canisdirusleidy wrote: βSat Mar 21, 2020 6:00 amRefining mod stopped working (after update to 0.11.5) with the following message: "Error while loading recipe prototype "solid-salt-from-saline" (recipe): Key "icon_size" not found in property tree at ROOT.recipe.solid-salt-from-saline".
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Re: Bugs & FAQ
I have noticed that after I upgrade Angel's the new recipes on updated technology do not appear. How can I get them? An example would be with the electric boiler. I am unable to boil water but because I researched Electric Boiler 2 after the update, I can boil purified water.
I am only using Angels mods (Smelting, Petrochem, and refining)
Thanks in advance.
I am only using Angels mods (Smelting, Petrochem, and refining)
Thanks in advance.
- lovely_santa
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Re: Bugs & FAQ
Oh yeah, I have to put migration in, there was migration in industries, hence why I didn't notice it. Since refining will have an update today, i'll put the tech tree fix in there.Brookstone wrote: βSat Mar 21, 2020 10:29 amI have noticed that after I upgrade Angel's the new recipes on updated technology do not appear. How can I get them? An example would be with the electric boiler. I am unable to boil water but because I researched Electric Boiler 2 after the update, I can boil purified water.
I am only using Angels mods (Smelting, Petrochem, and refining)
Thanks in advance.
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Re: Bugs & FAQ
Thanks!!lovely_santa wrote: βSat Mar 21, 2020 12:16 pmOh yeah, I have to put migration in, there was migration in industries, hence why I didn't notice it. Since refining will have an update today, i'll put the tech tree fix in there.Brookstone wrote: βSat Mar 21, 2020 10:29 amI have noticed that after I upgrade Angel's the new recipes on updated technology do not appear. How can I get them? An example would be with the electric boiler. I am unable to boil water but because I researched Electric Boiler 2 after the update, I can boil purified water.
I am only using Angels mods (Smelting, Petrochem, and refining)
Thanks in advance.
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Re: Bugs & FAQ
Thanks for your work and the update, it solved one issue I mentionned : ceramic filters are now back
Edit : nevertheless I can't produce Alumina required for ceramic filters, there is no recipe existing for Alumina.
However still no way to research Steel 2 & 3. Whether I load Bio or not, I'm still asked for invisible prerequisites. Moreover, geodes still don't have any use.
I noticed that now flamethrower turrets use Angels' own fluids instead of Vanilla ones. Good thing, yet I had to remove all the heavy oil (provided by the converter valve) used by my turrets in my main base which was around 100k units, plus a fistul thousands units from my remote outpost
Edit : nevertheless I can't produce Alumina required for ceramic filters, there is no recipe existing for Alumina.
However still no way to research Steel 2 & 3. Whether I load Bio or not, I'm still asked for invisible prerequisites. Moreover, geodes still don't have any use.
I noticed that now flamethrower turrets use Angels' own fluids instead of Vanilla ones. Good thing, yet I had to remove all the heavy oil (provided by the converter valve) used by my turrets in my main base which was around 100k units, plus a fistul thousands units from my remote outpost
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Re: Bugs & FAQ
That alumina might be same reason as mentioned above, not having the migration. I can understand that geodes have no use in your playthrough, that's not a priority... I thought I did take care of the prerequisites... dunno if that's migration, guess we'll find out after tonight update...Hyperbar00 wrote: βSat Mar 21, 2020 9:14 pmThanks for your work and the update, it solved one issue I mentionned : ceramic filters are now back
Edit : nevertheless I can't produce Alumina required for ceramic filters, there is no recipe existing for Alumina.
However still no way to research Steel 2 & 3. Whether I load Bio or not, I'm still asked for invisible prerequisites. Moreover, geodes still don't have any use.
I noticed that now flamethrower turrets use Angels' own fluids instead of Vanilla ones. Good thing, yet I had to remove all the heavy oil (provided by the converter valve) used by my turrets in my main base which was around 100k units, plus a fistul thousands units from my remote outpost
Re: Bugs & FAQ
Is that available with just refining active? Cause I didn't have it about a week ago.lovely_santa wrote: βWed Mar 18, 2020 12:17 amThere is a dedicated thorium ore sorting recipe as well:
thorium.png
Re: Bugs & FAQ
There is a new mod conflict with the last update of bioprocessing (last day) thats affecting aai-vehicles, its also reported in erandels discord
__angelsbioprocessing__/graphics/icons/biter-crown.png
https://gyazo.com/37113a6596aa5f5000619ca23d4fee48
__angelsbioprocessing__/graphics/icons/biter-crown.png
https://gyazo.com/37113a6596aa5f5000619ca23d4fee48
Re: Bugs & FAQ
Hello,
With this new update of Angel's Industries was it intended to remove the entity of angels-assembling-machine-0?
With this new update of Angel's Industries was it intended to remove the entity of angels-assembling-machine-0?
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Re: Bugs & FAQ
You are playing with bob mods right? So bob will add thorium-ore, if thorium ore is active, it will give you the ferrous and cupric refining ores, so yes, it should be active? Isn't it? Can you upload a save file (can be an empty save file) so I can sync my mods with yours?JamesFire wrote: βSat Mar 21, 2020 11:49 pmIs that available with just refining active? Cause I didn't have it about a week ago.lovely_santa wrote: βWed Mar 18, 2020 12:17 amThere is a dedicated thorium ore sorting recipe as well:
thorium.png
As you see in the error message, the only mod that is getting disabled is AAI vehicles, he is not getting the icon_size property correctly out of the biter queen, there is nothing wrong with it in angel, everything is defined correctly. If this wasn't the case, it would add angels bio processing to the list of mods to disable.inkraja wrote: βSun Mar 22, 2020 6:02 amThere is a new mod conflict with the last update of bioprocessing (last day) thats affecting aai-vehicles, its also reported in erandels discord
__angelsbioprocessing__/graphics/icons/biter-crown.png
https://gyazo.com/37113a6596aa5f5000619ca23d4fee48
Yes, sorry about that, all the assembling machines got removed, only the vanilla ones are in use now. The different tiers of assembling machines were not implemented correctly, so we decided to remove those and let you use the vanilla ones without restrictions. I could not migrate the assembling machines to use the vanilla ones, as the footprint is different, so sorry, I couldn't make sure it wouldn't break your existing base.