[MOD 0.15] AAI Industry

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ImTooTired
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Re: [MOD 0.15] AAI Industry

Post by ImTooTired »

With 0.4.10 processed fuel is no longer accepted as fuel for at least the AI Warden and AI Hauler.

It still works as fuel for vanilla cars, AI car, trains, boilers and for the AAI Industry Burner turbine generator.

Reverting to 0.4.9 allowed processed fuel to be used in the AI Warden and AI Hauler again.

I double checked that the "Fuel processing" check was checked.

Hovering over Processed Fuel also shows:

Unknown key: "fuel-category-name.processed-chemical"

Also, one setting in mod startup settings for AAI Industry shows:

Unknown key: "mod-setting-name.aai-fuel-processor-efficiency"

The only other mods I have loaded are AAI Programmable Structures, AAI Programmable Vehiciles, AAI Signals, AAI Vehicles: Hauler, AAI Vehicles: Warden, AAI Zones (though I started with a bunch of other mods, including Space Exploration)
Last edited by ImTooTired on Wed May 20, 2020 4:01 am, edited 1 time in total.

F_W
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Re: [MOD 0.15] AAI Industry

Post by F_W »

Just downloaded version 0.5.2

The new "Big Mining Drill" recipe seems to require itself instead of the previous mining drill

regis9000pro
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Re: [MOD 0.15] AAI Industry

Post by regis9000pro »

Hey,

I'm currently updating my modpack to 1.1, I tried to use AAI Industries 0.5.3 but there is a crash when I load it with dectorio and pyhightech. It says that dect-concrete-wall-from-stone-wall recipe was removed by AAI industries. I downgraded to 0.5.1 and everythings works fine. Could you have a look ?

Thanks

Torxbit
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Re: [MOD 0.15] AAI Industry

Post by Torxbit »

I understand the new recipes and fully enjoy them. However some my old blueprints for play no longer work as the base recipes have been changed. Is it posible to enable an option not to modify the base recipes?

iceblade92
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Re: [MOD 0.15] AAI Industry

Post by iceblade92 »

cant find the place to submit bugs so ill just do it here then?

one of my mods updated and i got this message.

37.273 Error ModManager.cpp:1577: Failed to load mod "aai-industry": __aai-industry__/prototypes/technology/technology.lua:30: attempt to index field 'toolbelt' (a nil value)
stack traceback:
__aai-industry__/prototypes/technology/technology.lua:30: in main chunk
[C]: in function 'require'
__aai-industry__/data.lua:19: in main chunk
37.282 Loading mod core 0.0.0 (data.lua)
37.828 Checksum for core: 3046847990
37.995 Error ModManager.cpp:1577: Error in assignID: recipe-category with name 'crafting' does not exist.

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Gerandalf
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Re: [MOD 0.15] AAI Industry

Post by Gerandalf »

Does anyone knows of a wiki for the changed recepties for the products in this mod?

DaleStan
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Re: [MOD 0.15] AAI Industry

Post by DaleStan »

Depending on what you're looking for, I'd use one or more of Factorio Lab, Factory Planner, FNEI, Helmod, Recipe Book, and/or YAFC.

None of them are really a wiki, but they all let you, in one way or another, explore the recipes available in AAII.

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