Bugs & FAQ
Moderator: Arch666Angel
Re: Bugs & FAQ
Krastorio 2 is actually somewhat compatible with Angels.
Re: Bugs & FAQ
Hello! I wanted to use Angels mods with transport drones mod https://mods.factorio.com/mod/Transport_Drones. I have quickly found out that it is impossible to request some of the basic items like iron plates as they are not displayed in the request window (screenshot with all tech unlocked https://monosnap.com/file/UCKulmVQqFfvL ... TqQiWpKop4). I'm missing also other items from Angel smelting in that tab (quite a lot of them). First I went to transport drones author discord but only got a response that "Most likely the Angel Bob does something to the items in Data.Final-Fixes.lua".
Prepared a save to make it easier https://drive.google.com/file/d/1_oQlb0 ... sp=sharing.
Is this something that can be changed/fixed or are those mods not compatible?
Prepared a save to make it easier https://drive.google.com/file/d/1_oQlb0 ... sp=sharing.
Is this something that can be changed/fixed or are those mods not compatible?
- lovely_santa
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Re: Bugs & FAQ
"Most likely the Angel Bob does something to the items in Data.Final-Fixes.lua".nershir wrote: ↑Wed Aug 19, 2020 10:25 amHello! I wanted to use Angels mods with transport drones mod https://mods.factorio.com/mod/Transport_Drones. I have quickly found out that it is impossible to request some of the basic items like iron plates as they are not displayed in the request window (screenshot with all tech unlocked https://monosnap.com/file/UCKulmVQqFfvL ... TqQiWpKop4). I'm missing also other items from Angel smelting in that tab (quite a lot of them). First I went to transport drones author discord but only got a response that "Most likely the Angel Bob does something to the items in Data.Final-Fixes.lua".
Prepared a save to make it easier https://drive.google.com/file/d/1_oQlb0 ... sp=sharing.
Is this something that can be changed/fixed or are those mods not compatible?
This is not true, the items are finished updating in data-updates. This is nothing wrong with angels mods. Especially the iron plates for example, which are added by the base game, and only receive graphics updates in data-updates shoudn't be an issue for sure! The prototype order can also be found using the prototype browser (ctrl + e) ingame. In the worse case, the transport drones could add a hidden prerequisite ( by adding a prerequisite with the explenation mark between brackets, as in: "(?)" without the quotes) to make sure angels mods load before transport drones.
EDIT: I did have a deeper look into this. So basically the building is an assembler and you set a recipe. I've searched for the recipe, and I did find it for this iron-plate in particular as you see in the picture below. It is changed by petrochem, where it basically converts the pet gas to methane gas. Other than that, angels does not change anything. Since the other recipes also use methane gas, I do not see this being an issue.
Last edited by lovely_santa on Wed Aug 19, 2020 9:47 pm, edited 1 time in total.
- ridesdragons
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Re: Bugs & FAQ
ah, didn't realize that. I did see that he recommends earendel's mods, but when he said "we recommend to you all mods", I didn't think he really meant all mods. I figured it was all mods except that one total overhaul mod lol. it does say it doesn't work with other major overhauls.lovely_santa wrote: ↑Tue Aug 18, 2020 6:42 pmSpace exploration and krastorio 2 are compatible nowadays...
ok, revised. krastorio works with space exploration. but neither space exploration (at the moment) nor krastorio work with angels, and you (hetakin) should probably listen when a mod specifically names other mods as incompatibilities. it'll save you frustration when stuff inevitably breaks and you can't get support, and are forced to turn the mods off and restart.
again, if you're using 0.2 space exploration, it might be compatible with angels, but I couldn't say, I only discovered space exploration this week lol
Re: Bugs & FAQ
Thanks for the response! I'll create a topic for transport drones and link your message in it.lovely_santa wrote: ↑Wed Aug 19, 2020 12:46 pm"Most likely the Angel Bob does something to the items in Data.Final-Fixes.lua".nershir wrote: ↑Wed Aug 19, 2020 10:25 amHello! I wanted to use Angels mods with transport drones mod https://mods.factorio.com/mod/Transport_Drones. I have quickly found out that it is impossible to request some of the basic items like iron plates as they are not displayed in the request window (screenshot with all tech unlocked https://monosnap.com/file/UCKulmVQqFfvL ... TqQiWpKop4). I'm missing also other items from Angel smelting in that tab (quite a lot of them). First I went to transport drones author discord but only got a response that "Most likely the Angel Bob does something to the items in Data.Final-Fixes.lua".
Prepared a save to make it easier https://drive.google.com/file/d/1_oQlb0 ... sp=sharing.
Is this something that can be changed/fixed or are those mods not compatible?
This is not true, the items are finished updating in data-updates. This is nothing wrong with angels mods. Especially the iron plates for example, which are added by the base game, and only receive graphics updates in data-updates shoudn't be an issue for sure! The prototype order can also be found using the prototype browser (ctrl + e) ingame. In the worse case, the transport drones could add a hidden prerequisite ( by adding a prerequisite with the explenation mark between brackets, as in: "(?)" without the quotes) to make sure angels mods load before transport drones.
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Re: Bugs & FAQ
I don't know if anyone else is having this problem but I'm unable to create a new game with angels that has biters, in the world creation screen it adds a blank template that spawns no biters and even changing to a new template doesn't fix it. I've even gone in game to look for them and nothing. I turn them off and it works again, I guess this might be some strange bug with angels not being 1.0 yet?
- lovely_santa
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Re: Bugs & FAQ
Not a bug, it's a startup setting in refining, see this comment. In the next update we were able to change this to a new map gen setting for biters. When starting a new game there are some bugs that you don't get an ore crusher as well, which is also fixed for the next release.Zoocrewus97 wrote: ↑Thu Aug 20, 2020 2:08 amI don't know if anyone else is having this problem but I'm unable to create a new game with angels that has biters, in the world creation screen it adds a blank template that spawns no biters and even changing to a new template doesn't fix it. I've even gone in game to look for them and nothing. I turn them off and it works again, I guess this might be some strange bug with angels not being 1.0 yet?
Re: Bugs & FAQ
When Angel's Refining and BOB are together, Spar Treatment 2 cannot be studied, indicating that the pre-research has not been completed.
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- lovely_santa
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Re: Bugs & FAQ
Fixed for the next release! It was a missing manganese prerequisite that didn't remove correctly.tobinyehle@gmail.com wrote: ↑Fri Jul 24, 2020 11:20 pmI'm playing without bobs mods, and I can't seem to research the advanced steel smelting process, maybe because of missing required techs that aren't there without bobs installed?
steel-fail.png
We did some work on those technologies in the next release, and I can't seem to reproduce this, so it might be fixed. Can you upload a save file so I can double check with your mods?
Re: Bugs & FAQ
Bug in the industry mod with blocks on:
Algae farm 2 has production block 3 in recipe, all other blocks are 1. Seems like misspelling somewhere since block 3 is orange tech.
Algae farm 2 has production block 3 in recipe, all other blocks are 1. Seems like misspelling somewhere since block 3 is orange tech.
Re: Bugs & FAQ
Is the latest version of the gamelovely_santa wrote: ↑Thu Aug 20, 2020 2:13 pmFixed for the next release! It was a missing manganese prerequisite that didn't remove correctly.tobinyehle@gmail.com wrote: ↑Fri Jul 24, 2020 11:20 pmI'm playing without bobs mods, and I can't seem to research the advanced steel smelting process, maybe because of missing required techs that aren't there without bobs installed?
steel-fail.png
2020-08-20_160603.png
We did some work on those technologies in the next release, and I can't seem to reproduce this, so it might be fixed. Can you upload a save file so I can double check with your mods?
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Re: Bugs & FAQ
When setting deconstruction planner for trees and rocks it does not mark crystal rock for deconstruction.
Re: Bugs & FAQ
I don't agree that angels is too difficult, it's a challenge, but I like it that way. If I get to the rocket every time it'd be boring. However agree that there should be something a little more obvious. I read the detail before installing a mod, but not every changelog every time a developer updates a feature. Things that fundamentally change the game should be a little more obviously called out. A one-time message in the upgrade script maybe ?orzelek wrote: ↑Sun Aug 02, 2020 10:37 amMaybe put a message through print on game start that says that biters are disabled through setting?lovely_santa wrote: ↑Sun Aug 02, 2020 10:17 amAngels is too difficult, especially when playing with industry overhauls. When not playing with exploration, we turn biters off to balance it. When adding angels exploration, biters will be enabled again by default. It was also explicitly mentioned in the changelog, as usual.Zarnoo wrote: ↑Sun Aug 02, 2020 8:56 amI have never had anything but good things to say for these mods.. until now. This option is just stupid !! Why remove biters AND pollution by default ?? I get having the option there, but the default should be to have the same gameplay as vanilla. I hadn't realized that this was a setting, and thought "very quiet game", until I then also spotted no pollution. Since this is a startup option, that's an entire game ruined.
It would point out to players that this is happenning right away.
Re: Bugs & FAQ
Go to industry mod options and enable both overhauls if it's not difficult enoughZarnoo wrote: ↑Fri Aug 21, 2020 3:14 pmI don't agree that angels is too difficult, it's a challenge, but I like it that way. If I get to the rocket every time it'd be boring. However agree that there should be something a little more obvious. I read the detail before installing a mod, but not every changelog every time a developer updates a feature. Things that fundamentally change the game should be a little more obviously called out. A one-time message in the upgrade script maybe ?orzelek wrote: ↑Sun Aug 02, 2020 10:37 amMaybe put a message through print on game start that says that biters are disabled through setting?lovely_santa wrote: ↑Sun Aug 02, 2020 10:17 amAngels is too difficult, especially when playing with industry overhauls. When not playing with exploration, we turn biters off to balance it. When adding angels exploration, biters will be enabled again by default. It was also explicitly mentioned in the changelog, as usual.Zarnoo wrote: ↑Sun Aug 02, 2020 8:56 amI have never had anything but good things to say for these mods.. until now. This option is just stupid !! Why remove biters AND pollution by default ?? I get having the option there, but the default should be to have the same gameplay as vanilla. I hadn't realized that this was a setting, and thought "very quiet game", until I then also spotted no pollution. Since this is a startup option, that's an entire game ruined.
It would point out to players that this is happenning right away.
Re: Bugs & FAQ
The newest release of Angel's Refining addresses this.Zarnoo wrote: ↑Fri Aug 21, 2020 3:14 pmI don't agree that angels is too difficult, it's a challenge, but I like it that way. If I get to the rocket every time it'd be boring. However agree that there should be something a little more obvious. I read the detail before installing a mod, but not every changelog every time a developer updates a feature. Things that fundamentally change the game should be a little more obviously called out. A one-time message in the upgrade script maybe ?orzelek wrote: ↑Sun Aug 02, 2020 10:37 amMaybe put a message through print on game start that says that biters are disabled through setting?lovely_santa wrote: ↑Sun Aug 02, 2020 10:17 amAngels is too difficult, especially when playing with industry overhauls. When not playing with exploration, we turn biters off to balance it. When adding angels exploration, biters will be enabled again by default. It was also explicitly mentioned in the changelog, as usual.Zarnoo wrote: ↑Sun Aug 02, 2020 8:56 amI have never had anything but good things to say for these mods.. until now. This option is just stupid !! Why remove biters AND pollution by default ?? I get having the option there, but the default should be to have the same gameplay as vanilla. I hadn't realized that this was a setting, and thought "very quiet game", until I then also spotted no pollution. Since this is a startup option, that's an entire game ruined.
It would point out to players that this is happenning right away.
So from that version on, the deactivation of biters is transparently handled via map gen settings. Would you need it more obvious than that?changelog of Angel's Refining 0.11.16
[…]
- Biter balance (354):
- Biter received an additional map gen setting to choose the size of biters between none and
the 'normal' amount. The 'normal' amount is still defined (and controllable) with the
settings that are available in the base game.
- Removed the old setting solution as this is now replaced with a more tweakable and usable
solution
[…]
Re: Bugs & FAQ
How to you turn Biter back on in the setting? I cannot see an option to enable biters..
Thx
Thx
Re: Bugs & FAQ
Angel's Refining 0.11.16 (released yesterday) introduces a new setting labelled "Angel's Enemy Multiplyer" in the "Enemies" tab of the Map Generator.
Its tooltip explicitly says that enemies will only be generated if the size value of this multiplyer is bigger than 100%.
The previous solution with a mod setting was removed in that same version.
Re: Bugs & FAQ
K ths for the quick response and info. game was getting furstratingnot having enemies..
Re: Bugs & FAQ
Hi
I have a Problem with Chemical Fabrics. Since a week or so, i cannot produce the Liquid for Science Pack anymore in Angels Chemical fabric. The Game say i need a Vanilla Chemical fabric, but i dont have this...
Every Help is welcome.
I have a Problem with Chemical Fabrics. Since a week or so, i cannot produce the Liquid for Science Pack anymore in Angels Chemical fabric. The Game say i need a Vanilla Chemical fabric, but i dont have this...
Every Help is welcome.
Re: Bugs & FAQ
I dont have that enemy mutipyler option in my enemies tab! I have the same angel refing 11.6 mod from yesterday but the enemy multipyer option is not available