Bugs & FAQ

Infinite Ores, Refining, Ore Processing ...

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KiwiHawk
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Re: Bugs & FAQ

Post by KiwiHawk »

McFrugal wrote:
Fri Apr 29, 2022 11:17 pm
Where are levac fish and dorflurp jellyfish? I can't seem to find any in my world.
Try looking in a different biome. A filtered deconstruction planner is a quick way of checking a lake.
Dev for Bob's mods, Helmod, Sea Block, Circuit Processing. Contributor to Angel's mods

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dzbanek
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Re: Bugs & FAQ

Post by dzbanek »

There's a problem with Tree III recipe, it can't be crafted with Arboretum nor any other machine.

drayath
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Re: Bugs & FAQ

Post by drayath »

Just hit the follow error,
On a save using rampant mod,
Remove one of the rampant biter factions (untick mod settings/startup/rampant/poison biter faction)
Load save (and use the new config)
Get this error.

Code: Select all

The mod OSM-Lib (1.1.27) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event osm-lib::on_configuration_changed
The mod Angel's Exploration (BETA) (0.3.13) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event angelsexploration::on_technology_effects_reset (ID 103)
__angelsexploration__/src/tips-and-tricks-triggers.lua:50: attempt to index field '?' (a nil value)
stack traceback:
	__angelsexploration__/src/tips-and-tricks-triggers.lua:50: in function 'init_force_data'
	__angelsexploration__/src/tips-and-tricks-triggers.lua:120: in function 'on_tech_research_reset'
	__angelsexploration__/control.lua:89: in function <__angelsexploration__/control.lua:87>
stack traceback:
	[C]: in function 'reset_technology_effects'
	__osm-lib__/control.lua:34: in function <__osm-lib__/control.lua:8>

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lovely_santa
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Re: Bugs & FAQ

Post by lovely_santa »

Sworn wrote:
Fri Mar 25, 2022 11:11 am
When playing with the tech overall, the plants farming, exploration and components, it definitely expect you to go explore and find more "gardens", more ore patch, as the starter one usually aren't enough.

But there is no way to actually go explore, except walking it. By the time you are able to get any kind of vehicle, on green science, you don't need it anymore, as you already have everything needed to progress.

Feel likes it is pushing you to explore without giving any means to it, and just walk for 30min or more isn't that fun.

My suggestion, this is what I did in my currently run. Add some kind of vehicle that doesn't have any weapons, and modify the recipe and tech to be unlocked with the "Basic Exploration" science. I used the mod Lightcycle, where the first bike with very low hp, lower than default, so you can't just "run over trees and hit everything". That feel really good, good to explore, not op to just run cause you usually will die in 4 or 5 trees or one rock, and match the mod theme for exploration. This could be something added to "Angel's Exploration (ALPHA)"
I like the idea of some sort of bike early game. I created an issue for it such that we won't forget to implement it.


aurunemaru wrote:
Sun Apr 10, 2022 4:30 pm
I found a problem on angels industries while playing with technology overhaul

Image

the required lab for Puffer refugium 2 doesn't accept bio-token, which is required for research
This is fixed for the next release. FYI: the next release should come out later today!


drayath wrote:
Mon Jun 06, 2022 12:19 pm
Just hit the follow error,
On a save using rampant mod,
Remove one of the rampant biter factions (untick mod settings/startup/rampant/poison biter faction)
Load save (and use the new config)
Get this error.

Code: Select all

The mod OSM-Lib (1.1.27) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event osm-lib::on_configuration_changed
The mod Angel's Exploration (BETA) (0.3.13) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event angelsexploration::on_technology_effects_reset (ID 103)
__angelsexploration__/src/tips-and-tricks-triggers.lua:50: attempt to index field '?' (a nil value)
stack traceback:
	__angelsexploration__/src/tips-and-tricks-triggers.lua:50: in function 'init_force_data'
	__angelsexploration__/src/tips-and-tricks-triggers.lua:120: in function 'on_tech_research_reset'
	__angelsexploration__/control.lua:89: in function <__angelsexploration__/control.lua:87>
stack traceback:
	[C]: in function 'reset_technology_effects'
	__osm-lib__/control.lua:34: in function <__osm-lib__/control.lua:8>
Sworn wrote:
Sat Mar 05, 2022 3:24 pm
if you are suffering from this bug
The mod Bob's Metals, Chemicals and Intermediates mod (1.1.3) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event bobplates::on_configuration_changed
The mod Angel's Exploration (BETA) (0.3.13) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event angelsexploration::on_technology_effects_reset (ID 102)
__angelsexploration__/src/tips-and-tricks-triggers.lua:50: attempt to index field '?' (a nil value)
stack traceback:
__angelsexploration__/src/tips-and-tricks-triggers.lua:50: in function 'init_force_data'
every time you update a mod, do this change file: angelsexploration_xx.zip, src/tips-and-tricks-triggers.lua, line 50 from:

Code: Select all

if technologies[trigger_name].researched then
to:

Code: Select all

if technologies[trigger_name] and technologies[trigger_name].researched then
do it at your own risk, I have no idea if this has any side efect.
I fixed it (similarly) for the next release. FYI: the next release should come out later today!


dzbanek wrote:
Mon May 30, 2022 9:24 am
There's a problem with Tree III recipe, it can't be crafted with Arboretum nor any other machine.
I can craft all recipes in the arboretum. Can you provide a save file where it is not possible for you?
tree recipes.png
tree recipes.png (22.12 KiB) Viewed 721 times
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dzbanek
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Re: Bugs & FAQ

Post by dzbanek »

lovely_santa wrote:
Mon Jun 06, 2022 1:40 pm
I can craft all recipes in the arboretum. Can you provide a save file where it is not possible for you?
tree recipes.png
Unfortunately not, I already finished the run. I was using omnifluid, maybe it was the cause? I haven't had any other problems though.

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lovely_santa
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Re: Bugs & FAQ

Post by lovely_santa »

dzbanek wrote:
Mon Jun 06, 2022 5:28 pm
lovely_santa wrote:
Mon Jun 06, 2022 1:40 pm
I can craft all recipes in the arboretum. Can you provide a save file where it is not possible for you?
tree recipes.png
Unfortunately not, I already finished the run. I was using omnifluid, maybe it was the cause? I haven't had any other problems though.
I recall omni having their own way of creating wood, that might be the cause... no matter what, have fun playing! Sorry for the delayed answer.
You can find all my mods on the mod portal. Also helping on Arch666Angel's mods.
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Re: Bugs & FAQ

Post by Zoomtag »

Hi and thanks for the crazy fun mods!

I've been playing a long term game with your mods for years on and off.
Recently came back to it and updated your wonderful modpack to latest versions.

I have one question about a specific recipe that has been modified.
Specifically the ammonium chloride recycling, it was changed from
OLD
ammonium chloride gas + limestone = calcium chloride + ammonia gas + purified water
TO
ammonium chloride (no longer a gas) + limestone = calcium chloride + ammonia gas + purified water

image:
https://gyazo.com/dddb8101df0cf70f1626abb7bc421421

I cannot find a recipe to make this non gazeous ammonium chloride.

Am I missing something? Did that recipe chain just got removed or should I add some kind of new mod tree that I'm missing?

Thanks in advance

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KiwiHawk
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Re: Bugs & FAQ

Post by KiwiHawk »

Zoomtag wrote:
Thu Jun 09, 2022 1:47 pm
Hi and thanks for the crazy fun mods!

I've been playing a long term game with your mods for years on and off.
Recently came back to it and updated your wonderful modpack to latest versions.

I have one question about a specific recipe that has been modified.
Specifically the ammonium chloride recycling, it was changed from
OLD
ammonium chloride gas + limestone = calcium chloride + ammonia gas + purified water
TO
ammonium chloride (no longer a gas) + limestone = calcium chloride + ammonia gas + purified water

image:
https://gyazo.com/dddb8101df0cf70f1626abb7bc421421

I cannot find a recipe to make this non gazeous ammonium chloride.

Am I missing something? Did that recipe chain just got removed or should I add some kind of new mod tree that I'm missing?

Thanks in advance
That recipe is from Bob's Revamp mod. The latest update to Angel's Petrochem hid the recipe. You can see it in the chemical plant because it was already set before the update. If you clear the set recipe, you will no longer be able to pick it. This is deliberate
Dev for Bob's mods, Helmod, Sea Block, Circuit Processing. Contributor to Angel's mods

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Lochar
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Re: Bugs & FAQ

Post by Lochar »

I appear to have an issue with ferric chloride solution with Bob's Electronics and Petrochem. The blue circuit recipe wants the bob's electronics version and isn't overriden to be the Petrochem version.

Petrochem: 0.9.22
Bob's Electronics: 1.1.5

--Edit
It appears to be a failure if you don't have Bob's MCI turned on as a mod.

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Re: Bugs & FAQ

Post by silvernova115 »

5.402 Error ModManager.cpp:1558: Failed to load mod "angelsindustries": __angelsindustries__/prototypes/buildings/centrifuge.lua:274: attempt to index local 'fluid_box_prototype' (a number value)
stack traceback:
__angelsindustries__/prototypes/buildings/centrifuge.lua:274: in main chunk
[C]: in function 'require'
__angelsindustries__/data.lua:112: in main chunk
5.405 Loading mod core 0.0.0 (data.lua)
5.533 Checksum for core: 1476961332
5.577 Error ModManager.cpp:1558: Error in assignID: recipe-category with name 'crafting' does not exist.

Source: default (utility-sprites).
5.711 Initial atlas bitmap size is 16384
5.712 Created atlas bitmap 2048x640 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
5.718 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
5.897 Parallel Sprite Loader initialized (threads: 15)
6.462 Sprites loaded
6.489 Generated mipmaps (5) for atlas [0] of size 2048x640
6.489 Custom mipmaps uploaded.
6.495 Factorio initialised
12.026 Quitting: user-quit.
12.098 Steam API shutdown.
12.101 Goodbye


any idea what this could be?

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