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Re: Bugs & FAQ
Posted: Sun Dec 31, 2017 3:10 pm
by Asanda_Nima
ReasonX wrote:Asanda_Nima wrote:enterisys wrote:Electric boiler outputting hot water.
Yep have the same problem.
Same.
tried fixing myself, maybe it was a typo in the lua-file.
But there it says that steam should be the output. Then I had to give up, your mod is by far to complex for me to understand it ^^
Hope you can fix it soon, my plastic production is halted right now
Re: Bugs & FAQ
Posted: Sun Dec 31, 2017 5:32 pm
by ReasonX
Find another bug. Angel fluids and gases doesnt included in train conditions. Can set train condition "Wait until item count "Multiphase Oil > X".
Re: Bugs & FAQ
Posted: Sun Dec 31, 2017 5:41 pm
by Igie
Error when loading game:
Disabling Petrochem works
Re: Bugs & FAQ
Posted: Sun Dec 31, 2017 8:35 pm
by Asanda_Nima
electric boiler was fixed, deconstruct and construct it again to work!
Thanks Angel and Happy new Year!
Don't work to hard on the last stretch of 2017
Re: Bugs & FAQ
Posted: Sun Dec 31, 2017 8:41 pm
by enterisys
Advanced gas refinery requires normal gas refinery
Re: Bugs & FAQ
Posted: Mon Jan 01, 2018 5:04 pm
by aklesey1
Infinite bobmonium requires nitric acid but not sulfuric acid - bug?
Bobmonium washing gives to us sulfuric waste water but not nitric waste water so i think there're bug somewhere
Here's code from angel's infinite ores (last version), that's algorithm for bobmonium generation
And may be there're another bug - we need only 1 amount of acid acid not 10
No any settings are changed in angel's infinite ores or in angel's refining, i think here's some missing link with angel's petrochem and for angel's refining too
Mod List
https://yadi.sk/i/HXDeO6_x3R9QMR - approximately 75% of the mods are already in working condition for 0.16 version
Re: Bugs & FAQ
Posted: Tue Jan 02, 2018 3:41 am
by Legless
Minor graphical issues with circuit connection of petrochem valves. That CN-yellow-switch is far off valve's sprite.
I think this string in valves.lua is responsible for that. Looks like CN-switches being used as for storage tank sprite.
Code: Select all
circuit_wire_connection_points = circuit_connector_definitions["storage-tank"].points,
circuit_connector_sprites = circuit_connector_definitions["storage-tank"].sprites,
circuit_wire_max_distance = default_circuit_wire_max_distance
Edit: Attachment. Also, why do we ever need to connect valves in CN, if they can be only in "read mode"? Also, what does underflow valve do?
Re: Bugs & FAQ
Posted: Tue Jan 02, 2018 7:13 am
by Fukkaudeku
Fresh 0.16.12 install, getting this error on boot:
Code: Select all
8.109 Error ModManager.cpp:1023: Failed to load mod "angelspetrochem": __angelspetrochem__/data-updates.lua:2: __angelspetrochem__/prototypes/petrochem-override.lua:95: attempt to index field 'chemical-plant-2' (a nil value)
Full mod list is at
https://gist.github.com/SunDwarf/3d9f6d ... c22b93b1a7.
Re: Bugs & FAQ
Posted: Tue Jan 02, 2018 9:15 am
by Arch666Angel
Fukkaudeku wrote:Fresh 0.16.12 install, getting this error on boot:
Code: Select all
8.109 Error ModManager.cpp:1023: Failed to load mod "angelspetrochem": __angelspetrochem__/data-updates.lua:2: __angelspetrochem__/prototypes/petrochem-override.lua:95: attempt to index field 'chemical-plant-2' (a nil value)
Full mod list is at
https://gist.github.com/SunDwarf/3d9f6d ... c22b93b1a7.
You are missing bobs assembly, I added a check for that.
Re: Bugs & FAQ
Posted: Tue Jan 02, 2018 11:05 am
by TheBreadbird
Most of the new items have the names missing/ dont properly display right now. Don't know if its another mod or not, just says their missing. Also balance concern: pretty sure you can't get all the different farming when you have the biomes disabled. Maybe have a way of obtaining the others once you find one?
Re: Bugs & FAQ
Posted: Tue Jan 02, 2018 12:14 pm
by Fukkaudeku
Arch666Angel wrote:
You are missing bobs assembly, I added a check for that.
Oh whoops, thank you very much.
Re: Bugs & FAQ
Posted: Tue Jan 02, 2018 3:48 pm
by tensaigan
When enterering a new map the warehousing mod crashes factorio. I've manually disabled all mods and when i use the warehousing mod it results in a crash.
Hope the log helps!
Re: Bugs & FAQ
Posted: Tue Jan 02, 2018 5:11 pm
by jooe
I get a reproducible crash at factorio startup with new angelsbioprocessing 0.5.0 (alpha) in combination with Wormmus Config.
Code: Select all
Error Util.cpp:49: Value can't be saved in property tree at ROOT.recipe.temperate-1-seed.ingredients[0].type
stack traceback:
(Note: There is no stack traceback in the log, I did not forget to copy it)
Re: Bugs & FAQ
Posted: Tue Jan 02, 2018 5:47 pm
by kenken244
a couple notes on the new bioprocessing: gardens are super rare. based on what I understand, you will need around 8 of them before you can even make them on your own, and that seems like an impossible task. I have looked around the world in sandbox mode for almost half an hour, and only found about 5. the frequency should be increased, or the research for cultivating them should not require bio tokens. speaking of bio tokens, there is no lab that can use them. I assume it isn't implemented yet?
also:
zelosquash produces nilaubergine seeds
cellulose fiber boards don't work as wooden boards for bob's mods
nexleflax and mushredtato both require ten seeds but only produce 5, how are you supposed to sustain them? using garden cultivation is just unreasonable.
an idea soil is composed of roughly equal parts sand, clay, and silt. perhaps a more complicated recipe using those could be added to make soil more efficiently?
Re: Bugs & FAQ
Posted: Tue Jan 02, 2018 11:31 pm
by Arch666Angel
tensaigan wrote:When enterering a new map the warehousing mod crashes factorio. I've manually disabled all mods and when i use the warehousing mod it results in a crash.
Hope the log helps!
It does load up fine for me. CTD should be reported to the Devs though, there seems to be something wrong in general on your end.
jooe wrote:I get a reproducible crash at factorio startup with new angelsbioprocessing 0.5.0 (alpha) in combination with Wormmus Config.
Code: Select all
Error Util.cpp:49: Value can't be saved in property tree at ROOT.recipe.temperate-1-seed.ingredients[0].type
stack traceback:
(Note: There is no stack traceback in the log, I did not forget to copy it)
You have to take that up with wormmus not me, I dont know what he/his mod does that it is imploding.
kenken244 wrote:a couple notes on the new bioprocessing: gardens are super rare. based on what I understand, you will need around 8 of them before you can even make them on your own, and that seems like an impossible task. I have looked around the world in sandbox mode for almost half an hour, and only found about 5. the frequency should be increased, or the research for cultivating them should not require bio tokens. speaking of bio tokens, there is no lab that can use them. I assume it isn't implemented yet?
also:
zelosquash produces nilaubergine seeds
cellulose fiber boards don't work as wooden boards for bob's mods
nexleflax and mushredtato both require ten seeds but only produce 5, how are you supposed to sustain them? using garden cultivation is just unreasonable.
an idea soil is composed of roughly equal parts sand, clay, and silt. perhaps a more complicated recipe using those could be added to make soil more efficiently?
Gardens are intended to be rare, you are not supposed to have all specialization and/or seed till much later in the game. There are two early recipes for gardens, one give you seeds and 10 tokens, the other one just give you 20 tokens and no seeds. So you have to decide which gardens to keep and which ones to sacrifice for an advancement.
Tokens are not on the labs yet, will probably add that with the next update, as I said the farming part is incomplete at the moment just wanted to get the bio mod out there on 0.16.
Thanks for the hints, fixed a couple of things and I also like the soil idea!
Re: Bugs & FAQ
Posted: Tue Jan 02, 2018 11:56 pm
by kenken244
I understand that gardens are supposed to be rare, but it seems odd to gate progress behind exploration in a game about automation and logistics. in any case, in the current state, there will be a problem similar to korvarex enrichment, people will never use their gardens for anything until they have the means to produce them themselves. effectively requiring you to beeline garden cultivation before you can do anything else. this problem is compounded by the fact that you need to burn at least 3 gardens before you can plant even the most basic crops, due to the requirement of 5 seeds before you can plant anything
I would suggest the following:
garden cultivation should become a T1 tech, alongside the destruction of gardens for seeds and bio tokens
the other two recipes should be unlocked by advanced technology
this will allow players to get started on producing gardens from the start, with finding more gardens still representing a large boost in progress, about 130 minutes worth of progress.
it will also allow players to get started cultivating crops early on without sacrificing their progress towards essential technology
random suggestion: how about a repeatable technology line to increase the productivity of farms (and possibly seed extractors) by like 2-3%, similar to mining productivity? would give a nice use for bio tokens even late game
EDIT: I also noticed that concrete bricks cannot be placed near water, even though vanilla concrete is able to do so since 0.16
Re: Bugs & FAQ
Posted: Wed Jan 03, 2018 1:47 am
by eformo
Arch666Angel wrote:tensaigan wrote:When enterering a new map the warehousing mod crashes factorio. I've manually disabled all mods and when i use the warehousing mod it results in a crash.
Hope the log helps!
It does load up fine for me. CTD should be reported to the Devs though, there seems to be something wrong in general on your end.
I also experienced a CTD today, but I have two different warehousing mods installed. I was placing a Storage Warehouse from the *other* mod, not one of Angel's logistic warehouses when I experienced a CTD. I repeated 3 times, though slightly differently each time. Sometimes I managed to place one and the second placement crashed it.
I suspect something with non-base game logistic containers in general, but we'll see. Will take a little time to figure out. Need to get these boys to sleep before I can even try.
Re: Bugs & FAQ
Posted: Wed Jan 03, 2018 6:25 am
by sintri
https://gyazo.com/a716a152b9db70ebecf98432561f3521
Code: Select all
19.213 Error ModManager.cpp:1023: Failed to load mod "angelsrefining": __angelsrefining__/data-final-fixes.lua:2: ...gelsrefining__/prototypes/generation/angels-override.lua:2: attempt to index field 'autoplace' (a nil value)
19.215 Loading mod core 0.0.0 (data.lua)
19.354 Checksum for core: 964615414
19.393 Error ModManager.cpp:1023: Error in assignID, recipe-category with name 'crafting' does not exist.
Source: enemy-base (noise-layer).
19.457 Loaded shader file D:/SteamLibrary/steamapps/common/Factorio/data/core/graphics/shaders/game.cso
19.458 Loaded shader file D:/SteamLibrary/steamapps/common/Factorio/data/core/graphics/shaders/zoom-to-world.cso
19.458 Loaded shader file D:/SteamLibrary/steamapps/common/Factorio/data/core/graphics/shaders/alpha-mask.cso
19.460 Initial atlas bitmap size is 16384
19.460 Created atlas bitmap 192x5 [none]
19.460 Created atlas bitmap 132x24 [no-crop, trilinear-filtering, icon, light]
19.481 Sprites loaded
19.481 Convert atlas 132x24 to: trilinear-filtering
19.482 Custom inputs active: 0
19.549 Factorio initialised
19.551 Mods to disable:Failed to load mods: __angelsrefining__/data-final-fixes.lua:2: ...gelsrefining__/prototypes/generation/angels-override.lua:2: attempt to index field 'autoplace' (a nil value)
Mods to be disabled:
• angelsrefining
58.326 DSound: Stopping voice
58.326 DSound: Joining thread
58.328 DSound: Exit _dsound_update; tid=13400
58.328 DSound: Waiting for voice to stop ... signaled
58.328 DSound: Joined thread
58.328 DSound: Destroying thread
58.328 DSound: Thread destroyed
58.328 DSound: Releasing buffer
58.328 DSound: Voice stopped
58.328 DSound: Deallocating voice
58.328 DSound: Deallocated voice
58.368 Steam API shutdown.
58.371 Goodbye
And the full log = in attacments
Re: Bugs & FAQ
Posted: Fri Jan 05, 2018 9:25 am
by Xaerro
For me
Bob's Plates and
Angel's Petrochem don't work together anymore. Disabling either fixes this.
Re: Bugs & FAQ
Posted: Fri Jan 05, 2018 9:30 am
by Arch666Angel
Xaerro wrote:
For me
Bob's Plates and
Angel's Petrochem don't work together anymore. Disabling either fixes this.
You are missing bobs assembly. I added a check that will prevent this error for the next version.