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Re: Bugs & FAQ

Posted: Sun Jul 24, 2016 9:42 pm
by aklesey1
Arch666Angel wrote:I dont know why, but somehow the autoplace definitions for the ores are broken again.
Wow, that's sad i think you can repair this 8-)

Re: Bugs & FAQ

Posted: Mon Jul 25, 2016 1:47 pm
by funnysunnybunny
Hey after removing and reintroducing the mod (Without changing anything myself! but configs, tho persists through unchanged/reverted configs) i get
[quote]__angelsinfiniteores__/data.lua:137:__boblibrary__/ore-functions.lua:56:attempt to concatenate local 'item' (a table value)[/quote[

Re: Bugs & FAQ

Posted: Mon Jul 25, 2016 7:57 pm
by orzelek
Minor bug most likely:
Tin ingot to tin plate smelting is only 0.5, while for lead is 2.
That 0.5 is quite promising tho :D

Setting it to 1 would be a nice compromise between amount of furnaces needed - would still leave increased belt requirements.

Re: Bugs & FAQ

Posted: Mon Jul 25, 2016 9:06 pm
by kiba
Anybody got weird glitchy icons?

Re: Bugs & FAQ

Posted: Mon Jul 25, 2016 9:47 pm
by makapse
are you on a mac kiba? It has got a problem with the animated icons and angel is going to redo all the icons after his exam, i think.

The only icons you should be having trouble with are the alien artifacts,ore processor and hydro plant,i think.

Re: Bugs & FAQ

Posted: Mon Jul 25, 2016 10:30 pm
by kiba
makapse wrote:are you on a mac kiba? It has got a problem with the animated icons and angel is going to redo all the icons after his exam, i think.

The only icons you should be having trouble with are the alien artifacts,ore processor and hydro plant,i think.
Yes, I am on a mac.

Re: Bugs & FAQ

Posted: Tue Jul 26, 2016 12:54 pm
by aklesey1
Arch666Angel wrote:I dont know why, but somehow the autoplace definitions for the ores are broken again.
I was able to partially solve the problem with the ore generation - now i'm using RSO mod
But i can edit map only via coping map seed and edit it by map editor - so its the cost to play quietly now

And i must say - you and bobingabout did very interesting and helpful mods, you do factorio better 8-)

Re: Bugs & FAQ

Posted: Wed Jul 27, 2016 9:02 am
by aklesey1
Bio Processing 1 and Bio processing 2 not connecting to each other but this is the same mod - angel processing, looks strange

Re: Bugs & FAQ

Posted: Wed Jul 27, 2016 12:21 pm
by Arch666Angel
aklesey1 wrote:
Arch666Angel wrote:I dont know why, but somehow the autoplace definitions for the ores are broken again.
I was able to partially solve the problem with the ore generation - now i'm using RSO mod
But i can edit map only via coping map seed and edit it by map editor - so its the cost to play quietly now

And i must say - you and bobingabout did very interesting and helpful mods, you do factorio better 8-)
infinite ores
---0.3.5
-added config option to change minimum oil and gas yield
-added config option to change minimum fissure yield
-fixed ore spawning for vanilla

Re: Bugs & FAQ

Posted: Wed Jul 27, 2016 4:27 pm
by aklesey1
Thanks Arch666Angel for update! :D
All ores now spawns correctly on the map

Now i'll wait for Petrochem mod, this be intersting extension for oil and bio production i think ;)

Re: Bugs & FAQ

Posted: Fri Jul 29, 2016 12:54 pm
by DUMBHA
Huh... I can't seem to find the tech that unlocks the hydro plant mk2 anywhere. Could someone tell me what tech it is tied to :?:

Re: Bugs & FAQ

Posted: Sat Jul 30, 2016 1:45 pm
by aklesey1
Hi Arch666Angel
Can i get simple vanilla water in AngelsRefinering? :?:
I'm asking because i have desert map where very very hard to find water sources :?

Re: Bugs & FAQ

Posted: Sat Jul 30, 2016 1:48 pm
by Arch666Angel
aklesey1 wrote:Hi Arch666Angel
Can i get simple vanilla water in AngelsRefinering? :?:
I'm asking because i have desert map where very very hard to find water sources :?
I could put a config option into infinite ores where you could decide to keep bobs water resources.

Re: Bugs & FAQ

Posted: Sat Jul 30, 2016 1:51 pm
by aklesey1
Tanks it will be helpful decision

Re: Bugs & FAQ

Posted: Sat Jul 30, 2016 1:58 pm
by aklesey1
Is it possible to clean water from your mod to simple water condition? We have many opportunities for water purification and processing, why can't it be crystal clear like the water that we use for boilers?

Re: Bugs & FAQ

Posted: Sat Jul 30, 2016 2:01 pm
by Arch666Angel
aklesey1 wrote:Is it possible to clean water from your mod to simple water condition? We have many opportunities for water purification and processing, why can't it be crystal clear like the water that we use for boilers?
You can always feed any water resource to boilers and steam engines. If you mean that you want to turn the individual water resources back to the "dirty" vanilla water then this would require to change the clarifier recipes.

Re: Bugs & FAQ

Posted: Sat Jul 30, 2016 2:08 pm
by aklesey1
I mean that some recipies still using vanilla water, the game will require a certain type of water - vanilla water
For example - Nucular mod require vanilla water for "nuclear fission" recipie

And suggestion for u - please can u think about adding barrel+bottle+canistre support for your own liquids and gases in future - I would be grateful, I can carry liquids and gases in containers by using belts or logistic robots :D

Re: Bugs & FAQ

Posted: Sun Jul 31, 2016 11:43 pm
by jhultgre
kiba wrote:Anybody got weird glitchy icons?
I had the same issue. After exporting them all out of photoshop I managed to fix it.
I can post them here if thats cool with Arch666Angel.

Re: Bugs & FAQ

Posted: Mon Aug 01, 2016 5:56 am
by Arch666Angel
jhultgre wrote:
kiba wrote:Anybody got weird glitchy icons?
I had the same issue. After exporting them all out of photoshop I managed to fix it.
I can post them here if thats cool with Arch666Angel.
Sure, you can.

Re: Bugs & FAQ

Posted: Mon Aug 01, 2016 6:39 am
by jhultgre
Ok then here is the fixed version. Just replace the mods graphics folder with this one.
Should fix the alien artifact and ore processing graphics.

Exporting didn't work for the hydro plant. If i get that fixed I'll upload it later.