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Re: Bugs & FAQ
Posted: Sun Jan 18, 2026 9:12 pm
by Xeon257
Hello. A crash occurred while using Angel’s Mods together with Bob’s Mods, so I’m providing the crash log.
163084.922 Error MainLoop.cpp

Exception at tick 12978261: The mod Angel's Refining (2.0.1) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event angelsrefining::on_post_entity_died (ID 153)
Entity is not combat-robot, highlight-box, smcker..
stack traceback:oke, or sti
[C]: in function '__index'
__angelsrefining__/src/sea-pump.lua:142: in function 'on_build_entity'
__angelsrefining__/control.lua:27: in function <__angelsrefining__/control.lua:26>
163084.922 Error ServerMultiplayerManager.cpp:84: MultiplayerManager failed: "The mod Angel's Refining (2.0.1) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event angelsrefining::on_post_entity_died (ID 153)
Entity is not combat-robot, highlight-box, smoke, or sticker..
stack traceback:
[C]: in function '__index'
__angelsrefining__/src/sea-pump.lua:142: in function 'on_build_entity'
__angelsrefining__/control.lua:27: in function <__angelsrefining__/control.lua:26>"
This error is reported to occur when a specific entity (angels-sea-pump-placeable) is destroyed by manual firing.
Re: Bugs & FAQ
Posted: Wed Feb 04, 2026 6:02 am
by KiwiHawk
Xeon257 wrote: Sun Jan 18, 2026 9:12 pm
Hello. A crash occurred while using Angel’s Mods together with Bob’s Mods, so I’m providing the crash log.
This error is reported to occur when a specific entity (angels-sea-pump-placeable) is destroyed by manual firing.
I have not been able to reproduce this. Do you have a save file that you can upload please?
It's strange as `angels-sea-pump-placeable` should immediately be replaced by script with `angels-sea-pump`. But even when I force place `angels-sea-pump-placeable` and shoot that, I don't get any error!
https://github.com/Arch666Angel/mods/issues/1252
Re: Bugs & FAQ
Posted: Wed Feb 04, 2026 8:42 am
by KiwiHawk
lorrein wrote: Mon Jan 12, 2026 3:26 pm
Well i identified other error with img`s, now with
Alchemistry
01-12-2026, 17-25-22.png
alr submited a
Bugreport, just letting you know
Thanks for letting me know. I've also done some testing. This issue is definitely caused by Alchemistry mod. So there's not a lot that I can do about it sorry.
Re: Bugs & FAQ
Posted: Mon Mar 09, 2026 5:55 pm
by Spacey42
Placing a pump after an overflow valve seems to cause the valve to malfunction and flow straight through.
1. overflow valve -> pump = source will drain to empty
2. overflow valve -> pipe -> pump = source drains to 80%
Re: Bugs & FAQ
Posted: Mon Mar 09, 2026 8:38 pm
by KiwiHawk
Spacey42 wrote: Mon Mar 09, 2026 5:55 pm
Placing a pump after an overflow valve seems to cause the valve to malfunction and flow straight through.
1. overflow valve -> pump = source will drain to empty
2. overflow valve -> pipe -> pump = source drains to 80%
This is a base game issue.
viewtopic.php?t=130283
Re: Bugs & FAQ
Posted: Tue Mar 10, 2026 12:18 am
by ragingasian
Hi, related to the other post about thorium processing being not researchable, I looked into the Lua code a bit and found that there are three prerequisites to 'angels-thorium-power', but my game (see
viewtopic.php?t=132990) shows only two.
The prerequisites (version 2.0.1 of Petrochem) are:
"kovarex-enrichment-process",
"angels-ore-electro-whinning-cell",
"utility-science-pack",
So I'm not sure if there's a mismatch or what. I knew the utility science pack (yellow) wasn't shown in the game, so I dug into that in game and found that to be from Bob's, primarily? Not sure if your code also supports mapping to that item.
But then I was curious and tried to understand the override file for angelspetrochem-nuclear.lua and wasn't sure if the OV.add_prereq methods were changing the mapping as well.
But just thought to let you know and see if there's anything going on. All of my Angel's mods are up to date, so I don't think I would've missed a fix or whatnot.
Re: Bugs & FAQ
Posted: Tue Mar 10, 2026 5:35 am
by KiwiHawk
ragingasian wrote: Tue Mar 10, 2026 12:18 am
Hi, related to the other post about thorium processing being not researchable, I looked into the Lua code a bit and found that there are three prerequisites to 'angels-thorium-power', but my game (see
viewtopic.php?t=132990) shows only two.
I've replied in the linked thread.
Re: Bugs & FAQ
Posted: Mon Mar 23, 2026 7:41 am
by PiggyWhiskey
Mod Conflict/missing recipe with Angels Refining and Bob's MCI
Angels Refining 2.0.2 seems to be missing the vanilla Iron/Copper Ore->Plate recipe (Post-Sorting)
With just Refining 2.0.2 (and the Graphics) the only Iron plate recipe is Crushed Saphirite/Iron Pebbles/Iron Nuggets -> Iron Plate
Ores-> Pebbles -> Plates seems to be the conversion after unlocking Sorting.
After adding Bob's Ores and 'Metals Chemicals and Intermediates' the Pebble/Nugget->Plate recipes are missing.
Without Refining (and just Ores/MCI) the Ore->Plate recipes are present.
Is the Ore->Plate recipe meant to exist within Angels Refining?
Or is the Pebble/Nugget->Plate recipe meant to exist in Bobs MCI?
Re: Bugs & FAQ
Posted: Mon Mar 23, 2026 11:51 am
by KiwiHawk
PiggyWhiskey wrote: Mon Mar 23, 2026 7:41 am
Mod Conflict/missing recipe with Angels Refining and Bob's MCI
Angels Refining 2.0.2 seems to be missing the vanilla Iron/Copper Ore->Plate recipe (Post-Sorting)
With just Refining 2.0.2 (and the Graphics) the only Iron plate recipe is Crushed Saphirite/Iron Pebbles/Iron Nuggets -> Iron Plate
Ores-> Pebbles -> Plates seems to be the conversion after unlocking Sorting.
After adding Bob's Ores and 'Metals Chemicals and Intermediates' the Pebble/Nugget->Plate recipes are missing.
Without Refining (and just Ores/MCI) the Ore->Plate recipes are present.
Is the Ore->Plate recipe meant to exist within Angels Refining?
Or is the Pebble/Nugget->Plate recipe meant to exist in Bobs MCI?
Thanks for reporting this. I do already have it logged. If Bob's MCI mod is enabled, then the Iron/Copper pebbles and nuggets should not be visible.
For now, I suggest enabling Angel's Smelting mod.
Re: Bugs & FAQ
Posted: Sat Mar 28, 2026 7:07 am
by PiggyWhiskey
KiwiHawk wrote: Mon Mar 23, 2026 11:51 am
Thanks for reporting this. I do already have it logged. If Bob's MCI mod is enabled, then the Iron/Copper pebbles and nuggets should not be visible.
For now, I suggest enabling Angel's Smelting mod.
Appreciate the info.
I'm not a fan of Petrochem so Smelting isn't doable for me.
Re: Bugs & FAQ
Posted: Sat Mar 28, 2026 8:17 pm
by Viper54K
Update: Ignore this. I see you already raised it to AAI. I also tested removing the dep and it worked!
Running fresh install of factorio, getting a circular dependency when running the AngelBob stack. Seems to be the same as an earlier poster:
Re: Bugs & FAQ
Posted: Tue Mar 31, 2026 7:53 am
by ragingasian
Hi, in the same save file listed earlier in this thread:
viewtopic.php?t=132990
I am currently using all non-graphics, non-locale Bob's and Angel's mods. I believe this has to do with either Bob's Revamp or Angel's Petrochem.
I am stuck at nuclear power at MOX fuel cells. The recipe via FNEI has a red name but also no technology linked to it, and I'm not sure of a way through the command line to unlock this recipe.
I believe this is a necessary recipe since we need MOX fuel cells (depleted ones) to produce Americium and Curium to start making Thorium Fuel Cells. So I'm in a place right now in my game where my green nuclear power cells are being used up and I got a lot of thorium ready to be used up, but nowhere to go.
I guess one workaround for me is to go into the Lua files and modify the recipe for Thorium cells, but hoping that this gets noticed so a fix can go in the next patch for Petrochem. Thanks!
Re: Bugs & FAQ
Posted: Tue Mar 31, 2026 10:03 am
by KiwiHawk
Did you try what I suggested in that thread? From the main menu open up mod settings and enable Kovarex enrichment. Under the Nuclear Fuel heading.
Re: Bugs & FAQ
Posted: Tue Mar 31, 2026 4:35 pm
by ragingasian
KiwiHawk wrote: Tue Mar 31, 2026 10:03 am
Did you try what I suggested in that thread? From the main menu open up mod settings and enable Kovarex enrichment. Under the Nuclear Fuel heading.
[/quote]
Ah, is it related to that? Let me try that since last time I only force-researched what was blocking me.
Re: Bugs & FAQ
Posted: Mon Apr 13, 2026 3:58 pm
by xNccPlay
Hi, I lately started a new Space Age world with a bunch of mods and have the following problem:
The Ore Crusher 2 is not buildible when it is supposed to, because it requires some kind of "ore crusher 2" from another mod, that unlocks some time after the completion of Vulcanus. Normaly the crafting ingredient should be the ore crusher 1. The ore crusher 3 seems fine.
Is there anything I can do?

- grafik.png (189.66 KiB) Viewed 665 times
Re: Bugs & FAQ
Posted: Mon Apr 13, 2026 6:04 pm
by KiwiHawk
xNccPlay wrote: Mon Apr 13, 2026 3:58 pm
Hi, I lately started a new Space Age world with a bunch of mods and have the following problem:
The Ore Crusher 2 is not buildible when it is supposed to, because it requires some kind of "ore crusher 2" from another mod, that unlocks some time after the completion of Vulcanus. Normaly the crafting ingredient should be the ore crusher 1. The ore crusher 3 seems fine.
Is there anything I can do?
grafik.png
I don't know which mod adds "Zerkleinerer 2". If you work it out, you could disable that mod.
I should warn you though that there has been no attempt to make Angel's mods compatible with Space Age. I don't recommend trying to combine these overhauls. This is not a supported mod combination.
Re: Bug Infinite Wood
Posted: Tue Apr 14, 2026 10:52 pm
by kimmer624
So. Either I have some how messed up, or there is a recipe issue. for Angel's Bio Processing, I have made the 'Tree' item to be used to make infinite wood with in the mod pack I am using. The 'Temperate Tree Seed Generator' does not use the 'Tree' item in the recipe. it uses the 'Temperate Tree'. So there is no valid way to make the 'Temperate Tree Seed Generator'. The Recipe for the item 'Tree' is 'Soil', 'Seed' and 'Water'. Since I am in a snowy biome, I have no way to find a temperate tree in the wild, nor do I want to restart my game just to find the right biome. is there a way to fix this situation without restarting? Or do I need to find the modpack maker to fix this issue? Please let me know. Thanks.
Re: Bug Infinite Wood
Posted: Tue Apr 14, 2026 11:22 pm
by KiwiHawk
kimmer624 wrote: Tue Apr 14, 2026 10:52 pm
So. Either I have some how messed up, or there is a recipe issue. for Angel's Bio Processing, I have made the 'Tree' item to be used to make infinite wood with in the mod pack I am using. The 'Temperate Tree Seed Generator' does not use the 'Tree' item in the recipe. it uses the 'Temperate Tree'. So there is no valid way to make the 'Temperate Tree Seed Generator'. The Recipe for the item 'Tree' is 'Soil', 'Seed' and 'Water'. Since I am in a snowy biome, I have no way to find a temperate tree in the wild, nor do I want to restart my game just to find the right biome. is there a way to fix this situation without restarting? Or do I need to find the modpack maker to fix this issue? Please let me know. Thanks.
You need to find one of Angel's trees on the map to start automating wood production. Any of Swamp tree, Desert tree, or Temperate tree will work fine. They appear in map view as blue squares.
You could just use the editor to give yourself a couple of trees? Once you have some trees, there are recipes available for producing more of special trees.
Which mod is adding the snow biome? Alien biomes mod?
Re: Bug Infinite Wood
Posted: Tue Apr 14, 2026 11:25 pm
by kimmer624
KiwiHawk wrote: Tue Apr 14, 2026 11:22 pm
kimmer624 wrote: Tue Apr 14, 2026 10:52 pm
So. Either I have some how messed up, or there is a recipe issue. for Angel's Bio Processing, I have made the 'Tree' item to be used to make infinite wood with in the mod pack I am using. The 'Temperate Tree Seed Generator' does not use the 'Tree' item in the recipe. it uses the 'Temperate Tree'. So there is no valid way to make the 'Temperate Tree Seed Generator'. The Recipe for the item 'Tree' is 'Soil', 'Seed' and 'Water'. Since I am in a snowy biome, I have no way to find a temperate tree in the wild, nor do I want to restart my game just to find the right biome. is there a way to fix this situation without restarting? Or do I need to find the modpack maker to fix this issue? Please let me know. Thanks.
You need to find one of Angel's trees on the map to start automating wood production. Any of Swamp tree, Desert tree, or Temperate tree will work fine. They appear in map view as blue squares.
You could just use the editor to give yourself a couple of trees? Once you have some trees, there are recipes available for producing more of special trees.
Which mod is adding the snow biome? Alien biomes mod?
yes. It is the Alien Biomes Mod. and I would rather not cheat, but I guess ill have to. Thanks for the reply.