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:
Search found 4 matches
- Sat Mar 28, 2026 8:17 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3938
- Views: 2244777
- Thu Oct 05, 2017 9:37 pm
- Forum: Mods
- Topic: [MOD 0.15+] Electrified Belts
- Replies: 4
- Views: 2833
Re: [MOD 0.15+] Electrified Belts
Id love to have it be directionally and linearly (ie: all belts connected) dependant, however at the moment im trying to cobble together a proof of concept.
Im keeping it to a very (lame, i know) simple electric-pole variety aura, being generous on radius (probably 10x10 tile radius). Before I go ...
Im keeping it to a very (lame, i know) simple electric-pole variety aura, being generous on radius (probably 10x10 tile radius). Before I go ...
- Thu Oct 05, 2017 6:37 pm
- Forum: Mods
- Topic: [MOD 0.15+] Electrified Belts
- Replies: 4
- Views: 2833
Re: [MOD 0.15+] Electrified Belts
Just a heads up folks, its currently being produced. Will be providing update with release 1.0 after an initial alpha test.
- Thu Oct 05, 2017 4:11 pm
- Forum: Mods
- Topic: [MOD 0.15+] Electrified Belts
- Replies: 4
- Views: 2833
[MOD 0.15+] Electrified Belts
Mod name: Electrified Belts
Version: 0.1.0
Category: Gameplay
Description: Bobs, Angels and AAI-Industry friendly mod that adds realism mechanics around needing to provide your transport belts with some form of energy (no more magic belts!)
Electric belts now require power to run. This power can ...
Version: 0.1.0
Category: Gameplay
Description: Bobs, Angels and AAI-Industry friendly mod that adds realism mechanics around needing to provide your transport belts with some form of energy (no more magic belts!)
Electric belts now require power to run. This power can ...