Search found 321 matches
- Wed Feb 04, 2026 8:42 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3922
- Views: 2109657
Re: Bugs & FAQ
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 ...
- Wed Feb 04, 2026 6:02 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3922
- Views: 2109657
Re: Bugs & FAQ
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 ...
- Wed Jan 28, 2026 6:38 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2273715
Re: Angel's Addons - Mass Transit
Hello,
Feature request: Ability to customize the stack size. For example: 1-50.
There are already plenty of other mods around for changing stack sizes. E.g. Big Bags mod. I feel that this would be clutter for most people so I don't want to add it sorry. I try to avoid adding mod settings ...
- Wed Jan 14, 2026 11:42 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3922
- Views: 2109657
Re: Bugs & FAQ
Yescbtmessageman wrote: Wed Jan 14, 2026 9:04 pm If I decide not to run Angel's Petro water consumption goes to 6/sec. Also the expected behavior?
- Wed Jan 14, 2026 4:33 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3922
- Views: 2109657
Re: Bugs & FAQ
Yes. This is intentional and not a bug.cbtmessageman wrote: Wed Jan 14, 2026 4:25 pm Angel's Petrochem Processing is changing water consumption for boilers from 6/sec to 60/sec.
- Sun Jan 11, 2026 11:02 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3922
- Views: 2109657
Re: Bugs & FAQ
I've posted on the AAI Industry discord, asking if they will remove the dependency on Angel's Refining.lorrein wrote: Sun Jan 11, 2026 9:26 am Now for some reason it tells me there is circular dependency
01-11-2026, 11-23-06.png
- Sat Jan 10, 2026 11:45 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3922
- Views: 2109657
Re: Bugs & FAQ
I haven't been able to reproduce this. Can you post your log file please?
- Sat Jan 10, 2026 10:34 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3922
- Views: 2109657
Re: Bugs & FAQ
Description
In the current tech and recipe setup, batteries can only be produced in a low-temperature / cryogenic crafting machine.
That machine becomes available only after progressing to another planet.
First, a disclaimer: There has been no attempt at making Angel's mods work with Space Age ...
- Sat Jan 10, 2026 10:31 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3922
- Views: 2109657
Re: Bugs & FAQ
I'm guessing this is an issue with Artisanal Reskins mod. No idea why we didn't see it in testing! I've passed it along to the AR dev
- Sat Jan 10, 2026 10:28 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3922
- Views: 2109657
Re: Bugs & FAQ
Fixed, ready for next version.robertsonj wrote: Thu Jan 08, 2026 10:53 pm Hi, it looks as though the Bronze Smelting L2 recipe isn't available as a signal in the combinators.
Image shows recipe is researched, but not in the signal list.
Glad to hear that you're enjoying it!
- Mon Nov 17, 2025 1:59 am
- Forum: Pending
- Topic: [2.0.72] Crash on starting Train Stops tutorial
- Replies: 1
- Views: 487
[2.0.72] Crash on starting Train Stops tutorial
Mod list:
Angel's Refining (attached)
Angel's Refining graphics (available on mod portal)
The train stops tutorial was giving an error due to missing entity `iron-ore`. This was expected as Angel's removes all base game ores and replaces them with new ores. Angel's refining mod attempts to ...
Angel's Refining (attached)
Angel's Refining graphics (available on mod portal)
The train stops tutorial was giving an error due to missing entity `iron-ore`. This was expected as Angel's removes all base game ores and replaces them with new ores. Angel's refining mod attempts to ...
- Sun Nov 02, 2025 7:11 pm
- Forum: Won't implement
- Topic: Hide Fill Barrel Recipes From Signals
- Replies: 10
- Views: 1253
Re: Hide Fill Barrel Recipes From Signals
I have fixed this in Angel's mods by no longer having the full barrels hidden from stats (in both the full and empty barrel recipes). This means I can hide the fill barrel recipe signals.
I see no downside to this approach and it could very easily be implemented in the barreling recipe generation ...
I see no downside to this approach and it could very easily be implemented in the barreling recipe generation ...
- Sat Nov 01, 2025 9:36 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2273715
Re: Development and Discussion
Angel's will be release when it's ready. I'm not going to put a time estimate on it sorry. Development has been progressing well! But there's still a bunch of open issues.
All the code is up on GitHub (dev2.0 branch). If you want to help - feel free to start testing, reviewing open PRs, or submit a ...
All the code is up on GitHub (dev2.0 branch). If you want to help - feel free to start testing, reviewing open PRs, or submit a ...
- Fri Oct 31, 2025 10:25 pm
- Forum: Won't implement
- Topic: Hide Fill Barrel Recipes From Signals
- Replies: 10
- Views: 1253
Re: Hide Fill Barrel Recipes From Signals
They show on purpose for use as signals and for use in set-recipe on assembling machines.
Shouldn't the barrel's item signal be sufficient to set the fill barrel recipe on an assembling machine?
Edit: It seems that the full barrel item signal won't set the fill barrel recipe because the recipe ...
- Mon Oct 27, 2025 11:58 am
- Forum: Fixed for 2.1
- Topic: [2.0.72] Debug Tooltip missing for recipe signals
- Replies: 2
- Views: 566
[2.0.72] Debug Tooltip missing for recipe signals
In the signal selection gui, items show debug info in their tool tips:
However recipes do not show debug info:
I expect the recipe tooltip to look like this:
- Mon Oct 27, 2025 10:56 am
- Forum: Won't implement
- Topic: Hide Fill Barrel Recipes From Signals
- Replies: 10
- Views: 1253
Hide Fill Barrel Recipes From Signals
In the code that generates the fill barrel recipes, can you set hide_from_signal_gui = true please?
There is no need to be able to select both the barrel item as well as the fill barrel recipe. It's not a big deal in vanilla to see both. But in modded games, it is a lot of clutter!
10-27-2025, 23 ...
There is no need to be able to select both the barrel item as well as the fill barrel recipe. It's not a big deal in vanilla to see both. But in modded games, it is a lot of clutter!
10-27-2025, 23 ...
- Thu Oct 23, 2025 12:16 pm
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 2876
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
Definitely support having it as a unified field. Ideally in the form of ["crafting"] = true . I would support the new categories field having a default value of "crafting" . Else I'd need to add it to a lot of recipes. Not the end of the world, just a bit of a hassle. Lots of properties have default ...
- Fri Sep 12, 2025 1:38 pm
- Forum: Won't implement
- Topic: Add a return type to helpers.check_prototype_translations()
- Replies: 4
- Views: 1021
Re: Add a return type to helpers.check_prototype_translations()
What about if the function accepted a language?
- Fri Sep 12, 2025 2:19 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2273715
Re: Development and Discussion
Fair, though the one behind keeping Bob's stuff updated did the same thing, I think. The mods might work with Space Age as they are, without adding anything new recipes and such.
The one keeping Bob's mods updated is also me 😆
Once I've finished updating Angel's mods (and Sea Block), I plan on ...
- Thu Sep 11, 2025 8:00 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2273715
Re: Development and Discussion
I am in the process of updating it for Factorio 2.0 . However I'm not planning on adding Space Age support.KremowyKitsune wrote: Thu Sep 11, 2025 6:37 pm Anyone keeping this mod up and ready for the new versions of Factorio? I wanna try an Angel-Bobs run with Space Age.