Search found 23 matches

by timboo07up
Wed Aug 12, 2020 2:21 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.46] Crash when having big image in a mod for normal size
Replies: 3
Views: 3884

Re: [posila] [0.18.46] Crash when having big image in a mod for normal size

The problem with the compression was: it would compress them all down to 1 image in the atlas if i allowed compression.
Which would only give me a single image that has a red border on all sides, not all the different combinations that are possible.

For now i'm not looking for a fix, but was asked ...
by timboo07up
Tue Aug 11, 2020 10:10 pm
Forum: Not a bug
Topic: [0.18.47] [Lua] on_research_finished gives incorrect research
Replies: 2
Views: 1146

Re: [0.18.47] [Lua] on_research_finished gives incorrect research

Was kind of expecting that.
Thank you for the reply, but it feels like its somewhat incorrect.
From a tech perspective i get that its that way. But it took me a while to figure it out.

So you're saying: if level > 1 then level = level -1.

I can live with that. although it might be helpfull to have ...
by timboo07up
Tue Aug 11, 2020 9:19 pm
Forum: Not a bug
Topic: [0.18.47] [Lua] on_research_finished gives incorrect research
Replies: 2
Views: 1146

[0.18.47] [Lua] on_research_finished gives incorrect research

When having an research that has multiple levels (e.g. infinite research) the on_research_finished gives off the wrong level.
I have not tested it with lower levels (e.g. mining-productivity-[1-3]). but with infinite research levels this is certainly the case.

Setup:

factorio default settings
in ...
by timboo07up
Tue Aug 11, 2020 7:32 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.46] Crash when having big image in a mod for normal size
Replies: 3
Views: 3884

[posila] [0.18.46] Crash when having big image in a mod for normal size

To reproduce.

- have sprite settings set to normal
- have the max memory set at 2048 for the atlas.

Use the following mod (might need to install the dependencies).

Full factorio crash is in the logs as well.

It probably crashes on the sprite size.
by timboo07up
Sun Apr 19, 2020 7:51 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1675944

Re: Bugs & FAQ



Sorry for not being explicit enough. Its like king said: you have to go through the tech tree to see which dependencies are still there and are probably disabled.
This is shown as a greyed out tech. We prefer if you could give us a screen shot of it. Since it might be a conflict with another mod ...
by timboo07up
Sat Apr 18, 2020 8:31 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1675944

Re: Bugs & FAQ





Try this one.

/c for _,tech in pairs(game.forces.player.technologies) do tech.visible_when_disabled = true end

The ; after true is probably the issue in the og code.


It runs without an error, but nothing happens. Is it meant to print to screen? Which would suggest there aren't any ...
by timboo07up
Fri Apr 17, 2020 4:15 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1675944

Re: Bugs & FAQ


I get this error (https://media.discordapp.net/attachments/419528585867558934/700337864608579614/unknown.png) when I try to start a game without aai industries
Together with the aai industry, everything starts, but progress in the game is impossible due to a conflict with technology that cannot be ...
by timboo07up
Sun Apr 12, 2020 3:16 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1675944

Re: Bugs & FAQ



May I ask mod development team to provide recommendation what is best/allowed setting for following Bob options (no overhaul, no components mode)

Extra Chemistry
Nuclear Power Overhaul
New oil and sulfur overhaul
Oil and sulfur overhaul
Radio Thermoelectric Generator
New steel
Nuclear fuel ...
by timboo07up
Thu Apr 09, 2020 5:05 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3794
Views: 1855299

Re: Development and Discussion



If you want to help out you can checkout the google doc: https://docs.google.com/document/d/1lckONYa0Iy2KNSh9kUO4hvfn0heBrcs3sBbgxLOCS74/edit?usp=sharing


I did a bunch of minor edits yesterday, fixing spelling and grammar. Not sure why they were all rejected. Can you give some feedback please ...
by timboo07up
Wed Apr 08, 2020 5:23 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1675944

Re: Bugs & FAQ




Using angels industries with components,with the setting that returns the ingredients when you mine an item, if you mine the technical archive, you get one item of the previous tier. If you combine this with some productivity modules, you can have several archives.

Considering that, could you ...
by timboo07up
Sun Apr 05, 2020 10:55 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3794
Views: 1855299

Re: Development and Discussion

Hello fellow angels.

We are currently working on an ingame wiki based upon the krastorio 2's booktorio.
However its a lot of work to write this information and converting it into ingame. Since we as the developers are terrible content writers, we would love to see you guys help out in the wiki as ...
by timboo07up
Sat Apr 04, 2020 10:17 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1675944

Re: Bugs & FAQ



Hover over the ore, don't go into the miner GUI. Coal requires water.

Thanks, but I'm still not seeing where it says water.notmining3.png


Its not something I can reproduce:
coal-water.png

Even when hovering over the miner it shows me:
coal-water-1.png

So i guess some of your mods or ...
by timboo07up
Fri Apr 03, 2020 8:37 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1675944

Re: Bugs & FAQ

triktor wrote: Fri Apr 03, 2020 1:05 am with nilaus decorations, when mining (or red blueprinting) a nilaus lamp, you get a vanilla lamp instead of a nilaus one
Fixed in version 0.3.7 just released
by timboo07up
Mon Mar 23, 2020 11:04 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1675944

Re: Bugs & FAQ



After upgrading to the latest Angel's mods today (which updated smelting, refining, petrochem, industries and bioprocessing), my save is now in a state where I can't research 'Rocket Silo'. FWIW, when the upgrade happened I think I was actually researching that tech. Now, though, when looking ...
by timboo07up
Sat Mar 21, 2020 7:55 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1675944

Re: Bugs & FAQ


I believe there is an error in the recipe for the Assembly Machine 1 (granted by the Automation technology). It requires Electronics Block 1 to craft, instead of Electronics Block 0.

As it is right now, to build the Assembly Machine 1, you have to handcraft all of the science to research 6 ...
by timboo07up
Tue Mar 17, 2020 7:46 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3794
Views: 1855299

Re: Development and Discussion


Why is Kovarex locked behind Rocket Fuel processing? Kovarex is purple science, and Rocket Fuel is gold. This isn't a huge deal in base angels, but with Science Cost Tweaker, gold science needs Tungsten, so this is a major leap forward. Deuterium reprocessing requires Gold science directly, and it ...
by timboo07up
Fri Mar 06, 2020 5:47 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1675944

Re: Bugs & FAQ

Ah although the mods are disabled, the settings are still there, that might be a conflicting issue.
Since when i load it up with your mod-settings it does crash. (At least its reproduceable).

*now figuring out what is wrong with it*

Edit: Found the issue:

Since angels tech wasn't enabled yet, it ...
by timboo07up
Fri Mar 06, 2020 2:45 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1675944

Re: Bugs & FAQ


Getting this error at startup factorio v0.18.8. and all Angel's mods enabled, but no others.

angelstartuperror.png

angelstartupmods.png


It seems im not able to reproduce this error, could you perhaps give us the mod-settings.dat so we might be able to reproduce it.
Also i see that the list is ...
by timboo07up
Sun Feb 09, 2020 6:58 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1675944

Re: Bugs & FAQ


Angels Refining is dependant of oil refining now. error tries to make changes on.

Failed to load mod : Path __angelspetrochem__/graphics/icons/ore-fluorite.png does not match any enabled mod.: __angelspetrochem__/graphics/icons/ore-fluorite.png


This one is fixed with 0.11.1 (at least it should ...
by timboo07up
Sun Apr 21, 2019 12:20 pm
Forum: Won't implement
Topic: [Lua] Event on_pre_entity_damaged
Replies: 5
Views: 2382

Re: [Lua] Event on_pre_entity_damaged

Ah was hoping that wasn't an issue. Than how about allowing a value below zero on the health or the health before the event started as extra argument in the event? so we can calculate the actual damage or buff after the fact?
I understand it might give other implications. But just asking so we might ...

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