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 ...
Search found 23 matches
- 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
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- Fri Apr 03, 2020 8:37 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1675944
Re: Bugs & FAQ
Fixed in version 0.3.7 just releasedtriktor 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
- 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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
I understand it might give other implications. But just asking so we might ...