Search found 254 matches
- Sun Dec 03, 2023 10:15 am
- Forum: Modding interface requests
- Topic: entity_limitation and entity_limitation_blacklist for module prototypes
- Replies: 8
- Views: 1251
Re: entity_limitation and entity_limitation_blacklist for module prototypes
+1 for this! Would love to have it for Angel's mods. It would remove the need for some of the control stage scripting we currently have. It would make it more clear where our special modules can be used. Currently they show up in the module slot tooltip on miners and labs. It's only when you try ins...
- Sat Dec 02, 2023 11:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.99] Handcrafting with ingredient free intermediates not possible
- Replies: 2
- Views: 1923
[boskid][1.1.99] Handcrafting with ingredient free intermediates not possible
Sea Block mod adds a recipe to slowly create Cellulose Fiber from nothing. This recipe can only be hand crafted, not automated. Factorio's handling of recipes with no ingredients has got significantly worse. I've attached a sample mod, demonstrating the issues. Factorio 1.1.94 In Factorio 1.1.94, th...
- Sat Dec 02, 2023 12:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.99] Inconsistent belt / loader snapping
- Replies: 2
- Views: 2019
Re: [1.1.99] Inconsistent belt / loader snapping
Amazing, thank you!
- Sat Dec 02, 2023 1:58 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.99] Inconsistent belt / loader snapping
- Replies: 2
- Views: 2019
[1.1.99] Inconsistent belt / loader snapping
Belts don't consistently snap to loaders when placing a blueprint. Mods required: None Create a blueprint of a loader connecting to a belt at 90 degrees Hold the blueprint in cursor so you can see the preview The input side of the belt should snap to the loader but doesn't Rotate the blueprint Belt ...
- Tue Nov 28, 2023 6:52 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1232275
Re: Bugs & FAQ
I'm getting back into Factorio and want to do a Bobs/Angels run. But Angels Refining throws up the following error during startup: https://i.imgur.com/7fHtjDN.png Does anyone know of a fix? Reposting from Discord for future reference: > I found the culprit. The mod Blueprint Variables must add some...
- Sat Nov 25, 2023 3:02 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1232275
Re: Bugs & FAQ
I'm getting quite a few "Something Went Wrong" when using FNEI to look up usages of various crushed ores. Sounds like everything is working as expected. In FNEI's settings, untick "Show hidden recipes". These are recipes that you will never get access to. If you're still seeing ...
- Tue Nov 14, 2023 11:49 am
- Forum: Documentation Improvement Requests
- Topic: Entity Order String
- Replies: 1
- Views: 305
Entity Order String
Posting here at Bilka's request. If an order string isn't supplied for an entity, it is set to: "z-"..item.order . Where item is the item to place the entity. When asked why the "z-" prefix is being appended, Bilka said "I do not know. All I know is that it's 10-year-old beh...
- Sun Nov 12, 2023 5:35 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 35719
- Sun Nov 12, 2023 1:31 am
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 35719
Re: [1.1] bugs and balance issues.
My best guess is, that this inconsistency occurred because I started the game with Angels Industries enabled, which then has the Kovarex enrichment process disabled. To fix this, Angels Industries was disabled. Because when I create an entirely new game, the issue seems to be resolved Screenshot 20...
- Thu Nov 09, 2023 4:24 am
- Forum: Modding interface requests
- Topic: Control over Map Generator Settings
- Replies: 2
- Views: 1124
Re: Control over Map Generator Settings
Bumping this post, in the hope it gets picked up for 2.0!
- Wed Oct 25, 2023 3:20 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1232275
Re: Bugs & FAQ
Yes, you can use Bob's Library on it's own without any of the other Bob's mods. Almost all of Bob's mods are completely modular. So just enable the ones that you like. The exception is that Metals, Chemicals, and Intermediates depends on Ores.
- Mon Oct 23, 2023 9:13 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1232275
Re: Bugs & FAQ
I've fixed the trigger. Thanks. Trying to find the right trigger which doesn't gets activated unless Petrochem is in, and thought it's nice to be actually on topic sometimes. :) Smelting depends on Petrochem mod so if Petrochem isn't enabled, none of the Smelting triggers even exist! Looked at mod-d...
- Wed Oct 18, 2023 9:28 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1232275
Re: Bugs & FAQ
I wonder if it's a typo? angelssmelting_0.6.21.zip\angelssmelting_0.6.21\data.lua: --create all the tables for smelting triggers --------------------------------- angelsmods.trigger.smelting_products["steel"] = angelsmods.trigger.smelting_products[" copper "] or {} Yes, that doe...
- Wed Oct 18, 2023 6:57 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1232275
Re: Bugs & FAQ
The lua files must have those exact names. To keep your code organized, you can split it out into multiple files then use require statements in data.lua (for example) to execute the code in the other files. The Factorio data lifecycle is explained here: https://lua-api.factorio.com/latest/auxiliary/...
- Mon Oct 16, 2023 7:19 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1232275
Re: Bugs & FAQ
Seems to be a bug I can only assume with Angel's Petrochem that prevents that recipe for sulfur from the combination of purified water and methane from properly showing up in the associated chemical plants. https://i.imgur.com/dDrq3hD.png No, it's not a bug. This recipe has deliberately been hidden...
- Wed Oct 11, 2023 6:27 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1232275
Re: Bugs & FAQ
You are creating a mod pack. This is a mod, even if it's very empty. Make sure you have all your dependencies set in the .json file. This will make your mod load after.
Create a new file data.lua . Put this code in it:
Create a new file data.lua . Put this code in it:
Code: Select all
angelsmods.trigger.washing_tech = true
- Tue Oct 10, 2023 7:05 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1232275
Re: Bugs & FAQ
No need for screenshots, it's simple: You should deactivate only Petrochemical Processing, while keeping Refining and Smelting active. :thumbsup: Let me quote myself: "I'm trying to insert that process into my modpack, but without Anger's Pertochem and with Angel's Refining , the recipe chain ...
- Tue Oct 10, 2023 10:35 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1232275
Re: Bugs & FAQ
My estimate is when you deacivate Angel's Petrochemical Processing, the recipe of the seafloor pump disappears, everything else stays in place. I can't reproduce what you are describing. I can either see the entire washing chain, or none of it. Steps that I took: Synced mods to the save file that y...
- Mon Oct 09, 2023 12:11 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1232275
Re: Bugs & FAQ
Please re-read my beginning comment. Without petrochem there is no recipe for the seafloor pump - everything else is fine. If the recipe is the only thing missing, then that sounds like a bug. Can you upload a save file please? It will make it much easier for me to do some testing. Is there a trick...
- Sun Oct 08, 2023 7:06 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1232275
Re: Bugs & FAQ
Are you creating your own mod? If so, you'll either need to learn how to do a bit of coding or find someone to do it for you. If you aren't planning on creating a mod, then I'm not what enabling geodes will do for you. Are there recipes available that use them? If so, for what? Need some more contex...