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Re: Bugs & FAQ

Posted: Fri Nov 20, 2020 5:33 pm
by N4tticus
Hey, not sure if this is the right place to post this, but I noticed there's no void recipe for Raw Fish Oil. I can't use the Flare Stack nor the Clarifier to get rid of my excess.

Re: Bugs & FAQ

Posted: Fri Nov 20, 2020 5:45 pm
by valneq
N4tticus wrote:
Fri Nov 20, 2020 5:33 pm
Hey, not sure if this is the right place to post this, but I noticed there's no void recipe for Raw Fish Oil. I can't use the Flare Stack nor the Clarifier to get rid of my excess.
Raw fish oil is not a by-product. It is a main product. Why exactly do you need to void it?
Just stop pressing fish and you don't produce any more Raw fish oil.
If you have excess fish you want to get rid of, you can turn them into meat, dissolve in artificial fish water and void that. Or better, turn it into crystals.

Re: Bugs & FAQ

Posted: Fri Nov 20, 2020 8:27 pm
by Raznak
Hi, I an't load the game animore, I don't know if I screwed something or not, here is a picture of the bug report Image
Thanks for your help!

Re: Bugs & FAQ

Posted: Fri Nov 20, 2020 8:29 pm
by kirazy
Raznak wrote:
Fri Nov 20, 2020 8:27 pm
Hi, I an't load the game animore, I don't know if I screwed something or not, here is a picture of the bug report Image
Thanks for your help!
This is a bug with ShinyAngelGFX, unfortunately it hasn't been updated yet, and Zombiee is inactive so it may be a while. If you want to continue to use ShinyAngelGFX, you will need to add https://mods.factorio.com/mod/reskins-angels as well to overwrite the sections that ShinyAngelGFX is bugged on. And if you have Bob's mods for an Angel+Bob's run, pick up https://mods.factorio.com/mod/reskins-bobs too!

Re: Bugs & FAQ

Posted: Sun Nov 22, 2020 1:14 pm
by Ashprinny
Using the component mode (for angel building blocks) and combining it with Bob's mods even the latest update has the issue that Floatation Cell 1 uses BOB'S Basic Circuit board 1 (10x) but having the component option in angel industries on means those are replaced by the Angel variant....causing you NOT to be able to make the tier 1 variant unless you use a mod like Black Market 2 to buy those.

From what I can tell the recipe for floatation cell 1 isn't converted to the advanced component option (rest of the recipes are fine)

Re: Bugs & FAQ

Posted: Sun Nov 22, 2020 6:37 pm
by valneq
Ashprinny wrote:
Sun Nov 22, 2020 1:14 pm
Using the component mode (for angel building blocks) and combining it with Bob's mods even the latest update has the issue that Floatation Cell 1 uses BOB'S Basic Circuit board 1 (10x) but having the component option in angel industries on means those are replaced by the Angel variant....causing you NOT to be able to make the tier 1 variant unless you use a mod like Black Market 2 to buy those.

From what I can tell the recipe for floatation cell 1 isn't converted to the advanced component option (rest of the recipes are fine)
Cannot reproduce. What set of mods are you using? Does that happen only in an existing save, or also in a new one?

Re: Bugs & FAQ

Posted: Wed Nov 25, 2020 10:32 pm
by shunsicker1
I know the update to 1.1 was just released today, but I am curious if there's any idea for an update to Angel's. I'm currently in a playthrough with Angel's being at the forefront of the pack.

Thanks for all you do Arch666Angel

Re: Bugs & FAQ

Posted: Wed Nov 25, 2020 11:56 pm
by kirazy
shunsicker1 wrote:
Wed Nov 25, 2020 10:32 pm
I know the update to 1.1 was just released today, but I am curious if there's any idea for an update to Angel's. I'm currently in a playthrough with Angel's being at the forefront of the pack.

Thanks for all you do Arch666Angel
Angels for 1.1 is ready to go on the Dev branch and will likely be pushed out today.

Re: Bugs & FAQ

Posted: Thu Nov 26, 2020 2:19 am
by shunsicker1
kirazy wrote:
Wed Nov 25, 2020 11:56 pm
shunsicker1 wrote:
Wed Nov 25, 2020 10:32 pm
I know the update to 1.1 was just released today, but I am curious if there's any idea for an update to Angel's. I'm currently in a playthrough with Angel's being at the forefront of the pack.

Thanks for all you do Arch666Angel
Angels for 1.1 is ready to go on the Dev branch and will likely be pushed out today.
Thanks for the quick reply kirazy.

Re: Bugs & FAQ

Posted: Thu Nov 26, 2020 4:20 am
by TalDoMula777
Just after updating my Angels modpack as well as other mods, got this error while loading:

61.615 Error AtlasSystem.cpp:1533: File not found: __base__/graphics/entity/crash-site-lab/crash-site-lab-ground.png; mods: extended-descriptions Transport_Drones angelsindustries

Tried to do what the game said and shut off those mods, then the game loaded fine. Afterwards i tried to download a mod that brings back the crash site objects ("Factorio crash site (and legacy items)" is the name of the mod), but didnt work. Any ideas? If you need to contact me, ill be active on the computer for the next five hours from now.

Edit: Removing Extended Descriptions or Transport Drone (or both) didn't solve the problem, and that makes sense as the only mod that was making use of the crashed lab was Angels Industries, and with 1.1 removing the crash site objects...its all coming together lol

Re: Bugs & FAQ

Posted: Thu Nov 26, 2020 5:09 am
by valneq
TalDoMula777 wrote:
Thu Nov 26, 2020 4:20 am
Just after updating my Angels modpack as well as other mods, got this error while loading:
I can reproduce and confirm. The Tech Overhaul from Angel's Industries does make use of the crashed lab, which was removed in 1.1, so no wonder it does not load.
Corresponding Github issue
https://github.com/Arch666Angel/mods/issues/468

[edit:] fixed with 0.4.10

Re: Bugs & FAQ

Posted: Thu Nov 26, 2020 5:23 am
by pezzawinkle
TalDoMula777 wrote:
Thu Nov 26, 2020 4:20 am
Just after updating my Angels modpack as well as other mods, got this error while loading:

61.615 Error AtlasSystem.cpp:1533: File not found: __base__/graphics/entity/crash-site-lab/crash-site-lab-ground.png; mods: extended-descriptions Transport_Drones angelsindustries

Tried to do what the game said and shut off those mods, then the game loaded fine. Afterwards i tried to download a mod that brings back the crash site objects ("Factorio crash site (and legacy items)" is the name of the mod), but didnt work. Any ideas? If you need to contact me, ill be active on the computer for the next five hours from now.

Edit: Removing Extended Descriptions or Transport Drone (or both) didn't solve the problem, and that makes sense as the only mod that was making use of the crashed lab was Angels Industries, and with 1.1 removing the crash site objects...its all coming together lol
Sorry for the oversight, i must have missed that testing map... should have a patch for that in the next 24 hours. In the meantime, reverting the 1.0 should be fine...

Re: Bugs & FAQ

Posted: Thu Nov 26, 2020 7:43 pm
by maniack
hey,

i get this error when starting up https://imgur.com/HEFLcBq

kind regards

Re: Bugs & FAQ

Posted: Fri Nov 27, 2020 3:18 am
by pezzawinkle
maniack wrote:
Thu Nov 26, 2020 7:43 pm
hey,

i get this error when starting up https://imgur.com/HEFLcBq

kind regards
Thanks for the report. The latest version should have fixed in todays patch... the combination of 4 different report was enough for me to norrow it down.

Re: Bugs & FAQ

Posted: Sat Nov 28, 2020 2:05 pm
by sarcalom
Raznak wrote:
Fri Nov 20, 2020 8:27 pm
Hi, I an't load the game animore, I don't know if I screwed something or not, here is a picture of the bug report Image
Thanks for your help!
I was having this problem after updating to angelssmelting_0.6.13, and I fixed it by downloading an older version (0.6.10) which still had the PNGs the game looks for, and copied 0.6.10's "entity" folder's contents into an unzipped 0.6.13's entity folder, then zipped it and my save works again!

P.S. thanks for the great mods!

Re: Bugs & FAQ

Posted: Sat Nov 28, 2020 3:38 pm
by Kople101366
https://photos.app.goo.gl/p7LsrKSrdwHxuHz26

can't craft advanced gas refineries MK 4

Re: Bugs & FAQ

Posted: Sat Nov 28, 2020 5:39 pm
by valneq
sarcalom wrote:
Sat Nov 28, 2020 2:05 pm
Raznak wrote:
Fri Nov 20, 2020 8:27 pm
Hi, I an't load the game animore, I don't know if I screwed something or not, here is a picture of the bug report Image
Thanks for your help!
I was having this problem after updating to angelssmelting_0.6.13, and I fixed it by downloading an older version (0.6.10) which still had the PNGs the game looks for, and copied 0.6.10's "entity" folder's contents into an unzipped 0.6.13's entity folder, then zipped it and my save works again!

P.S. thanks for the great mods!
This is a bug in ShinyAngelGFX, which has not been updated for a long time. You can install Artisanal Reskins: Angel's Mods alongside ShinyAngelGFX. That will fix this.

Re: Bugs & FAQ

Posted: Fri Dec 11, 2020 12:19 am
by Emordnys
Angel's Industries removes the Kovarex encrichment process Recipe from the Research of the same name, resulting in a research which doesn't do anything.

https://www.reddit.com/r/factorio/comme ... ex_recipe/

Re: Bugs & FAQ

Posted: Fri Dec 11, 2020 2:48 am
by valneq
Emordnys wrote:
Fri Dec 11, 2020 12:19 am
Angel's Industries removes the Kovarex encrichment process Recipe from the Research of the same name, resulting in a research which doesn't do anything.

https://www.reddit.com/r/factorio/comme ... ex_recipe/
As far as I recall, this is known and essentially intended. The research is kept in order not to break mod compatibility. Many mods assume the Kovarex tech exists and depend on it. However the Angel's mods introduce alternative nuclear processes that were meant to be played without the Kovarex process, which is why the recipe is deactivated.

Re: Bugs & FAQ

Posted: Sun Dec 13, 2020 10:28 pm
by Emordnys
valneq wrote:
Fri Dec 11, 2020 2:48 am
Emordnys wrote:
Fri Dec 11, 2020 12:19 am
Angel's Industries removes the Kovarex encrichment process Recipe from the Research of the same name, resulting in a research which doesn't do anything.

https://www.reddit.com/r/factorio/comme ... ex_recipe/
As far as I recall, this is known and essentially intended. The research is kept in order not to break mod compatibility. Many mods assume the Kovarex tech exists and depend on it. However the Angel's mods introduce alternative nuclear processes that were meant to be played without the Kovarex process, which is why the recipe is deactivated.
It's only removed when using the Angel's Industries mod, however, which doesn't appear to focus on the nuclear energy end game. It feels very awkward when playing with Bob's and Angel's together, as there appears to be a missing progression step.

Would you mind going into detail as to what it is replaced with?