Bugs & FAQ
Moderator: Arch666Angel
Re: Bugs & FAQ
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
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
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
Thanks for your help!
Thanks for your help!
Re: Bugs & FAQ
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
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)
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
Cannot reproduce. What set of mods are you using? Does that happen only in an existing save, or also in a new one?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)
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Re: Bugs & FAQ
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
Thanks for all you do Arch666Angel
Re: Bugs & FAQ
Angels for 1.1 is ready to go on the Dev branch and will likely be pushed out today.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
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Re: Bugs & FAQ
Thanks for the quick reply kirazy.kirazy wrote: ↑Wed Nov 25, 2020 11:56 pmAngels for 1.1 is ready to go on the Dev branch and will likely be pushed out today.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
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Re: Bugs & FAQ
Just after updating my Angels modpack as well as other mods, got this error while loading:
61.615 Error AtlasSystem.cpp 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
61.615 Error AtlasSystem.cpp 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
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.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:
Corresponding Github issue
https://github.com/Arch666Angel/mods/issues/468
[edit:] fixed with 0.4.10
Last edited by valneq on Thu Nov 26, 2020 6:30 am, edited 1 time in total.
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Re: Bugs & FAQ
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...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 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
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Re: Bugs & FAQ
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.maniack wrote: ↑Thu Nov 26, 2020 7:43 pm hey,
i get this error when starting up https://imgur.com/HEFLcBq
kind regards
Re: Bugs & FAQ
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!
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Re: Bugs & FAQ
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.sarcalom wrote: ↑Sat Nov 28, 2020 2:05 pmI 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
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/
https://www.reddit.com/r/factorio/comme ... ex_recipe/
Re: Bugs & FAQ
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.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/
Re: Bugs & FAQ
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.valneq wrote: ↑Fri Dec 11, 2020 2:48 amAs 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.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/
Would you mind going into detail as to what it is replaced with?