Bugs & FAQ
Moderator: Arch666Angel
Re: Bugs & FAQ
All 5 tiers of motor casing recipes using reusable mold have 0.1 chance of loss of the casing per cycle when cleaning the mold. But the last tier (tungsten) has an additional 0.1 chance of loss of the mold while creating the unburnt casing. So in total there is 0.19 chance of loss of the mold for tier 5. Is this intentional? If so what is the reasoning behind it if I may know?
Re: Bugs & FAQ
Hey, I have a issue with the Transport Drones mod playing with Angel's Petrochemical Processing, specially with the requester depots. It seams like it's changing the recipe of all requested items. Like requesting 65k of stone and if it has 65k stone stored it's still sending out drones to get more and the additional stone is just gone. Please change it.
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Re: Bugs & FAQ
You should really report that to transport drones mod...
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
Re: Bugs & FAQ
I already did and they told me to report it here because Angel's Petrochemical Processing seams to modify the recipes from the Transport Drones mod.
Re: Bugs & FAQ
It's hard to believe, that a recipe change should change the behaviour of transport drones
But you could upload a save file, where the problem appears?
Re: Bugs & FAQ
https://drive.google.com/file/d/1t4BZir ... sp=sharing
Here is the save file, but you can try it out by yourself get just the mods angels refining, angels petrochemical processing and transport drones and the recipe form the request depot and buffer depot is different then it's in vanila or just with angels refining.
Right now i wired them all that they dont waste so much ressource but still if the depot is on request it send more then just the need 1 drone.
Here is the save file, but you can try it out by yourself get just the mods angels refining, angels petrochemical processing and transport drones and the recipe form the request depot and buffer depot is different then it's in vanila or just with angels refining.
Right now i wired them all that they dont waste so much ressource but still if the depot is on request it send more then just the need 1 drone.
Re: Bugs & FAQ
So, Transport Drones uses assembler type machines with recipes to request items. Very weird, but interesting concept.
However, if those recipes gets changed somehow, it could be bad ...
However, if those recipes gets changed somehow, it could be bad ...
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Re: Bugs & FAQ
Hi there! Coming back to Factorio after some time off. I'd been using the standalone Warehouses mod, and would prefer to continue doing so in my main save. It seems to have migrated to "Angel's Addons - Storage Options," which does support mostly-seamless transition as my main save is still playable.
The trouble is that the "icon scaling" to make the content-icon mig enough to see? That's apparently a "map startup" mod setting. How do I trigger it on an existing save, particularly when I'd had that option selected under the pre-migration version? Do i presume correctly that there's some file-editing involved?
Edited to add: I have attempted to search within this and a few other posts for relevant info, using keywords such as "icon scal" and "warehouse" and "icon," but most of those seem like they lead to either to false positives entirely, or else seem to pre-date the migration to the "Storage Options" repackaging effort.
EDIT 2: Not to worry folks! I'd neglected to manipulate the mod-settings from the Factorio start screen and trigger a game restart. My mistake was that I was reflexively accepting the advice of the popup alerting me to changed mod settings. Forcing "no" and loading the savegame as is, after changing the icon-scaling mod-setting, did the trick! Decided to leave this up so that it could remain searchable to others.
The trouble is that the "icon scaling" to make the content-icon mig enough to see? That's apparently a "map startup" mod setting. How do I trigger it on an existing save, particularly when I'd had that option selected under the pre-migration version? Do i presume correctly that there's some file-editing involved?
Edited to add: I have attempted to search within this and a few other posts for relevant info, using keywords such as "icon scal" and "warehouse" and "icon," but most of those seem like they lead to either to false positives entirely, or else seem to pre-date the migration to the "Storage Options" repackaging effort.
EDIT 2: Not to worry folks! I'd neglected to manipulate the mod-settings from the Factorio start screen and trigger a game restart. My mistake was that I was reflexively accepting the advice of the popup alerting me to changed mod settings. Forcing "no" and loading the savegame as is, after changing the icon-scaling mod-setting, did the trick! Decided to leave this up so that it could remain searchable to others.
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Re: Bugs & FAQ
On angelssmelting_0.6.14 mod / bobelectronics I get this error message in a popup and it crashes the game;
"Icon mipmap 1 is outside of spritesheet:
__angelssmelting__/graphics/icons/plate-sillicon.png"
__bobmodules__/graphics/icons/red-module-1.png
I used "cache-sprite-atlas" and
"compress-sprite-atlas-cache", idea behind it was so it speed up the loading of the game,
but through some chatting on discord it might be missing mipmaps on this images.
"Icon mipmap 1 is outside of spritesheet:
__angelssmelting__/graphics/icons/plate-sillicon.png"
__bobmodules__/graphics/icons/red-module-1.png
I used "cache-sprite-atlas" and
"compress-sprite-atlas-cache", idea behind it was so it speed up the loading of the game,
but through some chatting on discord it might be missing mipmaps on this images.
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Mod Angel´s Industrie Error
I Have a Problem with Industrie mod:
Error while running event angelsindustries::on_research_finished (ID 18)
Only custom shortcut prototypes with the action type "lua" can be used. For all others there are specific functions/properties.
stack traceback:
[C]: in function 'set_shortcut_available'
__angelsindustries__/control.lua:156: in function 'unlock'
__angelsindustries__/control.lua:175: in function <__angelsindustries__/control.lua:160>
This is the Error, pls help, thx
Error while running event angelsindustries::on_research_finished (ID 18)
Only custom shortcut prototypes with the action type "lua" can be used. For all others there are specific functions/properties.
stack traceback:
[C]: in function 'set_shortcut_available'
__angelsindustries__/control.lua:156: in function 'unlock'
__angelsindustries__/control.lua:175: in function <__angelsindustries__/control.lua:160>
This is the Error, pls help, thx
Re: Bugs & FAQ
I cannot reproduce this error. Can you please provide a simple way for me to reproduce this, ideally with a minimal list of mods & versions? Maybe just a savefile to sync to.cablegunmaster wrote: ↑Wed Apr 14, 2021 10:45 pm On angelssmelting_0.6.14 mod / bobelectronics I get this error message in a popup and it crashes the game;
"Icon mipmap 1 is outside of spritesheet:
__angelssmelting__/graphics/icons/plate-sillicon.png"
__bobmodules__/graphics/icons/red-module-1.png
I used "cache-sprite-atlas" and
"compress-sprite-atlas-cache", idea behind it was so it speed up the loading of the game,
but through some chatting on discord it might be missing mipmaps on this images.
In the logfile I saw that you are loading a lot of mods. In particular you are using Angel's, Bob's and Pyanodon's simultaneously. This is not supported.
Last edited by valneq on Tue Apr 20, 2021 6:20 am, edited 1 time in total.
Re: Mod Angel´s Industrie Error
Which version of Industries do you use? The most recent version 0.4.11 should have this error fixed.Nathorus wrote: ↑Sun Apr 18, 2021 10:29 pm I Have a Problem with Industrie mod:
Error while running event angelsindustries::on_research_finished (ID 18)
Only custom shortcut prototypes with the action type "lua" can be used. For all others there are specific functions/properties.
stack traceback:
[C]: in function 'set_shortcut_available'
__angelsindustries__/control.lua:156: in function 'unlock'
__angelsindustries__/control.lua:175: in function <__angelsindustries__/control.lua:160>
This is the Error, pls help, thx
Re: Bugs & FAQ
Factorio server by docker factoriotools/factorio:1.1.32
ModPack (AngelBob_1.3.0) AngelBob
Crashed at game start after ships explosion animation
How it can been resolved?
Thank you
ModPack (AngelBob_1.3.0) AngelBob
Crashed at game start after ships explosion animation
Code: Select all
250.678 Error MainLoop.cpp:1285: Exception at tick 771: The scenario level caused a non-recoverable error.
Please report this error to the scenario author.
Error while running event level::on_cutscene_waypoint_reached (ID 34)
The mod Angel's Refining (0.11.19) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event angelsrefining::on_cutscene_cancelled (ID 165)
__angelsrefining__/control.lua:109: attempt to index field 'autoplace_controls' (a nil value)
stack traceback:
__angelsrefining__/control.lua:109: in function <__angelsrefining__/control.lua:23>
stack traceback:
[C]: in function 'exit_cutscene'
/factorio/temp/currently-playing/freeplay.lua:98: in function 'handler'
__core__/lualib/event_handler.lua:47: in function <__core__/lualib/event_handler.lua:45>
250.679 Error ServerMultiplayerManager.cpp:91: MultiplayerManager failed: "The scenario level caused a non-recoverable error.
Please report this error to the scenario author.
Error while running event level::on_cutscene_waypoint_reached (ID 34)
The mod Angel's Refining (0.11.19) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event angelsrefining::on_cutscene_cancelled (ID 165)
__angelsrefining__/control.lua:109: attempt to index field 'autoplace_controls' (a nil value)
stack traceback:
__angelsrefining__/control.lua:109: in function <__angelsrefining__/control.lua:23>
stack traceback:
[C]: in function 'exit_cutscene'
/factorio/temp/currently-playing/freeplay.lua:98: in function 'handler'
__core__/lualib/event_handler.lua:47: in function <__core__/lualib/event_handler.lua:45>"
250.679 Info ServerMultiplayerManager.cpp:780: updateTick(771) changing state from(InGame) to(Failed)
250.679 Quitting: multiplayer error.
250.924 Info ServerMultiplayerManager.cpp:140: Quitting multiplayer connection.
250.924 Info ServerMultiplayerManager.cpp:780: updateTick(4294967295) changing state from(Failed) to(Closed)
Thank you
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Re: Bugs & FAQ
were you in freeplay when you got this error? and did you turn off biters or what. i need more details on what happened prior to the crash to fix this.DaRViZaR wrote: ↑Tue Apr 20, 2021 7:57 am Factorio server by docker factoriotools/factorio:1.1.32
ModPack (AngelBob_1.3.0) AngelBob
Crashed at game start after ships explosion animation
How it can been resolved?Code: Select all
250.678 Error MainLoop.cpp:1285: Exception at tick 771: The scenario level caused a non-recoverable error. Please report this error to the scenario author. Error while running event level::on_cutscene_waypoint_reached (ID 34) The mod Angel's Refining (0.11.19) caused a non-recoverable error. Please report this error to the mod author. Error while running event angelsrefining::on_cutscene_cancelled (ID 165) __angelsrefining__/control.lua:109: attempt to index field 'autoplace_controls' (a nil value) stack traceback: __angelsrefining__/control.lua:109: in function <__angelsrefining__/control.lua:23> stack traceback: [C]: in function 'exit_cutscene' /factorio/temp/currently-playing/freeplay.lua:98: in function 'handler' __core__/lualib/event_handler.lua:47: in function <__core__/lualib/event_handler.lua:45> 250.679 Error ServerMultiplayerManager.cpp:91: MultiplayerManager failed: "The scenario level caused a non-recoverable error. Please report this error to the scenario author. Error while running event level::on_cutscene_waypoint_reached (ID 34) The mod Angel's Refining (0.11.19) caused a non-recoverable error. Please report this error to the mod author. Error while running event angelsrefining::on_cutscene_cancelled (ID 165) __angelsrefining__/control.lua:109: attempt to index field 'autoplace_controls' (a nil value) stack traceback: __angelsrefining__/control.lua:109: in function <__angelsrefining__/control.lua:23> stack traceback: [C]: in function 'exit_cutscene' /factorio/temp/currently-playing/freeplay.lua:98: in function 'handler' __core__/lualib/event_handler.lua:47: in function <__core__/lualib/event_handler.lua:45>" 250.679 Info ServerMultiplayerManager.cpp:780: updateTick(771) changing state from(InGame) to(Failed) 250.679 Quitting: multiplayer error. 250.924 Info ServerMultiplayerManager.cpp:140: Quitting multiplayer connection. 250.924 Info ServerMultiplayerManager.cpp:780: updateTick(4294967295) changing state from(Failed) to(Closed)
Thank you
Re: Bugs & FAQ
First start of FreePlay. Your character stay near at the broken ship. I can see few seconds of Ship explosion animation, and then server crash with this error.kingarthur wrote: ↑Tue Apr 20, 2021 9:47 amwere you in freeplay when you got this error? and did you turn off biters or what. i need more details on what happened prior to the crash to fix this.DaRViZaR wrote: ↑Tue Apr 20, 2021 7:57 am Factorio server by docker factoriotools/factorio:1.1.32
ModPack (AngelBob_1.3.0) AngelBob
Crashed at game start after ships explosion animation
How it can been resolved?Code: Select all
250.678 Error MainLoop.cpp:1285: Exception at tick 771: The scenario level caused a non-recoverable error. Please report this error to the scenario author. Error while running event level::on_cutscene_waypoint_reached (ID 34) The mod Angel's Refining (0.11.19) caused a non-recoverable error. Please report this error to the mod author. Error while running event angelsrefining::on_cutscene_cancelled (ID 165) __angelsrefining__/control.lua:109: attempt to index field 'autoplace_controls' (a nil value) stack traceback: __angelsrefining__/control.lua:109: in function <__angelsrefining__/control.lua:23> stack traceback: [C]: in function 'exit_cutscene' /factorio/temp/currently-playing/freeplay.lua:98: in function 'handler' __core__/lualib/event_handler.lua:47: in function <__core__/lualib/event_handler.lua:45> 250.679 Error ServerMultiplayerManager.cpp:91: MultiplayerManager failed: "The scenario level caused a non-recoverable error. Please report this error to the scenario author. Error while running event level::on_cutscene_waypoint_reached (ID 34) The mod Angel's Refining (0.11.19) caused a non-recoverable error. Please report this error to the mod author. Error while running event angelsrefining::on_cutscene_cancelled (ID 165) __angelsrefining__/control.lua:109: attempt to index field 'autoplace_controls' (a nil value) stack traceback: __angelsrefining__/control.lua:109: in function <__angelsrefining__/control.lua:23> stack traceback: [C]: in function 'exit_cutscene' /factorio/temp/currently-playing/freeplay.lua:98: in function 'handler' __core__/lualib/event_handler.lua:47: in function <__core__/lualib/event_handler.lua:45>" 250.679 Info ServerMultiplayerManager.cpp:780: updateTick(771) changing state from(InGame) to(Failed) 250.679 Quitting: multiplayer error. 250.924 Info ServerMultiplayerManager.cpp:140: Quitting multiplayer connection. 250.924 Info ServerMultiplayerManager.cpp:780: updateTick(4294967295) changing state from(Failed) to(Closed)
Thank you
For me resolved with other docker container. ofsm/ofsm - dont have this issue. (i think it depends because of some config or server files.)
Re: Mod Angel´s Industrie Error
My Version is 0.4.10, i activated now 0.4.11. Thx for help!valneq wrote: ↑Tue Apr 20, 2021 6:17 amWhich version of Industries do you use? The most recent version 0.4.11 should have this error fixed.Nathorus wrote: ↑Sun Apr 18, 2021 10:29 pm I Have a Problem with Industrie mod:
Error while running event angelsindustries::on_research_finished (ID 18)
Only custom shortcut prototypes with the action type "lua" can be used. For all others there are specific functions/properties.
stack traceback:
[C]: in function 'set_shortcut_available'
__angelsindustries__/control.lua:156: in function 'unlock'
__angelsindustries__/control.lua:175: in function <__angelsindustries__/control.lua:160>
This is the Error, pls help, thx
Re: Bugs & FAQ
Icon for hydrogen peroxide recipe uses icon from bob mods but not nice icon from angel mods
Icon for recipe from sulfur dioxide + hydrogen peroxide uses vanilla icon for sulfuric acid too
A trifle but unpleasant
Icon for recipe from sulfur dioxide + hydrogen peroxide uses vanilla icon for sulfuric acid too
A trifle but unpleasant
Nickname on ModPortal - Naron79
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Re: Bugs & FAQ
Can you upload a save file (or a new save file) so I have the exact mod load out and mod settings as you? Thanks.
Re: Bugs & FAQ
I can put here my mod pack, just start new game and look at recipe icons https://yadi.sk/d/fIRWe865dcQAFg , no save files insidelovely_santa wrote: ↑Mon May 03, 2021 5:02 pmCan you upload a save file (or a new save file) so I have the exact mod load out and mod settings as you? Thanks.
Nickname on ModPortal - Naron79
Re: Bugs & FAQ
I am not sure, which mod this "bug" really belongs to, but it might be Angels:
The "thermal water bore" should in theory extract at a rate of like 3900/second. It does not, because the internal storage is only 100 big and this is the maximum at which one turn of production can be delivered, everything else is wasted. Is there a way to change that or is it just not changeable?
The "thermal water bore" should in theory extract at a rate of like 3900/second. It does not, because the internal storage is only 100 big and this is the maximum at which one turn of production can be delivered, everything else is wasted. Is there a way to change that or is it just not changeable?