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Re: Bugs & FAQ
Posted: Tue Sep 02, 2025 5:09 am
by vjbone
Rainbro wrote: Mon Sep 01, 2025 4:49 pm
KiwiHawk wrote: Mon Jun 23, 2025 6:12 am
Ichigoshollow wrote: Sun Jun 22, 2025 10:41 pm
When will there be a release for 2.0.54?
I have released updated versions of Bob's mods. I'm currently working on updating Angel's mods. They will be released once they are ready
Nice, im a huge fan of A&B. Yea, and i wanted to ask whether "Angel's Exploration (Beta)" is also updated then, bc it adds the craziness i'd like, but i see how big it might be.. there's not really a way to help ya out? bc i've learned a bit coding back in the days and maybe it'll not be that hard to get into it again?
You can contribute on git
https://github.com/Arch666Angel/mods/issues
Re: Bugs & FAQ
Posted: Sun Jan 04, 2026 8:51 pm
by cody121155
Startup incompatibility/bug with the Cargo Ships mod

- 01-04-2026, 15-49-26.png (68.49 KiB) Viewed 1914 times
Re: Bugs & FAQ
Posted: Sun Jan 04, 2026 9:40 pm
by Arch666Angel
cody121155 wrote: Sun Jan 04, 2026 8:51 pm
Startup incompatibility/bug with the Cargo Ships mod
01-04-2026, 15-49-26.png
Cargo Ships Mod seems to have some degree of compatibility that needs to be adjusted to the lastest versions. Please report to Cargo Ships Mod.
Re: Bugs & FAQ
Posted: Sun Jan 04, 2026 10:32 pm
by cody121155
Arch666Angel wrote: Sun Jan 04, 2026 9:40 pm
cody121155 wrote: Sun Jan 04, 2026 8:51 pm
Startup incompatibility/bug with the Cargo Ships mod
01-04-2026, 15-49-26.png
Cargo Ships Mod seems to have some degree of compatibility that needs to be adjusted to the lastest versions. Please report to Cargo Ships Mod.
Reported an hour ago, Cargo Ships now compatible again! Cool people over there
Re: Bugs & FAQ
Posted: Thu Jan 08, 2026 10:53 pm
by robertsonj
Hi, it looks as though the Bronze Smelting L2 recipe isn't available as a signal in the combinators.
Image shows recipe is researched, but not in the signal list.

- Angels - Bronze 2 Signal.png (117.26 KiB) Viewed 1742 times
Angels Smelting: V2.0.0
And thanks to all the developers bringing Angels/Bobs to Factorio 2.0. It's a lot of fun to play in the latest version

Re: Bugs & FAQ
Posted: Sat Jan 10, 2026 5:43 am
by lorrein

- 01-10-2026, 07-43-12.png (60.51 KiB) Viewed 1659 times
idk what even to say XD
Re: Bugs & FAQ
Posted: Sat Jan 10, 2026 7:35 pm
by kurbiskopf_xx
Description
In the current tech and recipe setup, batteries can only be produced in a low-temperature / cryogenic crafting machine.
That machine becomes available only after progressing to another planet.
Within the normal Factorio + Space Age progression, batteries are a core early-to-mid game component (power infrastructure, robots, multiple science chains) and are required before any form of interplanetary travel is possible.
This results in a hard progression lock: the player cannot advance to the point where the required machine is unlocked, because batteries are already needed earlier in the tech tree.
Expected behavior
Battery production should be available using:
a standard assembling machine, or
an early-game Angel’s machine that is unlocked on the starting planet,
consistent with previous Angel’s mod versions and vanilla progression.
Actual behavior
The battery recipe is restricted to a cryogenic / low-temperature machine that is gated behind off-planet Space Age technology, making battery production impossible during the intended early game phase.
Additional context
This looks like a recipe category or technology assignment issue introduced during the Factorio 2.0 / Space Age adaptation, rather than an intentional progression change.
Re: Bugs & FAQ
Posted: Sat Jan 10, 2026 7:54 pm
by TheWiznard
lorrein wrote: Sat Jan 10, 2026 5:43 am
01-10-2026, 07-43-12.png
idk what even to say XD
did some testing myself looks like it is this snippet in angelsrefining/prototypes/items/refining-ores.lua , what I did is simply change 64 to 32, there is probably some more sophisticated way to do that but I did this and my game loads now so thats all that matters to me : ^) thanks for your updates Arch
if settings.startup["angels-tryptophobia-friendly-stiratite"].value == true then
angel_ore_3.icon = "__angelsrefininggraphics__/graphics/icons/angels-ore3/angels-ore3.png"
angel_ore_3.icon_size = 32
else
angel_ore_3.icon = "__angelsrefininggraphics__/graphics/icons/angels-ore3/angels-ore3-HR.png"
angel_ore_3.icon_size = 64
angel_ore_3.pictures = {
Re: Bugs & FAQ
Posted: Sat Jan 10, 2026 10:28 pm
by KiwiHawk
robertsonj wrote: Thu Jan 08, 2026 10:53 pm
Hi, it looks as though the Bronze Smelting L2 recipe isn't available as a signal in the combinators.
Image shows recipe is researched, but not in the signal list.
Fixed, ready for next version.
Glad to hear that you're enjoying it!

Re: Bugs & FAQ
Posted: Sat Jan 10, 2026 10:31 pm
by KiwiHawk
lorrein wrote: Sat Jan 10, 2026 5:43 am
01-10-2026, 07-43-12.png
idk what even to say XD
I'm guessing this is an issue with Artisanal Reskins mod. No idea why we didn't see it in testing! I've passed it along to the AR dev
Re: Bugs & FAQ
Posted: Sat Jan 10, 2026 10:34 pm
by KiwiHawk
kurbiskopf_xx wrote: Sat Jan 10, 2026 7:35 pm
Description
In the current tech and recipe setup, batteries can only be produced in a low-temperature / cryogenic crafting machine.
That machine becomes available only after progressing to another planet.
First, a disclaimer: There has been no attempt at making Angel's mods work with Space Age. If things do work, it is by coincidence. I decided not to mark Space Age as incompatible as this would prevent anyone else creating compatibility mods.
Having said that, I can see what is causing the issue here. I'll have it fixed next version. Definitely not intended!
Re: Bugs & FAQ
Posted: Sat Jan 10, 2026 11:45 pm
by KiwiHawk
lorrein wrote: Sat Jan 10, 2026 5:43 am
01-10-2026, 07-43-12.png
idk what even to say XD
I haven't been able to reproduce this. Can you post your log file please?
Re: Bugs & FAQ
Posted: Sun Jan 11, 2026 9:26 am
by lorrein
KiwiHawk wrote: Sat Jan 10, 2026 11:45 pm
I haven't been able to reproduce this. Can you post your log file please?
Well prev error is fixed, now for some reason it tells me there is circular dependency

- 01-11-2026, 11-23-06.png (23.76 KiB) Viewed 1524 times
Re: Bugs & FAQ
Posted: Sun Jan 11, 2026 11:02 am
by KiwiHawk
lorrein wrote: Sun Jan 11, 2026 9:26 am
Now for some reason it tells me there is circular dependency
01-11-2026, 11-23-06.png
I've posted on the AAI Industry discord, asking if they will remove the dependency on Angel's Refining.
Re: Bugs & FAQ
Posted: Mon Jan 12, 2026 3:26 pm
by lorrein
KiwiHawk wrote: Sat Jan 10, 2026 11:45 pm
I haven't been able to reproduce this. Can you post your log file please?
Well i identified other error with img`s, now with
Alchemistry

- 01-12-2026, 17-25-22.png (45.08 KiB) Viewed 1380 times
alr submited a
Bugreport, just letting you know
Re: Bugs & FAQ
Posted: Wed Jan 14, 2026 4:25 pm
by cbtmessageman
Angel's Petrochem Processing is changing water consumption for boilers from 6/sec to 60/sec.
Running the full stack of Bob's and Angel's mods (minus Bob's Character Classes).
Re: Bugs & FAQ
Posted: Wed Jan 14, 2026 4:33 pm
by KiwiHawk
cbtmessageman wrote: Wed Jan 14, 2026 4:25 pm
Angel's Petrochem Processing is changing water consumption for boilers from 6/sec to 60/sec.
Yes. This is intentional and not a bug.
Re: Bugs & FAQ
Posted: Wed Jan 14, 2026 9:04 pm
by cbtmessageman
KiwiHawk wrote: Wed Jan 14, 2026 4:33 pm
Yes. This is intentional and not a bug.
Ok. If I decide not to run Angel's Petro water consumption goes to 6/sec. Also the expected behavior?
Re: Bugs & FAQ
Posted: Wed Jan 14, 2026 11:42 pm
by KiwiHawk
cbtmessageman wrote: Wed Jan 14, 2026 9:04 pm
If I decide not to run Angel's Petro water consumption goes to 6/sec. Also the expected behavior?
Yes
Re: Bugs & FAQ
Posted: Thu Jan 15, 2026 2:39 pm
by cbtmessageman
Thanks for letting me know.
Also, I do appreciate the work you're putting in to keep the mods updated. Thanks!