AngelBob Space Age Rebalance


Complete Angel's and Bob's Space Age integration with extra planets: Planetaris-arig, Planetaris-hyarion, Paracelsin, Maraxsis and Moon of Nauvis Muluna.

Overhaul
7 hours ago
2.0 - 2.1
2.91K
Planets Transportation Logistics Trains Combat Armor Character Enemies Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage

b Bug Reports

3 months ago
(updated a month ago)

Hey,
If you're playing and happen to run into a bug/loop/balance problem feel free to post below and I will look into it, I can't guarantee that I will fix it straight away but I will try and fix it as soon as I can or at least hotfix it until I find a better solution. Please try and include what version number you are running.

3 months ago

Crushed bobmonium requires tungsten ore in the ore crusher rather than bobmonium.

3 months ago

Crushed bobmonium requires tungsten ore in the ore crusher rather than bobmonium.
Thank you for that, I have patched and updated the mod.

3 months ago
(updated 3 months ago)

Unintended mod interaction between Angel's refining and Muluna. Ore Crusher 2 recipe uses "Crusher 2" instead of angel's Ore Crusher 1.

3 months ago

Unintended mod interaction between Angel's refining and Muluna. Ore Crusher 2 recipe uses "Crusher 2" instead of angel's Ore Crusher 1.

Thank you, sorry for the delay all patched and updated.

3 months ago

Hello again, and thank you for the quick fix.
Here again to report another bug. "Electric filtering furnace 2" now uses "Electric furnace 1" instead of the previous tier "Electric filtering furnace 1".

3 months ago

Hello again, and thank you for the quick fix.
Here again to report another bug. "Electric filtering furnace 2" now uses "Electric furnace 1" instead of the previous tier "Electric filtering furnace 1".

Hey thank you, sorry for the delay in fixing this was at work, should all be updated.

3 months ago

Is it intended for the "Factorian fish breeding" recipe to retain spoilage? I think it should reset the spoilage level. Currently, the system needs new fish input every ~2 hours. No other fish breeding recipes are affected, as the other fish do not have spoilage timers.

3 months ago

Is it intended for the "Factorian fish breeding" recipe to retain spoilage? I think it should reset the spoilage level. Currently, the system needs new fish input every ~2 hours. No other fish breeding recipes are affected, as the other fish do not have spoilage timers.

No this was not intended, thank you for spotting that, it has now been patched.

2 months ago

I'm not very familiar with English and rely on Google Translate for my text.
The Metallurgical Science Pack requires molten copper, and I can only make it by melting asteroids, but is this correct?
I also have many other mods installed, so I apologize if this is causing unexpected behavior.

2 months ago

Molten copper on Vulcanus can be made with this chain.
Lava + calcite → volcanic mineral residue → crushed Angels ores → normal Angels/Bobs ore refining → copper intermediates → molten copper → metallurgic science pack.

2 months ago

Molten copper on Vulcanus can be made with this chain.
Lava + calcite → volcanic mineral residue → crushed Angels ores → normal Angels/Bobs ore refining → copper intermediates → molten copper → metallurgic science pack.

Thank you for your reply, Troublesim.
I am a Japanese player.
In my environment, where I and my friends Angel's and Bob's are installed, we use molten copper from lava when crafting the metallurgy science pack. Is this specific to my environment?

2 months ago

Molten copper on Vulcanus can be made with this chain.
Lava + calcite → volcanic mineral residue → crushed Angels ores → normal Angels/Bobs ore refining → copper intermediates → molten copper → metallurgic science pack.

Thank you for your reply, Troublesim.
I am a Japanese player.
In my environment, where I and my friends Angel's and Bob's are installed, we use molten copper from lava when crafting the metallurgy science pack. Is this specific to my environment?

Okay I understand and have found an error, the mod was targeting the vanilla Molten Copper and not Angel's and Bob's Molten Copper so it was not working, I have patched this on the latest update. Hopefully this solves the question.

2 months ago

Molten copper on Vulcanus can be made with this chain.
Lava + calcite → volcanic mineral residue → crushed Angels ores → normal Angels/Bobs ore refining → copper intermediates → molten copper → metallurgic science pack.

Thank you for your reply, Troublesim.
I am a Japanese player.
In my environment, where I and my friends Angel's and Bob's are installed, we use molten copper from lava when crafting the metallurgy science pack. Is this specific to my environment?

Okay I understand and have found an error, the mod was targeting the vanilla Molten Copper and not Angel's and Bob's Molten Copper so it was not working, I have patched this on the latest update. Hopefully this solves the question.

Thank you for your reply and update, Troublesim.
The issue has been resolved as described in the update.
Thank you for your prompt response.
Your quick fix really saved my factory!
I look forward to the ongoing development and your future updates.

2 months ago

Hey,
you can't make metallurgic science packs because they need tungsten carbide plates which you can't make at all and can be found only on Paracelsin in crashed fulgoran pods, and to get to Paracelsin you need to have metallurgic science packs.

(Sorry for bad english, english isn't my first language)

2 months ago

Hey, Tungsten carbon plate can be made in the assembly machine, recipe is 4x Calcite 10x Tungsten Powder Mixture 12x Carbon which produces 4x Tungsten Carbide Plate. The recipe should show on the factoriopedia.

2 months ago

I am not very fluent in English, so I am using a translator to write this message.
In the "MOD:Planetaris: Arig" mod, it seems like there is a progression bug in the research tree. Currently, "Silicon ore processing" requires "Compression Science" as a prerequisite, but this occurs before players can actually unlock "Compression Science" itself.
Could you please check this dependency issue? Thank you!

2 months ago

I am not very fluent in English, so I am using a translator to write this message.
In the "MOD:Planetaris: Arig" mod, it seems like there is a progression bug in the research tree. Currently, "Silicon ore processing" requires "Compression Science" as a prerequisite, but this occurs before players can actually unlock "Compression Science" itself.
Could you please check this dependency issue? Thank you!

Hey, Thank you for the report, it is an error I will release a patch in a couple of hours when I get home.

2 months ago

I am not very proficient in English, so I am using a translator to write this message.
In the "MOD: Planet Castra" mod, I suspect there might be a compatibility bug between the items. Currently, the Nickel Plates dropped by the data collection device and Angel's Nickel Plates are being treated as entirely separate items without interoperability.
Could you please check this item tag/dependency issue? Thank you!

2 months ago

I am not very proficient in English, so I am using a translator to write this message.
I suspect there is a critical bug in the recipe tree. Currently, it is no longer possible to produce Cobalt Plates from Molten Cobalt, meaning that any recipes requiring Cobalt Plates can no longer be crafted either. Furthermore, I noticed that Cobalt Plates have been completely removed from both the Factoriopedia database and the relevant recipes that should use them.
Could you please look into this broken recipe dependency? Thank you!

2 months ago

I am not very proficient in English, so I am using a translator to write this message.
In the "MOD: Planet Castra" mod, I suspect there might be a compatibility bug between the items. Currently, the Nickel Plates dropped by the data collection device and Angel's Nickel Plates are being treated as entirely separate items without interoperability.
Could you please check this item tag/dependency issue? Thank you!

Hey currently Planet Castra is not compatible with the mod.

2 months ago

I am not very proficient in English, so I am using a translator to write this message.
I suspect there is a critical bug in the recipe tree. Currently, it is no longer possible to produce Cobalt Plates from Molten Cobalt, meaning that any recipes requiring Cobalt Plates can no longer be crafted either. Furthermore, I noticed that Cobalt Plates have been completely removed from both the Factoriopedia database and the relevant recipes that should use them.
Could you please look into this broken recipe dependency? Thank you!

Thank you this has been patched

2 months ago

I am not very proficient in English, so I am using a translator to write this message.
In the "MOD: Planet Castra" mod, I suspect there might be a compatibility bug between the items. Currently, the Nickel Plates dropped by the data collection device and Angel's Nickel Plates are being treated as entirely separate items without interoperability.
Could you please check this item tag/dependency issue? Thank you!

Hey currently Planet Castra is not compatible with the mod.
Understood! My apologies for reporting an unsupported issue and causing any confusion.
Thank you for your time and for checking it for me. Keep up the great work with the mod!

2 months ago

I am not very proficient in English, so I am using a translator to write this message.
I suspect there is a critical bug in the recipe tree. Currently, it is no longer possible to produce Cobalt Plates from Molten Cobalt, meaning that any recipes requiring Cobalt Plates can no longer be crafted either. Furthermore, I noticed that Cobalt Plates have been completely removed from both the Factoriopedia database and the relevant recipes that should use them.
Could you please look into this broken recipe dependency? Thank you!

Thank you this has been patched

Thank you so much for the incredibly fast fix! I really appreciate your amazing work and quick response.
My friend and I tested the new update right away. The recipes are back and it is so helpful! We found a few minor things that we wanted to share with you, just in case they are helpful for polishing the mod further:
What we observed in-game:
Molten Cobalt Production: This is working perfectly! It is correctly craftable only on Vulcanus, just like before.
Molten Cobalt → Cobalt Plate Recipe: We can craft plates perfectly now! Thank you! Interestingly, the recipe name itself currently displays the text "バグが発生してます" (which translates to "A bug has occurred" in Japanese). Also, we noticed it can currently be crafted on any planet.
Recipe Dependencies: All upper-tier recipes that require Cobalt Plates now correctly show them in the Factoriopedia. This is fully fixed!
Factoriopedia & Cobalt Roll: The recipe for "Cobalt Roll → Cobalt Plate" now appears in the Factoriopedia. However, when we try to open its item page, the Cobalt Roll item itself seems to be missing from the database.
A couple of quick questions (just to clarify the intended design!):
Is the Cobalt Plate recipe intended to be exclusive to Vulcanus in the future? (We were just curious since it can currently be crafted anywhere).
It seems like the Cobalt Roll might be accidentally missing from the Factoriopedia database, but we could be wrong!
Note on our environment:
Since we are running a large number of other mods together in our playthrough, there is a possibility that these issues are being caused by a conflict with another mod rather than your code. If that is the case, we are very sorry for the confusion!
We are having so much fun playing your mod. No pressure or rush at all to look into these, we just wanted to let you know what we saw. Thank you again for your hard work!

2 months ago
(updated 2 months ago)

Thank you so much for the incredibly fast fix! I really appreciate your amazing work and quick response.
My friend and I tested the new update right away. The recipes are back and it is so helpful! We found a few minor things that we wanted to share with you, just in case they are helpful for polishing the mod further:
What we observed in-game:
Molten Cobalt Production: This is working perfectly! It is correctly craftable only on Vulcanus, just like before.
Molten Cobalt → Cobalt Plate Recipe: We can craft plates perfectly now! Thank you! Interestingly, the recipe name itself currently displays the text "バグが発生してます" (which translates to "A bug has occurred" in Japanese). Also, we noticed it can currently be crafted on any planet.
Recipe Dependencies: All upper-tier recipes that require Cobalt Plates now correctly show them in the Factoriopedia. This is fully fixed!
Factoriopedia & Cobalt Roll: The recipe for "Cobalt Roll → Cobalt Plate" now appears in the Factoriopedia. However, when we try to open its item page, the Cobalt Roll item itself seems to be missing from the database.
It seems like the Cobalt Roll might be accidentally missing from the Factoriopedia database, but we could be wrong!
Note on our environment:
Since we are running a large number of other mods together in our playthrough, there is a possibility that these issues are being caused by a conflict with another mod rather than your code. If that is the case, we are very sorry for the confusion!
We are having so much fun playing your mod. No pressure or rush at all to look into these, we just wanted to let you know what we saw. Thank you again for your hard work!

Hey, sorry for the delay I have been away, I will look into all of this now, thank you for the feedback.

A couple of quick questions (just to clarify the intended design!):
Is the Cobalt Plate recipe intended to be exclusive to Vulcanus in the future? (We were just curious since it can currently be crafted anywhere).

Yes so cobalt is currently meant to be exclusive on vulcanus in it's current form.

2 months ago

Hello, there is no way to use the titanium plate muluna recipe, there is no building that can use it. Version 1.1.11

2 months ago

Hello, there is no way to use the titanium plate muluna recipe, there is no building that can use it. Version 1.1.11

Thank you has been patched.

2 months ago

Thanks, but how are the "muluna crusched aluminia refining recipe" and "muluna crushed aluminium refining recipe" possible. I cant connect 2 fluids to an assembler 3.

2 months ago

Thanks, but how are the "muluna crusched aluminia refining recipe" and "muluna crushed aluminium refining recipe" possible. I cant connect 2 fluids to an assembler 3.

Thank you, no idea how I missed that, has been patched.

2 months ago

Hello! Amazing mod, thank you so much for your hard work! Really loving it so far.

I'm slowly ramping up on Muluna, and I think I spot a bug - there is no way to make electronic circuit (the green one) as both recipes available there are identical and required copper wire and an iron plate. I guess one should be different and required aluminium instead, similarly to the (red) advanced circuit? Its not the end of the world, as you can always import them from Nauvis, but kinda defeat the purpose of Muluna.

2 months ago

Hello! Amazing mod, thank you so much for your hard work! Really loving it so far.

I'm slowly ramping up on Muluna, and I think I spot a bug - there is no way to make electronic circuit (the green one) as both recipes available there are identical and required copper wire and an iron plate. I guess one should be different and required aluminium instead, similarly to the (red) advanced circuit? Its not the end of the world, as you can always import them from Nauvis, but kinda defeat the purpose of Muluna.

Hey, Thank you, I will look in to this when I get home from work tonight, thanks.

2 months ago

Advanced circuit requires microcellular plastic bar in muluna only recipe, microcellular plastic bar is unlockable by nanofoamed polymers tech, this item is for low density space platform foundation then exploration science pack,
Advanced circuit does not need this item because nanofoamed polymers tech needs "unlock any 2 planetary science packs", making it impossible to proceed if muluna is the first "planet"

2 months ago

Thank you, will look at this when I get back from work shortly

2 months ago

Basic Electronic Components (the resistor) takes 8 seconds in recycler, in bobs or angels it's less 1 second, 0,125 If I remember correctly Since it's an item we receive in large quantities, I think it makes more sense for it to be delivered quickly. I'm at work now and don't remember exactly, but the transistor also takes a bit time,, I think I think it should be less than 1 second.

2 months ago

Basic Electronic Components (the resistor) takes 8 seconds in recycler, in bobs or angels it's less 1 second, 0,125 If I remember correctly Since it's an item we receive in large quantities, I think it makes more sense for it to be delivered quickly. I'm at work now and don't remember exactly, but the transistor also takes a bit time,, I think I think it should be less than 1 second.

Thank you found it and has been patched, sorry for the delay.

2 months ago

Hello Troublesim again! Thanks for the quick update on the Muluna green circuit - but I think the fix didnt work properly, as of now the description work (stating its a Muluna recipe needing aluminium, great!) but the recipe still need copper for some reason, making it even worse with 1 aluminum plate, 1 carbon, steam and 3 copper wires. Sorry to bother you about this a second time, hopefully I will be leaving Muluna soon and stop pestering you about it ;)

2 months ago

Hello Troublesim again! Thanks for the quick update on the Muluna green circuit - but I think the fix didnt work properly, as of now the description work (stating its a Muluna recipe needing aluminium, great!) but the recipe still need copper for some reason, making it even worse with 1 aluminum plate, 1 carbon, steam and 3 copper wires. Sorry to bother you about this a second time, hopefully I will be leaving Muluna soon and stop pestering you about it ;)

Hey, thanks for the report, I'll look at that, unfortunately I'm on a night shift but I'll get a fix in the morning.

2 months ago

after 1.1.14 update, the game just loading the mod very slowly? the log is doing something like [AB PLANET MACHINE AUDIT] on every recipe?

2 months ago

after 1.1.14 update, the game just loading the mod very slowly? the log is doing something like [AB PLANET MACHINE AUDIT] on every recipe?

Hey, sorry these are my audits to help debug etc. I have patched this to disable them in the logs.

2 months ago

oh i let it run for like 2 hrs and found one recipe have no mechine. saved the log as another file. idk if this helps.

1984.854 Script @angelbob-spaceage-rebalance/scripts/final/planet-recipe-machine-audit.lua:333: [AB PLANET MACHINE AUDIT] planet=unknown recipe=borehole-pump-water category=borehole-pump unique_fluids=0 max_fluid_capacity=0 status=blocker reason=no-machine

2 months ago

oh i let it run for like 2 hrs and found one recipe have no mechine. saved the log as another file. idk if this helps.

1984.854 Script @angelbob-spaceage-rebalance/scripts/final/planet-recipe-machine-audit.lua:333: [AB PLANET MACHINE AUDIT] planet=unknown recipe=borehole-pump-water category=borehole-pump unique_fluids=0 max_fluid_capacity=0 status=blocker reason=no-machine

Thanks, that's returning a false positive so it's not a real recipe.

a month ago

Hello again. Glad to report that Vulcanus and Muluna are running smoothly with your mod! However, there is currently a bug on Fulgora, as silicon waffles conversion to silicon powder is not working in recycler. Recycler instead simply return 25% of silicon waffle instead, which make sustaining powder (to make rocket part) really hard at the moment. Do you think you could fix that recipe? Many thanks!

a month ago

Hey I will look at this when I get home from work in the morning, thank you!

a month ago

Hello again. Glad to report that Vulcanus and Muluna are running smoothly with your mod! However, there is currently a bug on Fulgora, as silicon waffles conversion to silicon powder is not working in recycler. Recycler instead simply return 25% of silicon waffle instead, which make sustaining powder (to make rocket part) really hard at the moment. Do you think you could fix that recipe? Many thanks!

Has been patched

a month ago

Hello! Please excuse my English as I am using a translation tool to write this message.
I found a compatibility issue (bug) when using your MOD with the following MODs:
Factorissimo 3
Planet Castra
[Bug Details]
When placing a new "Groundwater Pump" (地下水掘削機) in unsupported dimensions or special fields (such as inside a Factorissimo factory or additional areas from Planet Castra), the dynamic planet detection fails. As a result, it generates an unknown fluid called Unknown key: "fluid-name.ab-groundwater-placeholder".
The game itself does not crash and runs fine. Also, already existing pumps that were successfully placed in normal locations continue to output Water correctly.
[Request]
If possible, could you fix this so that the pump either stops operating in these exceptional/undetectable areas, or outputs regular "Water" instead of the placeholder fluid?
Thank you for considering this request, and thank you for your amazing MOD!

a month ago

Hello! Please excuse my English as I am using a translation tool to write this message.
I found a compatibility issue (bug) when using your MOD with the following MODs:
Factorissimo 3
Planet Castra
[Bug Details]
When placing a new "Groundwater Pump" (地下水掘削機) in unsupported dimensions or special fields (such as inside a Factorissimo factory or additional areas from Planet Castra), the dynamic planet detection fails. As a result, it generates an unknown fluid called Unknown key: "fluid-name.ab-groundwater-placeholder".
The game itself does not crash and runs fine. Also, already existing pumps that were successfully placed in normal locations continue to output Water correctly.
[Request]
If possible, could you fix this so that the pump either stops operating in these exceptional/undetectable areas, or outputs regular "Water" instead of the placeholder fluid?
Thank you for considering this request, and thank you for your amazing MOD!

Hey, this is because of the recent balancing of the groundwater pump, I have added a safety so that planets that I currently don't support are defaulted to water. Released in 1.1.19

a month ago

Hello, I have gotten to Fulgora but the Oil Ocean produces Heavy Oil, which has no recipies.
It seems like it should produce crude oil or Naptha?

a month ago

Hello, I have gotten to Fulgora but the Oil Ocean produces Heavy Oil, which has no recipies.
It seems like it should produce crude oil or Naptha?

Hey I am unable to reproduce this error, this was patched in 1.1.7 can you just confirm you are running the latest patch, if you are please confirm the tile type and what you are placing on the tile.

a month ago

Hello, I have gotten to Fulgora but the Oil Ocean produces Heavy Oil, which has no recipies.
It seems like it should produce crude oil or Naptha?

Hey I am unable to reproduce this error, this was patched in 1.1.7 can you just confirm you are running the latest patch, if you are please confirm the tile type and what you are placing on the tile.

Hey thanks for the support. Im not sure what was wrong but i just tried again ( I am on version 1.1.19) and now the offshore pump is producing Naptha.
I didn't change anything except removing and replacing the offshore pump.

Thanks again

a month ago

Hello, I have gotten to Fulgora but the Oil Ocean produces Heavy Oil, which has no recipies.
It seems like it should produce crude oil or Naptha?

Hey I am unable to reproduce this error, this was patched in 1.1.7 can you just confirm you are running the latest patch, if you are please confirm the tile type and what you are placing on the tile.

Hey thanks for the support. Im not sure what was wrong but i just tried again ( I am on version 1.1.19) and now the offshore pump is producing Naptha.
I didn't change anything except removing and replacing the offshore pump.

Thanks again

No problem, I'll add a safety loop to stop it from reoccurring. Thank you for the quick reply.

a month ago

The research for Energy Shield MK2 Equipment requires Space and electro magnetic science packs while the mark 3 does not require any space science. This is probably because MK2 is in the base game and Bob's probably didn't change the science pack requirement thus with space age it uses the space age science requirements.

a month ago

The research for Energy Shield MK2 Equipment requires Space and electro magnetic science packs while the mark 3 does not require any space science. This is probably because MK2 is in the base game and Bob's probably didn't change the science pack requirement thus with space age it uses the space age science requirements.

Thank you, patched this.

a month ago

Hello again, wooden board recovery for wood on Fulgora seems impossible because the recycler automaticly uses the wrong recipe. "bob-wooden-board-recyling" instead of "ab-fulgora-wooden-board-to-wood". Version 1.1.19

a month ago

Hello again, wooden board recovery for wood on Fulgora seems impossible because the recycler automaticly uses the wrong recipe. "bob-wooden-board-recyling" instead of "ab-fulgora-wooden-board-to-wood". Version 1.1.19

Hey thank you for the report has been patched.

a month ago

Hi, I am using the "AngelBob Space Age Rebalance" mod (version 1.1.22).
While playing, I found that many of my Tungsten Carbide items were converted to "Legacy Tungsten Carbide (compatibility)." Because of this change, these items are now unusable in my assemblers and are just sitting in my chests and inventory.
Is there any way to convert these "Legacy" items into the standard Angel's Tungsten Carbide, or is there a way to recycle them?
Thank you for your time and for maintaining this mod!

a month ago
(updated a month ago)

Hi, I am using the "AngelBob Space Age Rebalance" mod (version 1.1.22).
While playing, I found that many of my Tungsten Carbide items were converted to "Legacy Tungsten Carbide (compatibility)." Because of this change, these items are now unusable in my assemblers and are just sitting in my chests and inventory.
Is there any way to convert these "Legacy" items into the standard Angel's Tungsten Carbide, or is there a way to recycle them?
Thank you for your time and for maintaining this mod!

Hey, I will patch this later tonight thank you for the feedback sorry in the delay in replying.

13/07: Have patched this thank you for your patience very long day at work...

a month ago

Hello again, i think i found a bug.
There is Peroleum gas (peroleum-gas, fluid-id 16) which is used in the recipes "ab-arig-natural-gas-cracking" and "planetaris-raw-diamond". It is craftable with "ab-arig-naphtha-reforming".
The Fluid doesnt appear in Factoriopedia. Maybe it is the wrong liquid?
Version 1.1.23

a month ago

Hello again, i think i found a bug.
There is Peroleum gas (peroleum-gas, fluid-id 16) which is used in the recipes "ab-arig-natural-gas-cracking" and "planetaris-raw-diamond". It is craftable with "ab-arig-naphtha-reforming".
The Fluid doesnt appear in Factoriopedia. Maybe it is the wrong liquid?
Version 1.1.23

Thank you, am currently looking into this.

a month ago

Hello, maybe a "bug" again. On Arig you cant place a robobort because you need to research the dust resistant roboport "planetaris-arig-roboport". But you can place the bob-robport-2, 3 and 4 and you can build them before you have the research. Maybe block bob-roboport-2, 3 and 4 also on Arig and add planetaris-arig-roboport-2, 3 and 4 instead?.

The technology "ab-vulcanus-foundry-tungsten-specialization" does nothing.

a month ago

Hello, maybe a "bug" again. On Arig you cant place a robobort because you need to research the dust resistant roboport "planetaris-arig-roboport". But you can place the bob-robport-2, 3 and 4 and you can build them before you have the research. Maybe block bob-roboport-2, 3 and 4 also on Arig and add planetaris-arig-roboport-2, 3 and 4 instead?.

The technology "ab-vulcanus-foundry-tungsten-specialization" does nothing.

Hey, thanks, this has been patched and updated

a month ago
(updated a month ago)

i only have this mod and cargo ships enabled. I get this error when i try to load.

"Failed to load mods: Error while running setup for entity prototype "boat" (cargo wagon): Rolling stocks must have identical connection_distance when next_upgrade is set."

went through some further testing: the three mods that are incompatible are bob's logistics and angel's petrochem and cargo ships.

a month ago

i only have this mod and cargo ships enabled. I get this error when i try to load.

"Failed to load mods: Error while running setup for entity prototype "boat" (cargo wagon): Rolling stocks must have identical connection_distance when next_upgrade is set."

went through some further testing: the three mods that are incompatible are bob's logistics and angel's petrochem and cargo ships.

Looking into this, not my mod causing the error, it's to do with Cargo Ships defines "boat" as a cargo-wagon-style entity. Bob's Logistics / Angel's Petrochem / Cargo Ships together cause "boat" to get a next_upgrade. But the target upgrade has a different connection_distance.
Factorio does not allow rolling stock upgrades unless connection_distance is identical. So the game refuses to load. Place code below in data-final-fixes.lua to get your game to load:

" local rolling_stock_types = {
"locomotive",
"cargo-wagon",
"fluid-wagon",
"artillery-wagon",
}

local function find_rolling_stock(name)
for _, prototype_type in pairs(rolling_stock_types) do
if data.raw[prototype_type] and data.raw[prototype_type][name] then
return data.raw[prototype_type][name], prototype_type
end
end
return nil, nil
end

local removed = 0

for _, prototype_type in pairs(rolling_stock_types) do
local prototypes = data.raw[prototype_type] or {}

for name, entity in pairs(prototypes) do
if entity.next_upgrade then
local target = find_rolling_stock(entity.next_upgrade)

  if not target then
    log("[rolling-stock-fix] Removed missing next_upgrade from " .. prototype_type .. "." .. name .. " -> " .. tostring(entity.next_upgrade))
    entity.next_upgrade = nil
    removed = removed + 1
  else
    local source_distance = entity.connection_distance
    local target_distance = target.connection_distance

    if source_distance and target_distance and source_distance ~= target_distance then
      log("[rolling-stock-fix] Removed incompatible next_upgrade from " .. prototype_type .. "." .. name .. " -> " .. tostring(entity.next_upgrade) .. " because connection_distance differs: " .. tostring(source_distance) .. " vs " .. tostring(target_distance))
      entity.next_upgrade = nil
      removed = removed + 1
    end
  end
end

end
end "

a month ago
(updated a month ago)

On metallurgy casting, there are circular recipes for cobalt
1 x Cobalt sheet coil -> 2 x Cobalt sheet coil
1 x Cobalt plate -> 4 x Cobalt plate
Additionally, there are no recipes for molten cobalt using cobalt ingot aside from the one using calcite. A recipe for it shows up on the factoriopedia but not available to be selected.

Using factorio version 2.0.77

a month ago

After updating several mods today, an error started occurring:

Не удалось загрузить следующие моды: ERROR loading prototypes.overrides: angelbob-spaceage-rebalance/prototypes/overrides.lua:207: attempt to index field 'tool' (a nil value)
stack traceback:
[C]: in function 'error'
angelbob-spaceage-rebalance/data-final-fixes.lua:11: in function 'safe_require'
angelbob-spaceage-rebalance/data-final-fixes.lua:59: in main chunk

a month ago
(updated a month ago)

Air filter is working on Muluna( it probably shouldnt?) And seems it will probably work everywhere, inc space platform

a month ago

Also there another Muluna issue(maybe its not, sorry)
There is no way to get concrete there, and i at least need 200 for rocket silo. All recipes need limestone in one way or another, which is not accesible there.

a month ago

On metallurgy casting, there are circular recipes for cobalt
1 x Cobalt sheet coil -> 2 x Cobalt sheet coil
1 x Cobalt plate -> 4 x Cobalt plate
Additionally, there are no recipes for molten cobalt using cobalt ingot aside from the one using calcite. A recipe for it shows up on the factoriopedia but not available to be selected.

Using factorio version 2.0.77

Thanks, this was due to my cobalt script looking and replacing the wrong items, has been patched.

a month ago

After updating several mods today, an error started occurring:

Не удалось загрузить следующие моды: ERROR loading prototypes.overrides: angelbob-spaceage-rebalance/prototypes/overrides.lua:207: attempt to index field 'tool' (a nil value)
stack traceback:
[C]: in function 'error'
angelbob-spaceage-rebalance/data-final-fixes.lua:11: in function 'safe_require'
angelbob-spaceage-rebalance/data-final-fixes.lua:59: in main chunk

Patched and updated.

a month ago

Air filter is working on Muluna( it probably shouldnt?) And seems it will probably work everywhere, inc space platform

Also there another Muluna issue(maybe its not, sorry)
There is no way to get concrete there, and i at least need 200 for rocket silo. All recipes need limestone in one way or another, which is not accesible there.

These should be both patched and updated, thanks for the reports.

a month ago

On metallurgy casting, there are circular recipes for cobalt
1 x Cobalt sheet coil -> 2 x Cobalt sheet coil
1 x Cobalt plate -> 4 x Cobalt plate
Additionally, there are no recipes for molten cobalt using cobalt ingot aside from the one using calcite. A recipe for it shows up on the factoriopedia but not available to be selected.

Using factorio version 2.0.77

Thanks, this was due to my cobalt script looking and replacing the wrong items, has been patched.

Thanks for the fix. I'm sorry that I did not catch a related bug to this.
1. No research/s to unlock recipes for cobalt ingot to molten cobalt (angels-liquid-molten-cobalt and ab-vulcanus-foundry-molten-cobalt)
2. No research/s to unlock recipes for molten cobalt to cobalt sheet coil (angels-roll-cobalt and angels-roll-cobalt-2)

a month ago

On metallurgy casting, there are circular recipes for cobalt
1 x Cobalt sheet coil -> 2 x Cobalt sheet coil
1 x Cobalt plate -> 4 x Cobalt plate
Additionally, there are no recipes for molten cobalt using cobalt ingot aside from the one using calcite. A recipe for it shows up on the factoriopedia but not available to be selected.

Using factorio version 2.0.77

Thanks, this was due to my cobalt script looking and replacing the wrong items, has been patched.

Thanks for the fix. I'm sorry that I did not catch a related bug to this.
1. No research/s to unlock recipes for cobalt ingot to molten cobalt (angels-liquid-molten-cobalt and ab-vulcanus-foundry-molten-cobalt)
2. No research/s to unlock recipes for molten cobalt to cobalt sheet coil (angels-roll-cobalt and angels-roll-cobalt-2)

Thank you, have patched this

a month ago

Hello, the rocket capacity for tungsten plate (item-id 1520) is 10000. That seems a bit high (maybe there is an extra zero?). The other plates are between 400 and 2000.

Version 1.1.29

a month ago
(updated a month ago)

Hi again, reached Vulcanus.
Seems all "support plate" recipes are flipped, so they re super op, giving 4 plate per 1 ingot for now
technology is Vulcanus molten metal finishing
and Vulcanus advanced molten metals

Additionaly, there is no way to start from scratch on Vulcanus? is that intended? There is no way to make copper/iron plate/ first chemical plant / electricity (no wood for even small poles), if you dont import it from start. Maybe i miss something?

The game freezes at 9% loading.

a month ago

The game freezes at 9% loading.

Maybe you should add some information.
Factorio and mod version, part of factorio.log, game start loading or save game loading?

a month ago

Hello, the rocket capacity for tungsten plate (item-id 1520) is 10000. That seems a bit high (maybe there is an extra zero?). The other plates are between 400 and 2000.

Version 1.1.29

Thank you, have patched and the update will be released shortly, sorry in the delay work has been rough recently.

a month ago

Hi again, reached Vulcanus.
Seems all "support plate" recipes are flipped, so they re super op, giving 4 plate per 1 ingot for now
technology is Vulcanus molten metal finishing
and Vulcanus advanced molten metals

Additionaly, there is no way to start from scratch on Vulcanus? is that intended? There is no way to make copper/iron plate/ first chemical plant / electricity (no wood for even small poles), if you dont import it from start. Maybe i miss something?

Hey the latest patched has rebalanced the plates.
In regard to vulcanus there should be a way to create from scratch, I'm currently testing and looking into this, I did create an audit which passed saying it was possible but I will let you know more when I can.
Thank you for all the feedback.

a month ago

The game freezes at 9% loading.

I can't recreate any freezes, ensure all mods and factorio is up to date, verify integrity of steam files if error persists.
Also copy your factorio log and version numbers and I may be able to look into it more. But there is very little I can do.

a month ago

A steam powered assembler and a steam engine cannot be attached to the same steam pipeline. Warning is for mixing fluids. both connect without complaint to the same boiler output if the other is disconnected.

a month ago

A steam powered assembler and a steam engine cannot be attached to the same steam pipeline. Warning is for mixing fluids. both connect without complaint to the same boiler output if the other is disconnected.

Hey, I am currently looking into this, have noticed it is any thing connected to steam engine, not just the assembler. Thanks for the feedback, hope to release a fix for this very shortly.

a month ago
(updated a month ago)

Hey, I’ve been experimenting a bit. It looks like they changed how fluids and temperatures are handled in Factorio 2.1. Everything works perfectly in version 2.0.77, but not in Experimental 2.1.12. Apparently, you can no longer mix consumers that have different temperature requirements. No steam-powered consumer has a temperature requirement (with the exception of generators). You can't even combine Steam Engines (165°C) and Steam Engines 2 (315°C) in a single system. However, if you separate the steam lines between these buildings using pumps or valves, it works.
Steam generators with different temperatures, on the other hand, can be mixed; the resulting temperature falls somewhere in between.

a month ago

Hey, I’ve been experimenting a bit. It looks like they changed how fluids and temperatures are handled in Factorio 2.1. Everything works perfectly in version 2.0.77, but not in Experimental 2.1.12. Apparently, you can no longer mix consumers that have different temperature requirements. No steam-powered consumer has a temperature requirement (with the exception of generators). You can't even combine Steam Engines (165°C) and Steam Engines 2 (315°C) in a single system. However, if you separate the steam lines between these buildings using pumps or valves, it works.
Steam generators with different temperatures, on the other hand, can be mixed; the resulting temperature falls somewhere in between (whereas in version 2.0.77, it matched the highest value).

Thank you for the really useful feedback, I'm just in the process of fixing this now.

a month ago

A steam powered assembler and a steam engine cannot be attached to the same steam pipeline. Warning is for mixing fluids. both connect without complaint to the same boiler output if the other is disconnected.

With the new 2.1 changes, lots of machines now output steam and other fluids with a different minimum temperature, I'm still working out the best way to ensure balance throughout this.

a month ago

Just as an update to the steam issue. I am yet to find a working fix for this, currently steam engine outputs a minimum steam temp of 50 whereas bobs and angels and other machines have a minimum of 165, I have tried to override this but am yet to do this successfully, I am at work all weekend therefore I have released a patch with some fixes and will continue to work through this bug when I can. Thanks for all your patience.

15 days ago

Hello, there is a minor issue with the condenser turbine respectively the "Turbine steam condensation" recipe from the Muluna mod and the boilers and heat exchangers from Bobs Power mod.
In the unmodified game, boilder and heat exchanger produce steam from water with a 1:10 ratio (water:steam). The Bobs power mod (i think) changes this to 1:1. The "Turbine steam condensation" recipe converts the cooled steam (fluid-id 14) from the condenser turbine back into water. With an optimal configuration using exclusively the Muluna mod, 100% of the water used for steam generation is recovered. However, with the Bobs Power mod, this drops to 10%, by which the condensation turbine will be useless.

To fix this without affecting the overall game balance, the "Turbine steam condensation" recipe could be changed from "1000 cooled steam to 25 water" to "1000 cooled steam to 250 water".

Version 1.1.31

14 days ago

Hello, there is a minor issue with the condenser turbine respectively the "Turbine steam condensation" recipe from the Muluna mod and the boilers and heat exchangers from Bobs Power mod.
In the unmodified game, boilder and heat exchanger produce steam from water with a 1:10 ratio (water:steam). The Bobs power mod (i think) changes this to 1:1. The "Turbine steam condensation" recipe converts the cooled steam (fluid-id 14) from the condenser turbine back into water. With an optimal configuration using exclusively the Muluna mod, 100% of the water used for steam generation is recovered. However, with the Bobs Power mod, this drops to 10%, by which the condensation turbine will be useless.

To fix this without affecting the overall game balance, the "Turbine steam condensation" recipe could be changed from "1000 cooled steam to 25 water" to "1000 cooled steam to 250 water".

Version 1.1.31

Thank you for this really useful feedback, I have patched this, thanks for helping with the fix.

14 days ago

Hello, it looks like the crafting recipe for low-gravity ammunition (iron plates and carbon) has disappeared with the latest update. This makes manufacturing ammunition on a platform difficult.

Version 1.1.32

13 days ago

Hello, it looks like the crafting recipe for low-gravity ammunition (iron plates and carbon) has disappeared with the latest update. This makes manufacturing ammunition on a platform difficult.

Version 1.1.32

I have restored this, update has just caused an issue with maraxsis, so I'm just working through that unfortunately I'm on another night shift so may be a slight dely and have to wait till I get home in the morning.

12 days ago

Hello again (sorry), the "ab-low-gravity-maintenance-iron-plate" recipe has now disappeared. Without it, the low gravity ammunition recipe is pointless.

Version 1.1.33

11 days ago

Hello again (sorry), the "ab-low-gravity-maintenance-iron-plate" recipe has now disappeared. Without it, the low gravity ammunition recipe is pointless.

Version 1.1.33

Don't be sorry you've been a great help really appreciate it, have restored these.

11 days ago

I have a question about Angel infinite ores. They only work on Nauvis? any plan to make them work(or partially work) on other planets?

11 days ago

I have a question about Angel infinite ores. They only work on Nauvis? any plan to make them work(or partially work) on other planets?

Is this something you'd want to have as an option?

11 days ago

I have a question about Angel infinite ores. They only work on Nauvis? any plan to make them work(or partially work) on other planets?

Is this something you'd want to have as an option?

Yeah, otherwise Nauvis is probably too good.

10 days ago

tried update from 1.1.32 to 1.1.34

Install failed for angelbob-spaceage-rebalance: Download failed: schannel: next InitializeSecurityContext failed: Unknown error (0x80092013) - �

latest stable factorio version, 2.0.77

10 days ago

tried update from 1.1.32 to 1.1.34

Install failed for angelbob-spaceage-rebalance: Download failed: schannel: next InitializeSecurityContext failed: Unknown error (0x80092013) - �

latest stable factorio version, 2.0.77

This means the mod has failed to install, redownload the mod and then restart factorio.
Generally caused by Windows HTTPS/certificate check failure while Factorio is trying to download the mod.

8 days ago

I am not fluent in English, so I am using Google Translate to write this.
I know this involves a mod that is outside your official support scope (Castra), but it seems that "firearm-magazine-nickel" was removed when "removing the bootstrap recipes for basic ammunition." As a result, I am unable to update angelbob-spaceage-rebalance beyond version 1.1.31.
Would it be possible to retain the bootstrap recipes for basic ammunition—perhaps by hiding them instead of deleting them?
Since this involves an unsupported mod, I completely understand if you decide not to fix this. I would greatly appreciate a reply either way, even if it's just to let me know you won't be addressing it.
Current version in use: 1.1.31
Versions causing errors: 1.1.32 through 1.1.34
Thank you!

4 days ago

I am not fluent in English, so I am using Google Translate to write this.
I know this involves a mod that is outside your official support scope (Castra), but it seems that "firearm-magazine-nickel" was removed when "removing the bootstrap recipes for basic ammunition." As a result, I am unable to update angelbob-spaceage-rebalance beyond version 1.1.31.
Would it be possible to retain the bootstrap recipes for basic ammunition—perhaps by hiding them instead of deleting them?
Since this involves an unsupported mod, I completely understand if you decide not to fix this. I would greatly appreciate a reply either way, even if it's just to let me know you won't be addressing it.
Current version in use: 1.1.31
Versions causing errors: 1.1.32 through 1.1.34
Thank you!

Hey, sorry for the long delay, I am currently working on this and being able to support other planets without balances, due to work and personal commitments this is taking a bit longer. Thanks for the feed back and your patience.

3 days ago
(updated 3 days ago)

Muluna clay brick/ concrete support recipes gone again? 1.1.34 latest version for Factorio 2.0.77
Also is it intented that you can make lunar residue exclusively in steam crushers, not the electric ones?

2 days ago

I am not fluent in English, so I am using Google Translate.
"Rocket (Arig) (recipe)" can currently be crafted in an assembling machine and turns into an item.
Shouldn't its crafting facility be the Rocket Silo instead?
Could you please look into this when you have time?
Version: 1.1.31

2 days ago

I am not fluent in English, so I am using Google Translate.
"Rocket (Arig) (recipe)" can currently be crafted in an assembling machine and turns into an item.
Shouldn't its crafting facility be the Rocket Silo instead?
Could you please look into this when you have time?
Version: 1.1.31
I am using Google Translate.
Regarding my previous report about "Rocket (Arig) (recipe)":
It turns out this issue was resolved when the related mod Planetaris: Arig was updated from version 1.1.45 to 1.1.46.
It was not an issue with your mod. I apologize for the confusion and any inconvenience caused!
Thank you very much for your time.

10 hours ago

Muluna clay brick/ concrete support recipes gone again? 1.1.34 latest version for Factorio 2.0.77
Also is it intented that you can make lunar residue exclusively in steam crushers, not the electric ones?

Patched, I have also added in electric crusher compatibility with lunar residue

10 hours ago

I am not fluent in English, so I am using Google Translate to write this.
I know this involves a mod that is outside your official support scope (Castra), but it seems that "firearm-magazine-nickel" was removed when "removing the bootstrap recipes for basic ammunition." As a result, I am unable to update angelbob-spaceage-rebalance beyond version 1.1.31.
Would it be possible to retain the bootstrap recipes for basic ammunition—perhaps by hiding them instead of deleting them?
Since this involves an unsupported mod, I completely understand if you decide not to fix this. I would greatly appreciate a reply either way, even if it's just to let me know you won't be addressing it.
Current version in use: 1.1.31
Versions causing errors: 1.1.32 through 1.1.34
Thank you!

A compatibility patch has now been added.

10 hours ago

I have a question about Angel infinite ores. They only work on Nauvis? any plan to make them work(or partially work) on other planets?

This has now been patched, but you will need to start a new game.

9 hours ago

I have a question about Angel infinite ores. They only work on Nauvis? any plan to make them work(or partially work) on other planets?

This has now been patched, but you will need to start a new game.

thank you for fixes/update. Waiting for new version(seems its not loaded yet)

3 hours ago

I am not fluent in English, so I am using Google Translate to write this.
I know this involves a mod that is outside your official support scope (Castra), but it seems that "firearm-magazine-nickel" was removed when "removing the bootstrap recipes for basic ammunition." As a result, I am unable to update angelbob-spaceage-rebalance beyond version 1.1.31.
Would it be possible to retain the bootstrap recipes for basic ammunition—perhaps by hiding them instead of deleting them?
Since this involves an unsupported mod, I completely understand if you decide not to fix this. I would greatly appreciate a reply either way, even if it's just to let me know you won't be addressing it.
Current version in use: 1.1.31
Versions causing errors: 1.1.32 through 1.1.34
Thank you!

A compatibility patch has now been added.

I am not very proficient in English, so I am using Google Translate to write this.
Thank you so much for adding a compatibility patch, even though this involves a mod outside your official support scope!
I am very sorry to trouble you again, but it seems the same error is still occurring on my end.
I have uploaded a screenshot of the error message to Imgur for your reference:
https://imgur.com/a/AkflKNL
Currently working version: 1.1.31
Versions where the error occurs: 1.1.32 – 1.1.35
As this involves an unsupported mod, please do not feel pressured to fix it if it is too difficult or outside your plans. I would just appreciate it if you could let me know.
Thank you again for your time and assistance!

New response