Complete Angel's and Bob's Space Age integration with extra planets: Planetaris-arig, Planetaris-hyarion, Paracelsin, Maraxsis and Moon of Nauvis Muluna.
Large total conversion mods.
New places to build more factories.
Transportation of the player, be it vehicles or teleporters.
Augmented or new ways of transporting materials - belts, inserters, pipes!
Trains are great, but what if they could do even more?
New ways to deal with enemies, be it attack or defense.
Armors or armor equipment.
Changes to the player's in-game appearance.
Changes to enemies or entirely new enemies to deal with.
Map generation and terrain modification.
New Ores and resources as well as machines.
Things related to oil and other fluids.
Related to roboports and logistic robots.
Entities which interact with the circuit network.
Furnaces, assembling machines, production chains.
Changes to power production and distribution.
More than just chests.
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.
Crushed bobmonium requires tungsten ore in the ore crusher rather than bobmonium.
Crushed bobmonium requires tungsten ore in the ore crusher rather than bobmonium.
Thank you for that, I have patched and updated the mod.
Unintended mod interaction between Angel's refining and Muluna. Ore Crusher 2 recipe uses "Crusher 2" instead of angel's Ore Crusher 1.
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.
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".
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.
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.
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.
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.
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.
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?
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.
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.
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)
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.
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!
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.
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!
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!
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.
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
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!
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!
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.
Hello, there is no way to use the titanium plate muluna recipe, there is no building that can use it. Version 1.1.11
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.
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.
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.
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.
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.
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"
Thank you, will look at this when I get back from work shortly
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.
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.
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 ;)
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.
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?
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.
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
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.
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!
Hey I will look at this when I get home from work in the morning, thank you!
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
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!
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
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?
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.
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
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.
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.
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.
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
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.
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!
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...
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
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.
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.
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
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.
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 "
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
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
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.
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.
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.
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.
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)
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
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
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.
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?
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.
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 metalsAdditionaly, 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.
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 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 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.
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.
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 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.
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.
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
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.
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
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.
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
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.
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?
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?
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.
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
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.
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!
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.
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?
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 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.
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
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 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.
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)
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!
Hello,
it is impossible to pressurize a pressure dome (Maraxis). You need maraxis-atmosphere-barrel, it can only be emptied with a angels-barreling-pump. But the angels-barreling-pump doesnt work in an unpressurized dome or outside a dome.
The bob-hydrazin-generator (item-id 382) uses only one liquid that doesnt exist, bob-hydrazine (fluid-id 27) thers is angels-gas-hydrazine (fluid id 171) but they have different fuel value.
The base (space age?) steam-condensation recipe doesnt fit bobs power mods changes (water steam ratio). Maybe change this recipe to 1k steam to 900 water.
Version 1.1.34
Hello,
it is impossible to pressurize a pressure dome (Maraxis). You need maraxis-atmosphere-barrel, it can only be emptied with a angels-barreling-pump. But the angels-barreling-pump doesnt work in an unpressurized dome or outside a dome.The bob-hydrazin-generator (item-id 382) uses only one liquid that doesnt exist, bob-hydrazine (fluid-id 27) thers is angels-gas-hydrazine (fluid id 171) but they have different fuel value.
The base (space age?) steam-condensation recipe doesnt fit bobs power mods changes (water steam ratio). Maybe change this recipe to 1k steam to 900 water.
Version 1.1.34
Thank you, patched and updated.
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!
Have added a small patch for this.
Hello,
I have encountered a bug with inserters. When blueprinting or copying an inserter, the settings from bob's inserters don't carry over or get randomized. For example an inserter set to longhanded pick up is reset to a normal one and a regular inserter sometimes gets set to a long inserter. These are the cases I have encountered. I'm on factorio version 2.0.77 and mod version 1.1.36 and have also noticed it in version 1.1.35.
Thank you very much for your time.
Angel's Infinite Ores being a forced dependency is causing some resource generation issues - if you disable the infinite ores in map generation, doing so causes ores to basically not spawn at all (coal seems unaffected for some reason). You can easily test this by loading up a new game and looking at the map preview. I took some screenshots showing what I mean.
Map with infinite ores enabled: https://imgur.com/a/1zfV8hS
Map with infinite ores disabled: https://imgur.com/a/JKFFVBx
I'm not really sure what to do about this. The seed I used is 624100248 if you want to test this yourself, but this occurs on every seed as far as I can tell.
Hello, the "muluna-cycling-steam-turbine-recycling" recipe produces iron pipes (item-id 131) instead of titanium pipes (item-id 137).
On Maraxsis you get limestone (item-id 699) from maraxsis-corals and maraxsis-mollusk-husk, however you cant do anything with it. Maybe make it to angels-solid-limestone (item-id 1574) so it can be used to make glas.
Edit:
There is something odd with the "hydraulic-science-pack" (item-id 567). When only Maraxsis is installed, its crafted from
"maraxsis-wyrm-specimen" (item-id 204)
"salt" (item-id 207)
"maraxsis-saline-water" (fluid-id 24)
In this mod, its crafted from
"maraxsis-super-sealant-substance" (item-id 706)
"bob-tungsten-pipe" (item-id 139)
"angels-plate-tungsten" (item-id 1524)
"bob-pump-4" (item-id 1699)
"lubricant" (fluid-id 202)
As a result "maraxsis-wyrm-specimen" (item-id 704), "maraxsis-wyrm-confinement-cell" (item-id 705) and "maraxsis-fish-food" (item-id 701) become completely useless.
Also there is "hydrogen" (fluid-id 60) (from maraxsis) and angels-gas-hydrogen (fluid-id 151).
angelbob-spaceage-rebalance 1.2.12, Factorio 2.1.14 (build 87180, win64, steam, space-age), 97 mods.
Spent an afternoon chasing this and it turned out to be four lines in scripts/runtime/process-steam-migration.lua.
The stale-fluid cleanup fires from on_load:
local load_migration_pending = false -- line 3, file-local, not in storage
function M.on_load() -- line 647
load_migration_pending = true
end
function M.on_tick() -- line 651
if load_migration_pending then
M.run("load")
return
end
M.run gets to cleanup_stale_fluids at line 314, which calls clear_fluid_segment_fluid on any box that counts as normal_locked and holds something other than steam (line 371). The flag clears at 516.
The problem is that the flag lives in a file-local instead of storage, so it comes back true on every load, and on_load runs on every machine at whatever tick that machine happens to be sitting on. My host consumed it at host-load. My friend downloaded the map 738 ticks later and consumed it again. I don't repeat the mutation at his tick. He empties two fluidboxes that I don't, and we're done.
Two Muluna vacuum furnaces on my save had a non-steam fluid sitting in an unfiltered input, 480 units between them, so the cleanup had work to do. Here are both logs from the same session.
Mine, at host load, around tick 36635721:
252.531 [AB STEAM STALE FLUID CLEANUP] scanned_entities=58900 cleared_entities=2
converted_process_steam=0 cleared_nonsteam=2 cleared_stale_steam=0
252.531 [AB GLOBAL STEAM MIGRATION] reason=load cleared_fluid_entities=2
cleared_fluid_amount=480 cleared_old_contract_steam_entities=2
His, after loading the map at tick 36636460 — same counts:
215.147 [AB STEAM STALE FLUID CLEANUP] scanned_entities=58900 cleared_entities=2
converted_process_steam=0 cleared_nonsteam=2 cleared_stale_steam=0
And then:
221.053 Error InputActionHandler.cpp:3012: Multiplayer desynchronisation:
crc test (heuristic) failed for crcTick(36636915)
serverCRC(2968550404) localCRC(1334930730)
One run made it obvious. I had the game paused while he downloaded, so no ticks passed between his load and the unpause. He loaded at 36635370 and the CRCs disagreed at 36635371 — the first tick that advanced. Nobody had touched anything.
To reproduce: host a save with at least one entity cleanup_stale_fluids will act on, have someone join, watch them drop within seconds. Rejoining does it again, indefinitely.
Things I ruled out along the way, in case it saves anyone else the time. Mod files are byte-identical on both machines — I diffed the full Checksum of and Checksum for script blocks out of both logs and got nothing. A fresh map with the same mod set doesn't desync, because nothing has accumulated for the cleanup to find. It survived disabling Nanobots2-continued, logistic-helper, and a planet mod. I also cleaned two dozen duplicate mod zips out of my mods folder early on, which changed nothing.
Deleting the two furnaces fixed it. Same save, same mods, next time I hosted:
220.292 [AB STEAM STALE FLUID CLEANUP] scanned_entities=58898 cleared_entities=0
converted_process_steam=0 cleared_nonsteam=0 cleared_stale_steam=0
scanned_entities down by exactly two. M.run("load") still fires on both machines at different ticks, but it doesn't touch anything now, and he stays connected.
The fix I'd suggest is moving the migration to on_configuration_changed with the flag in storage, so it runs once on the host before the map ever gets served. If it needs to run outside a configuration change, put the pending flag in storage and clear it in the same tick the work happens, so the state rides along in the save instead of being regenerated on each machine.
For anyone else stuck on this before it's fixed — the following mirrors the mod's own predicate but prints instead of clearing, so you can find your offenders:
/c local md = prototypes.mod_data["ab-steam-consumer-fluidbox-unfilter"]
local cand = md and md.data and md.data.candidates or {}
local un = {}
for _,c in pairs(cand) do if type(c)=="table" and type(c.name)=="string" then un[c.name]=true end end
local out, seen = {}, {}
for _,s in pairs(game.surfaces) do
for _,e in pairs(s.find_entities()) do
if e.valid and e.fluids_count and e.fluids_count>0 then
for i=1,e.fluids_count do
local f,sv,rf,sid,pb,hs
pcall(function() f=e.get_fluid(i) end)
pcall(function() hs=e.has_fluid_segment(i) end)
if hs then pcall(function()
sid=e.get_fluid_segment_id(i)
sv=e.get_fluid_segment_fluid(i)
rf=e.get_fluid_segment_filter(i) end) end
pcall(function() pb=e.get_fluid_box_prototype(i) end)
local key = sid and ("seg/"..sid) or ("ent/"..tostring(e.unit_number or e.name).."/"..i)
if not seen[key] then
seen[key]=true
local v = sv or f
local nm = v and (type(v)=="string" and v or v.name)
local pf = pb and pb.filter; pf = type(pf)=="string" and pf or (pf and pf.name)
rf = type(rf)=="string" and rf or (rf and rf.name)
local unf = un[e.name]==true and pf==nil and pb
and pb.production_type~="output"
and pb.minimum_temperature==nil and pb.maximum_temperature==nil
if nm and nm~="steam" and (pf=="steam" or rf=="steam" or unf) then
out[#out+1]=string.format("%s | %s @ %.0f,%.0f | box %d | %s %.0f",
s.name,e.name,e.position.x,e.position.y,i,nm,(type(v)=="table" and v.amount or 0))
end
end
end
end
end
end
game.print(#out.." match(es)")
for _,l in pairs(out) do game.print(l) end
Fix the plumbing feeding those boxes, not just what's in them — if the fluid comes back you'll desync again on the next join. Check for cleared_entities=0 in the log before you host.
Happy to attach both logs or the desync report if useful.
1.1.37
factorio stable 2.0.77
fulgora
shouldnt there be some way to get lead ore/ plate/ more batteries not only from just scrap? there is no recipe from ore aggregate
some fulgora specialist recipe ( like module board etc) dont take productivity module. Default one takes, which makes specialist recipe worse(there is same recipe, only speed is a bit better)
Vulcanus
Shouldnt vulcanus LDS foundry recipe from foundry take prod modules? bcs it doesnt want to
If i remember, there was a specific recipe for vulcanus rocket fuel, i cant see it anymore. Bcs atm the only viable recipe is ALICE, which is ok ofc, but requires space ice delivery
Probably a bug, but you can use seafloor pump pretty much on every planet, where you have some kind of ocean. it will work and get mud water
Though its only way to go through Arig right now, bcs without clay there is no way to get assembler 3, to get glass, and no other way to get clay( no specific arig recipe)
Arig. Plastic from arig recipe(press) doesnt work on Arig. Said dust is too high, for whatever reason
Glass from pure sand arig recipe is not working, assembling machine cant take 2 fluids, oxygen not going in.
Probably a bug, but you can use seafloor pump pretty much on every planet, where you have some kind of ocean. it will work and get mud water
Though its only way to go through Arig right now, bcs without clay there is no way to get assembler 3, to get glass, and no other way to get clay( no specific arig recipe)
Arig. Plastic from arig recipe(press) doesnt work on Arig. Said dust is too high, for whatever reason
Glass from pure sand arig recipe is not working, assembling machine cant take 2 fluids, oxygen not going in.
Thank you has been patched
[1.2.12] Steam migration runs from on_load and writes to the world — deterministic MP desync
angelbob-spaceage-rebalance 1.2.12, Factorio 2.1.14 (build 87180, win64, steam, space-age), 97 mods.
Spent an afternoon chasing this and it turned out to be four lines in
scripts/runtime/process-steam-migration.lua.The stale-fluid cleanup fires from
on_load:```lua
local load_migration_pending = false -- line 3, file-local, not in storagefunction M.on_load() -- line 647
load_migration_pending = true
endfunction M.on_tick() -- line 651
if load_migration_pending then
M.run("load")
return
end
```
M.rungets tocleanup_stale_fluidsat line 314, which callsclear_fluid_segment_fluidon any box that counts asnormal_lockedand holds something other than steam (line 371). The flag clears at 516.The problem is that the flag lives in a file-local instead of
storage, so it comes back true on every load, andon_loadruns on every machine at whatever tick that machine happens to be sitting on. My host consumed it at host-load. My friend downloaded the map 738 ticks later and consumed it again. I don't repeat the mutation at his tick. He empties two fluidboxes that I don't, and we're done.Two Muluna vacuum furnaces on my save had a non-steam fluid sitting in an unfiltered input, 480 units between them, so the cleanup had work to do. Here are both logs from the same session.
Mine, at host load, around tick 36635721:
252.531 [AB STEAM STALE FLUID CLEANUP] scanned_entities=58900 cleared_entities=2 converted_process_steam=0 cleared_nonsteam=2 cleared_stale_steam=0 252.531 [AB GLOBAL STEAM MIGRATION] reason=load cleared_fluid_entities=2 cleared_fluid_amount=480 cleared_old_contract_steam_entities=2His, after loading the map at tick 36636460 — same counts:
215.147 [AB STEAM STALE FLUID CLEANUP] scanned_entities=58900 cleared_entities=2 converted_process_steam=0 cleared_nonsteam=2 cleared_stale_steam=0And then:
221.053 Error InputActionHandler.cpp:3012: Multiplayer desynchronisation: crc test (heuristic) failed for crcTick(36636915) serverCRC(2968550404) localCRC(1334930730)One run made it obvious. I had the game paused while he downloaded, so no ticks passed between his load and the unpause. He loaded at 36635370 and the CRCs disagreed at 36635371 — the first tick that advanced. Nobody had touched anything.
To reproduce: host a save with at least one entity
cleanup_stale_fluidswill act on, have someone join, watch them drop within seconds. Rejoining does it again, indefinitely.Things I ruled out along the way, in case it saves anyone else the time. Mod files are byte-identical on both machines — I diffed the full
Checksum ofandChecksum for scriptblocks out of both logs and got nothing. A fresh map with the same mod set doesn't desync, because nothing has accumulated for the cleanup to find. It survived disabling Nanobots2-continued, logistic-helper, and a planet mod. I also cleaned two dozen duplicate mod zips out of my mods folder early on, which changed nothing.Deleting the two furnaces fixed it. Same save, same mods, next time I hosted:
220.292 [AB STEAM STALE FLUID CLEANUP] scanned_entities=58898 cleared_entities=0 converted_process_steam=0 cleared_nonsteam=0 cleared_stale_steam=0
scanned_entitiesdown by exactly two.M.run("load")still fires on both machines at different ticks, but it doesn't touch anything now, and he stays connected.The fix I'd suggest is moving the migration to
on_configuration_changedwith the flag instorage, so it runs once on the host before the map ever gets served. If it needs to run outside a configuration change, put the pending flag instorageand clear it in the same tick the work happens, so the state rides along in the save instead of being regenerated on each machine.For anyone else stuck on this before it's fixed — the following mirrors the mod's own predicate but prints instead of clearing, so you can find your offenders:
lua /c local md = prototypes.mod_data["ab-steam-consumer-fluidbox-unfilter"] local cand = md and md.data and md.data.candidates or {} local un = {} for _,c in pairs(cand) do if type(c)=="table" and type(c.name)=="string" then un[c.name]=true end end local out, seen = {}, {} for _,s in pairs(game.surfaces) do for _,e in pairs(s.find_entities()) do if e.valid and e.fluids_count and e.fluids_count>0 then for i=1,e.fluids_count do local f,sv,rf,sid,pb,hs pcall(function() f=e.get_fluid(i) end) pcall(function() hs=e.has_fluid_segment(i) end) if hs then pcall(function() sid=e.get_fluid_segment_id(i) sv=e.get_fluid_segment_fluid(i) rf=e.get_fluid_segment_filter(i) end) end pcall(function() pb=e.get_fluid_box_prototype(i) end) local key = sid and ("seg/"..sid) or ("ent/"..tostring(e.unit_number or e.name).."/"..i) if not seen[key] then seen[key]=true local v = sv or f local nm = v and (type(v)=="string" and v or v.name) local pf = pb and pb.filter; pf = type(pf)=="string" and pf or (pf and pf.name) rf = type(rf)=="string" and rf or (rf and rf.name) local unf = un[e.name]==true and pf==nil and pb and pb.production_type~="output" and pb.minimum_temperature==nil and pb.maximum_temperature==nil if nm and nm~="steam" and (pf=="steam" or rf=="steam" or unf) then out[#out+1]=string.format("%s | %s @ %.0f,%.0f | box %d | %s %.0f", s.name,e.name,e.position.x,e.position.y,i,nm,(type(v)=="table" and v.amount or 0)) end end end end end end game.print(#out.." match(es)") for _,l in pairs(out) do game.print(l) endFix the plumbing feeding those boxes, not just what's in them — if the fluid comes back you'll desync again on the next join. Check for
cleared_entities=0in the log before you host.Happy to attach both logs or the desync report if useful.
Really appreciate this great feedback, have patched this and hopefully stopped it from reoccuring.
1.1.37
factorio stable 2.0.77fulgora
shouldnt there be some way to get lead ore/ plate/ more batteries not only from just scrap? there is no recipe from ore aggregatesome fulgora specialist recipe ( like module board etc) dont take productivity module. Default one takes, which makes specialist recipe worse(there is same recipe, only speed is a bit better)
Vulcanus
Shouldnt vulcanus LDS foundry recipe from foundry take prod modules? bcs it doesnt want to
If i remember, there was a specific recipe for vulcanus rocket fuel, i cant see it anymore. Bcs atm the only viable recipe is ALICE, which is ok ofc, but requires space ice delivery
Have patched and balanced this, thanks for the feedback.
I'm not fluent in English, so I'm using Google Translate.
- Planetaris: Hyarion: 1.3.17
- AngelBob Space Age Rebalance: 1.1.38
https://imgur.com/a/Le2ulgx
Loading the game with the versions above causes the error shown in the screenshot.
To work around this, I downgraded to the versions below, but another error occurs while loading the save data:
- Planetaris: Hyarion: 1.3.16
- AngelBob Space Age Rebalance: 1.1.38
https://imgur.com/a/3jnnEYi
Could you please take a look into this? Thanks!
AngelBob Space Age Rebalance 1.1.38 (all up to date except Hyarion 1.3.10)
Loading Savegame
Error while running event angelbob-spaceage-rebalance::on_configuration_changed
Passed index is out of range.
stack traceback:
[C]: in function 'index'
...ceage-rebalance/scripts/runtime/steam-stale-fluids.lua:42: in function 'scan'
...-rebalance__/scripts/runtime/process-steam-migration.lua:10: in function 'execute'
...ebalance__/scripts/runtime/steam-migration-lifecycle.lua:30: in function <...ebalance__/scripts/runtime/steam-migration-lifecycle.lua:19>
(...tail calls...)
angelbob-spaceage-rebalance/control.lua:278: in function <angelbob-spaceage-rebalance/control.lua:277>
AngelBob Space Age Rebalance 1.1.37 and 1.1.38 with Hyarion 1.3.17 (all up to date)
Starting Game
ERROR loading scripts.final.bootstrap-clutter-cleanup: ...-rebalance__/scripts/final/bootstrap-clutter-cleanup.lua:488: stack overflow
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:164: in main chunk
AngelBob Space Age Rebalance 1.1.37 with Hyarion 1.3.10 works fine.
I get the stack overflow too. Fresh install of factorio, no other mods just this with dependencies.
Its a tech recursion issue on hyarion with planetaris-ruby-laser
planetaris-refraction-plant requires planetaris-refraction-science-pack
But planetaris-refraction-science-pack already requires planetaris-ruby-laser, and planetaris-ruby-laser requires planetaris-refraction-plant.
recursion, stack overflow.
I removed planetaris-refraction-science-pack from the prerequisites of planetaris-refraction-plant (locally on my filesystem) and it works now.
The stack overflow and the, science packs have been patched thanks for the feedback all
Cheers, just been able to load my world with it.
Arig press
Hyarion Polisher
science packs dont take productivity modules on both. I think they should? vanilla plants takes normally, like foundry or EM plant
Plastic productivity research doesnt affect Angel plastic, nor liquid plastic, nor casting bars by assemblers.
Rocket / Rocket turret
Rocket recipe require Rocket booster. There is no way to produce that in space(without heavy imports at least)
Hyarion
there is no way for locally producing diamonds, is that intended? There is recipe, but its Arig recipe, from pure sand. or Angelbob way, but its locked too.
2.0.77 game
1.1.39 mod
Hello,
the planetaris-water-harvester can be placed on Paracelsin, but there is no "Paracelsin water harvesting" recipe for it. The same applies to Maraxsis, though that seems pointless.
Edit:
lithium-plate (item-id 787) different icon and item symbol
https://imgur.com/a/hVQ35Wn
Version 1.1.37
Hi,
rocket capacity for
angels-depleted-mixed-oxide-cell (item-id 489)
angels-depleted-thorium-fuel-cell (item-id 491)
angels-depleted-deuterium-fuel-cell (item-id 493)
is 10k, for depleted-uranium-fuel-cell its 10.
Maybe not a bug but a compatibility thing, every rocket-silo except on Hyarion can achieve a productivity of over 300%. (Muluna Mod feature?)
Hyarion Refraction Plant science pack dont take productivity modules too.
Overall i would say refraction space pack are super hard. I ended with massive zone covered with data cables and collectors, and all that yield me like 3 pack per minute. And you need them to aqiulo.
Maraxis
Its not a real problem that far in the game(and Maraxis loves imports), but that make Trench pretty useless. All foundry recipes are locked in the Trench, which make the advanced science pack craft pretty much useless(deepsea research). And to make smth like steel, which you need for local hyudralic science pack, you need steel(so far i just import ore from orbit)
Arig
Advanced solar panel dont return reinforced glass when recycled.
Hey,
the "accumulator-v2-recycling" (form item-id 353) doesnt return angels-plate-cobalt (item-id 1466).
(Yeah, we are close to reaching the solar system edge and playing the legendary gambling)
Version 1.1.37
There appears to be 2 identical recipes in the sintering oven for copper tungsten plate.
1 is listed as "25 x Something went wrong", requires 10 x copper powder and 15 x tungsten powder. (recipe-name: bob-copper-tungsten-alloy)
The other is "4 x Copper tungsten plate" and requires 4 x Copper tungsten powder mixture. (recipe-name: angels-molten-copper-tungsten-smelting-1)
The "25 x Something went wrong" recipe is significantly more efficient, requiring less materials, eliminates the molten copper tungsten intermediary stage (strange naming here as well since there is no molten copper tungsten, only solid powder for sintering) and bypasses the Copper Tungsten smelting 1 technology.
It appears this is a bob's mod recipe that inadvertently isn't being disabled. This may be a base angel's mod issue though, I haven't checked.
Mod version: 1.1.39
Game Version: 2.0.77
There is an issue where some item names, recipe names, and descriptions are replaced with English text when playing the game in Japanese or other languages.
In my setup, I use the following for Japanese localization:
https://mods.factorio.com/mod/angelslocaleja_RE
(I manually changed the supported version to 2.1 before using it)
https://mods.factorio.com/mod/Any_Japanise_Pack
This issue is likely caused by files such as recipe-names.lua and angel-ore-localisation.lua in the following directory overriding the settings in each MOD’s locale folder:
angelbob-spaceage-rebalance_1.2.14\scripts\final
To support multiple languages, we may need to fundamentally rethink the structure.
MOD Version: 1.2.14
Game Version: 2.1.17
There appears to be 2 identical recipes in the sintering oven for copper tungsten plate.
1 is listed as "25 x Something went wrong", requires 10 x copper powder and 15 x tungsten powder. (recipe-name: bob-copper-tungsten-alloy)
The other is "4 x Copper tungsten plate" and requires 4 x Copper tungsten powder mixture. (recipe-name: angels-molten-copper-tungsten-smelting-1)The "25 x Something went wrong" recipe is significantly more efficient, requiring less materials, eliminates the molten copper tungsten intermediary stage (strange naming here as well since there is no molten copper tungsten, only solid powder for sintering) and bypasses the Copper Tungsten smelting 1 technology.
It appears this is a bob's mod recipe that inadvertently isn't being disabled. This may be a base angel's mod issue though, I haven't checked.
Mod version: 1.1.39
Game Version: 2.0.77
I only have the proper named "bob-copper-tungsten-alloy" recipe.
Hi,
angels-solid-lithium (item-id 1575) cant be produced because neither of the two recipes can be selected.
Edit:
For fluoroketon-cold (fluid-id 51) is only the aquilo bootstrap recipe available and 2 different cooling recipes ("fluoroketon-cooling" and "ab-aquilo-fluoroketon-cooling") but no cooling recipe for platforms.
Version 1.1.39
Arig press
Hyarion Polisherscience packs dont take productivity modules on both. I think they should? vanilla plants takes normally, like foundry or EM plant
Plastic productivity research doesnt affect Angel plastic, nor liquid plastic, nor casting bars by assemblers.
Rocket / Rocket turret
Rocket recipe require Rocket booster. There is no way to produce that in space(without heavy imports at least)Hyarion
there is no way for locally producing diamonds, is that intended? There is recipe, but its Arig recipe, from pure sand. or Angelbob way, but its locked too.
2.0.77 game
1.1.39 mod
This is being patched
Hello,
the planetaris-water-harvester can be placed on Paracelsin, but there is no "Paracelsin water harvesting" recipe for it. The same applies to Maraxsis, >though that seems pointless.Edit:
lithium-plate (item-id 787) different icon and item symbol
https://imgur.com/a/hVQ35WnVersion 1.1.37
Patched and updated
Hi,
rocket capacity for
angels-depleted-mixed-oxide-cell (item-id 489)
angels-depleted-thorium-fuel-cell (item-id 491)
angels-depleted-deuterium-fuel-cell (item-id 493)is 10k, for depleted-uranium-fuel-cell its 10.
Maybe not a bug but a compatibility thing, every rocket-silo except on Hyarion can achieve a productivity of over 300%. (Muluna Mod feature?)
Have rebalanced this.
Hey,
the "accumulator-v2-recycling" (form item-id 353) doesnt return angels-plate-cobalt (item-id 1466).
(Yeah, we are close to reaching the solar system edge and playing the legendary gambling)Version 1.1.37
Has been patched.
There appears to be 2 identical recipes in the sintering oven for copper tungsten plate.
1 is listed as "25 x Something went wrong", requires 10 x copper powder and 15 x tungsten powder. (recipe-name: bob-copper-tungsten-alloy)
The other is "4 x Copper tungsten plate" and requires 4 x Copper tungsten powder mixture. (recipe-name: angels-molten-copper-tungsten-smelting-1)The "25 x Something went wrong" recipe is significantly more efficient, requiring less materials, eliminates the molten copper tungsten intermediary stage >(strange naming here as well since there is no molten copper tungsten, only solid powder for sintering) and bypasses the Copper Tungsten smelting 1 >technology.
It appears this is a bob's mod recipe that inadvertently isn't being disabled. This may be a base angel's mod issue though, I haven't checked.
Mod version: 1.1.39
Game Version: 2.0.77
Hopefully fixed couldn't reproduce.
There is an issue where some item names, recipe names, and descriptions are replaced with English text when playing the game in Japanese or other >languages.
In my setup, I use the following for Japanese localization:
https://mods.factorio.com/mod/angelslocaleja_RE
(I manually changed the supported version to 2.1 before using it)https://mods.factorio.com/mod/Any_Japanise_Pack
This issue is likely caused by files such as recipe-names.lua and angel-ore-localisation.lua in the following directory overriding the settings in each MOD’s >locale folder:
angelbob-spaceage-rebalance_1.2.14\scripts\final
To support multiple languages, we may need to fundamentally rethink the structure.
MOD Version: 1.2.14
Game Version: 2.1.17
Have restructured and changed this.
Hi,
angels-solid-lithium (item-id 1575) cant be produced because neither of the two recipes can be selected.Edit:
For fluoroketon-cold (fluid-id 51) is only the aquilo bootstrap recipe available and 2 different cooling recipes ("fluoroketon-cooling" and "ab-aquilo->fluoroketon-cooling") but no cooling recipe for platforms.Version 1.1.39
Looking into this now will patch with the same update today.
Thank you all for your patience have had a busy couple of weeks with family engagements and work, really appreciate all the feedback, mod wouldn't be as good as it is without all your help. Thank you LMBlackWolf for all the reports!
Thank you for patches!
Maraxis. Super sealant substance require naphtha. There is local trench sulfur recipe, and recipe converting methane gas/ water into naphtha. There is no recipe making methane gas or naphtha from sulphur, though, making all these recipes pretty uselless for local Trench usage( there is a getaway ofc, but we already import pretty much all the things there)
There is also no local way to get any rocket parts, except rocket fuel(and its locked after Aqiulo packs)
Thats for 1.1.39, ofc.
Hello,
I am using Google Translate to write this, so I apologize for any awkward phrasing.
I found a potential recipe issue/typo in the latest version (v1.1.39).
There are currently two separate recipes named "Vulcanus synthetic resin":
Carbon x4 + Water x40 -> Resin x4 (6s)
Carbon x4 + Water x50 -> Resin x2 (6s)
Screenshot for reference:
https://imgur.com/a/qT75iL8
Was one of these intended to be a Fulgora-specific recipe, or is this a duplicate recipe bug?
Thank you for checking!
Hello,
yeah its a nice mod, thanks for all the patches.
(I mourn the loss of my 540% productivity rocket silos)
ab-space-platform-iron-plate
ab-space-platform-firearm-magazin
ab-space-platform-rocket-booster
arent useable in crusher-2
mabye add a space specific recipe for steel plate for the crusher (for railgun ammo)