General:
- Sometimes it can be that if mod activation changes, the mod pack update will not activate mods automatically -> simply uncheck all mods and activate the modpack again, then all dependent mods are activated automatically
Mod Settings:
Angel's Addons - Storage Options
- "Enable icon scaling on silos and warehouses COULD be ENABLED (then you can simply see the type of items better)
Angel's Industries
- "Components overhaul-Enable" MUST be DISABLED (because there is an incompability with AAI Industry)
Bio Industries
- "Enable game tweaks - recipe" MUST be DISABLED (otherwise there are problems with iron sticks)
Dectorio:
- "Enable painted concrete" SHOULD be DISABLED (otherwise there are problems with the sprite limit of factorio >255)
Game Settings:
Angel's Enemies Multiplier
- You SHOULD set the multiplier back to 600% (otherwise you will not see many enemies)
Final Remarks:
- If a mod is marked as CONFLICT in the "Downloads" section, then we checked the mod but it does not work at the moment.
- If a mod is marked as OPTIONAL in the "Downloads" section, then there are problems (like UPS) which relates to multiplayer or versioning (but can be tried to activated for singleplayer)
- If a new version of the mod only "updates" some dependencies I will delete the outdated versions later on to save disk space at factorio server (You can simply download the version before if you want to stay at this version)
Py*-Mods:
- If you want to play especially with Py HighTech the following command will be needed:
/c game.player.force.recipes["nitrobenzene"].enabled=true - If you have a problem that you can not build flotation cell because of missing basic circuit board you can try the following:
/c game.player.insert{name="basic-circuit-board", count=100}