Search found 6 matches

by tofuSCHNITZEL
Tue Jul 05, 2016 9:04 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 337733

Re: MOD [0.13] Bio-Industries 1.0.8 - (Formally Bio-Farm)

TheSAguy wrote: Are you playing with Natural Evolution Buildings? Those recipes only work when you play with NE Buildings, since they use some ingredients from there.
oh sorry I thought you get the organic plastic without NE Buildings.
by tofuSCHNITZEL
Tue Jul 05, 2016 8:37 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 337733

Re: MOD [0.13] Bio-Industries 1.0.6 - (Formally Bio-Farm)

You are probably going to have to do that for every recipe in the mod... You can open the recipe.lua files and copy the names. I tried "bi-Fuel_Conversion", "bi-bioreactor", "bi-Bio_Fuel" to use in: /c game.player.force.recipes["....."].enabled = true they al...
by tofuSCHNITZEL
Mon Jul 04, 2016 8:44 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 337733

Re: MOD [0.13] Bio-Industries 1.0.6 - (Formally Bio-Farm)

TheSAguy wrote: You are probably going to have to do that for every recipe in the mod... You can open the recipe.lua files and copy the names.
is there no way you can implement a check, for what has already been researched and unlock the corresponding recipes automatically?
by tofuSCHNITZEL
Sun Jul 03, 2016 2:01 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 337733

Re: MOD [0.13] Bio-Industries 1.0.6 - (Formally Bio-Farm)

The first two commands add the two recipes. the third one does not change anything. When setting the filter for an inserter I can see the following items for selection but I have no recipe option to build them: bio-reactor, advanced fertilizer, cellulose
by tofuSCHNITZEL
Sun Jul 03, 2016 1:24 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 337733

Re: MOD [0.13] Bio-Industries 1.0.6 - (Formally Bio-Farm)

TheSAguy wrote:
tofuSCHNITZEL wrote: Still no luck?
unfortunately executing the commands changes nothing. the recipes of technologies I have already researched (e.g. solar) do not appear in my buildlist.
by tofuSCHNITZEL
Sun Jul 03, 2016 11:45 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 337733

Re: MOD [0.13] Bio-Industries 1.0.6 - (Formally Bio-Farm)

I really like your mod! Is it possible that you implement a check for what is already researched and unlock the respective items? I installed your mod after I researched everything and now I cannot build e.g. the bio solar panel. And I don't want to use console commands to reset and research the nec...

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