Search found 12 matches

by el veejay
Tue Aug 12, 2025 10:53 am
Forum: Gameplay Help
Topic: Requesting any item from a planet
Replies: 4
Views: 366

Re: Requesting any item from a planet

Never mind - found it. It's just me who's blind ;-)
by el veejay
Tue Aug 12, 2025 10:41 am
Forum: Gameplay Help
Topic: Requesting any item from a planet
Replies: 4
Views: 366

Re: Requesting any item from a planet

Thanks for the quick reply. Where exactly do I change it?

Ah...found it at the bottom of each request.
by el veejay
Tue Aug 12, 2025 9:46 am
Forum: Gameplay Help
Topic: Requesting any item from a planet
Replies: 4
Views: 366

Requesting any item from a planet

In Factorio Space Age, when I try to request items from a given planet, only a few are available. For instance on Fulgora, I can only select the local science pack. I'd like to take some of the items there that are in abundance and fly them elsewhere.
by el veejay
Fri Jul 04, 2025 8:52 pm
Forum: Questions, reviews and ratings
Topic: Mod to modify rocket stack size
Replies: 0
Views: 296

Mod to modify rocket stack size

Some of the rocket stack sizes are redicilously low, for instance I can only send 50 of the red magazies into space in a rocket.

Does anyone know of a mod that allows the user to edit those values? Must be applicable to an already running game and not just at world creation.
by el veejay
Tue Mar 20, 2018 6:43 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 267172

Re: [MOD 0.16] Warehousing v0.1.2

I've been in contact with the creator of Factorio Extended Plus, and he has made an update. So if others have the same problem as me, just update now - seems to work for me :)

Thanks again to everyone who helped :)
by el veejay
Mon Mar 19, 2018 2:18 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 267172

Re: [MOD 0.16] Warehousing v0.1.2

Thanks, I'll do that.

He made a mod that fixed (replaced) a mod which was no longer maintaned, and which didn't work anymore in 0.16. I suppose he might've had his code "spill into" things not concerning the FactorioExtended* mods
by el veejay
Sun Mar 18, 2018 9:40 am
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 267172

Re: [MOD 0.16] Warehousing v0.1.2

Since it got awfully big, I've put the save here: https://www.dropbox.com/s/uwep53aqt0r9ugj/mods.zip?dl=0

I checked my about box, and I run 0.16.30, but everything from the mod dir is there.

And thanks again for taking so much time and responding so fast :-)
by el veejay
Fri Mar 16, 2018 7:57 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 267172

Re: [MOD 0.16] Warehousing v0.1.2

Also: thank you all for responding so fast to my problem :-)
by el veejay
Fri Mar 16, 2018 7:57 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 267172

Re: [MOD 0.16] Warehousing v0.1.2

I have a "standard" setup with a train station and two warehouses with inserters next to them. I thought there might've been some sort of glitch, so I also tried to just put a new warehouse and an inserter somewhere and let it insert into the warehouse. It didn't. I've added a savegame - might ...
by el veejay
Thu Mar 15, 2018 6:47 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 267172

Re: [MOD 0.16] Warehousing v0.1.2

I'm having some problems with warehouses - it seems that inserters won't insert into them. They can insert into other things, it seems. Loaders can insert things into warehouses.
by el veejay
Sat Feb 24, 2018 2:00 pm
Forum: Mods
Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
Replies: 169
Views: 187703

Re: [MOD 0.16.x]Factorio Extended 0.3.1

After 0.16, and even with 0.3.1, when I load a game, all Factorio Extended items are removed. I understood 0.3.1 should work with 0.16? Please help - I love this mod and would rather not live without it...
by el veejay
Fri Mar 31, 2017 10:07 am
Forum: Ideas and Suggestions
Topic: Keep bots from taking shortest route
Replies: 1
Views: 1257

Keep bots from taking shortest route

Is there a way - be it config or mod - to keep bots from flying the shortest route between destinations, but rather follow the connection between roboports? If, for instance, you have a U-shaped base, and you have enemies inside the U, you'll keep losing bots as they fly over enemy camps.

Also, it ...

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