Search found 7 matches
- Fri Oct 23, 2015 12:12 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
- Replies: 173
- Views: 143470
Re: Yuoki Industries - Addon Engines 0.1.7 (f0.12)
I was having the same issue having to do with Bob's mods, and I had to downgrade to engines 0.1.6 and just manually changes all the game. to script. and do not have the issue anymore. I am not sure what else changed in the 0.1.7 engines, but I know I cannot continue to use it while using bobs mods. ...
- Thu Mar 12, 2015 10:16 pm
- Forum: Mods
- Topic: [MOD 0.11.19+] Increments
- Replies: 32
- Views: 22695
Re: [MOD 0.11.x] Increments
They can only be made in assembly machines, as in no-hand crafting. Some items can on be made in a specific machine, as in all of the productivity modules.
- Thu Feb 19, 2015 2:58 am
- Forum: Modding help
- Topic: Hiding Recipe Categories
- Replies: 3
- Views: 2233
Re: Hiding Recipe Categories
Thanks for the responses, thats exactly what I thought.
- Wed Feb 18, 2015 3:02 am
- Forum: Modding help
- Topic: Hiding Recipe Categories
- Replies: 3
- Views: 2233
Hiding Recipe Categories
Is it possible to hide a category, not just specific items. I want a machine with a specific crafting category to have it's own tab, but I do not want this tab to be shown other than within this machine.
- Sat Feb 14, 2015 12:04 am
- Forum: Mods
- Topic: [MOD 11.16] The "No Crafting Challange" Mod 0.2.3
- Replies: 14
- Views: 30487
Re: [MOD 11.14] The "No Crafting Challange" Mod 0.2.2
It's great that you could make this mod, but why didn't you just use game.onevent(defines.events.onplayercreated, function(event) local player = game.getplayer(event.playerindex) local technologylist = player.force.technologies player.clearitemsinside() player.character.insert{name="item-name&q...
- Sun Feb 08, 2015 10:55 am
- Forum: Resolved Problems and Bugs
- Topic: Modules Shift-click 11.15
- Replies: 4
- Views: 1882
Re: Modules Shift-click 11.15
Yes it was modded, but when you shift-click the module after changing the electric-furnace to not accept productivity modules, they are still placed in there. Bypassing the module placement. If you just try to place them in there, then it works correctly, by following the limitations.
- Fri Feb 06, 2015 9:27 pm
- Forum: Resolved Problems and Bugs
- Topic: Modules Shift-click 11.15
- Replies: 4
- Views: 1882
Modules Shift-click 11.15
Modules can still be shift-clicked into an Electric Furnace, even when the productivity effect has been removed from the furnace. I have tested it with Beacons, and they cannot be shift clicked into there. I know there was a bug in earlier versions, that was said to have been fixed, but it seems tha...