Search found 7 matches
- Sat Jul 25, 2020 8:35 pm
- Forum: Questions, reviews and ratings
- Topic: Manual Recipe ban, craft controll.
- Replies: 0
- Views: 673
Manual Recipe ban, craft controll.
Is there a way to manuall Flag/disable certain recipies on the go? Because Somtimes i jsut want to masscraft ONLY the specific item, without accidentally queing a billion components. Or worse yet, WRONG RECIPY, because some mods add like 5 ways to make the same item depending on what's available. It...
- Wed Sep 12, 2018 12:25 pm
- Forum: Mods
- Topic: Dp77's-Factorioplus:-Ores
- Replies: 151
- Views: 46738
Re: Dp77's-Factorioplus:-Ores
well, downloading refining seems to have solved it.
right now it appears that you need to have the whole set for any of them to work.
right now it appears that you need to have the whole set for any of them to work.
- Wed Sep 12, 2018 10:46 am
- Forum: Mods
- Topic: Dp77's-Factorioplus:-Ores
- Replies: 151
- Views: 46738
Re: Dp77's-Factorioplus:-Ores
in advanced tech, science lab 4 requires processing unit v2. which is in the FPElectronics. after that, can you pls tell my which mod has "case", because both high tech AND machines requires it in recepies, and it is erroring on loading. might be more i just haven't encountered yet. i curr...
- Wed Aug 01, 2018 10:59 am
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 39365
Re: [MOD 0.16.x] Whistle Stop Factories
Also, I'm a bit worried that migrations may struggle to even resolve the conflicts. Like if you add my mod to a mod that already has a "big-furnace" and it runs my migration file to migrate entities called "big-furnace" to "wsf-big-furnace" won't it convert all of the ...
- Tue Jul 31, 2018 12:32 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 39365
Re: [MOD 0.16.x] Whistle Stop Factories
so, i just had an idea (not sure how viable that is), that maybe instead of spawning factories, the mod would spawn "slots" (like oil patches) of valid ground, on which player could put a building of their choice, or none. you know, since big buildngs usualy require solid foundations, and ...
- Sat Jul 28, 2018 12:52 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 39365
Re: [MOD 0.16.x] Whistle Stop Factories
wel, when i said "freak out" its just the loaders vanishing. there are no spasms or other weired glitches. just the loaders. as for mods "name": "base", "name": "5dim_autofill", "name": "5dim_automatization", "name": &qu...
- Fri Jul 27, 2018 9:47 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 39365
Re: [MOD 0.16.x] Whistle Stop Factories
An odd behaviour. Whenever i place a deadlocks miniloader close (not adjacent) to a factory, the big building has a minifreakout. Some of the building's loaders vanish. (not all though, might be just "curently on screan") Rotating the structure fixes (if messily, some items are spilled) th...