+1 for fixing the symlink issue.
I know its a fairly niche problem, but it does come in handy when using scripts that generate large amounts of data, eg. FactorioMaps, but also for people looking to move their data / save dir elsewhere via symlinks.
If a user has created a symlink themselves, i ...
Search found 6 matches
- Wed Mar 27, 2019 2:46 pm
- Forum: Won't fix.
- Topic: [0.17.18] Symlinks in script-output no longer work.
- Replies: 9
- Views: 5584
- Mon Mar 04, 2019 12:43 pm
- Forum: Ideas and Suggestions
- Topic: Beacon on/off via circuit network
- Replies: 27
- Views: 11764
Re: Beacon on/off via circuit network
+1, Would love to turn off beacons when production buffers are full. Having a circuit condition to enable / disable the beacons would be appreciated.
- Fri Oct 05, 2018 7:37 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1148202
Re: [0.16] Sea Block Pack 0.2.16
If you download the mod pack on page 1 of this thread, it will contain all the required deps / mods for seablocks.Trebor wrote: Thu Oct 04, 2018 11:27 pm I'm trying to install the dependencies for "Sea Block Pack", one of the dependencies is "Sea Block Config" but it has no version so Factorio will not install it.
- Fri Oct 05, 2018 3:15 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1148202
Re: [0.16] Sea Block Pack 0.2.16
All good, thanks for the help / info. I guess i will leave things as they are.
My base size is starting to get borderline stupid and was hoping to increase productivity without needing to expand too much more :) Im almost a month into this map and still haven't launched a rocket! No complaints ...
My base size is starting to get borderline stupid and was hoping to increase productivity without needing to expand too much more :) Im almost a month into this map and still haven't launched a rocket! No complaints ...
- Thu Oct 04, 2018 7:18 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1148202
Re: [0.16] Sea Block Pack 0.2.16
Hrm, maybe im blind.. im not seeing any options in the mod settings that would allow me to re-enable the tech specifically.
I've played with bobs mods before by itself and remember seeing options in the mod settings to enable/disable the tech. But with SB pack, im not seeing that option at all ...
I've played with bobs mods before by itself and remember seeing options in the mod settings to enable/disable the tech. But with SB pack, im not seeing that option at all ...
- Wed Oct 03, 2018 5:21 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1148202
Re: [0.16] Sea Block Pack 0.2.16
Does anyone know if its possible to re-enable bobs raw modules in sea blocks? I tried editing the sea blocks config (A Sea Block Config_0.2.4) to change the bool value for 'bobmods-modules-enablerawproductivitymodules' to true, but i get other errors when starting the server..
12.201 Loading mod ...
12.201 Loading mod ...