Search found 6 matches
Search found 6 matches • Page 1 of 1
- 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: 1317
+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 don'...
- Mon Mar 04, 2019 12:43 pm
- Forum: Ideas and Suggestions
- Topic: Beacon on/off via circuit network
- Replies: 25
- Views: 3360
+1, Would love to turn off beacons when production buffers are full. Having a circuit condition to enable / disable the beacons would be appreciated.
If you download the mod pack on page 1 of this thread, it will contain all the required deps / mods for seablocks.
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 thoug...
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. Does...
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 Spa...