It doesn't behave any differently in my game. Conflicting mod perhaps?Chapeau-Claque wrote: Fri Jan 01, 2021 8:00 pm Does anyone know how to activate the Deconstruction planner in IR2?
Search found 17 matches
- Sat Jan 02, 2021 12:29 am
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 125
- Views: 59660
Re: Industrial Revolution 2 discussion
- Mon Dec 28, 2020 11:24 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 125
- Views: 59660
Re: Industrial Revolution 2 discussion
I don't think the woodchips stack as kiln fuel is a problem other than being incongruous with other fuel uses. Your first hundred stoke the fire and stay in there, sorta like your first 40 uranium for kovarex. Except far less valuable.
As for chips > charcoal, it's probably only worth having that ...
As for chips > charcoal, it's probably only worth having that ...
- Mon Apr 13, 2020 8:09 pm
- Forum: Logistic Train Network
- Topic: "Same Names" and Depots - Something to watch for
- Replies: 0
- Views: 1050
"Same Names" and Depots - Something to watch for
I'm working on a documentation project and realized an edge-case while considering the 1.13.0 update.
Previously, a station meant to act as a Depot was intentionally named the same as its peers. An improperly configured Depot Station (lacking the depot signal) would show a pink warning lamp as a ...
Previously, a station meant to act as a Depot was intentionally named the same as its peers. An improperly configured Depot Station (lacking the depot signal) would show a pink warning lamp as a ...
- Thu Mar 26, 2020 7:48 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 162973
Re: [MOD 0.18] KRASTORIO^2
I guess i could try to see if other weapons have friendly-fire splash or something like that.
Flamethrower usually gets it done when the force setting prevents you from shooting your own entities. Takes much longer to burn a steel chest than a wood one, but not by much and it works. Haven't ...
- Fri Mar 06, 2020 1:35 am
- Forum: Mods
- Topic: [Mod 2.0] Power Armor MK3+
- Replies: 109
- Views: 71301
Re: [Mod 0.18] Power Armor MK3
I loaded it just now and went through everything briefly. Everything's looking good in terms of loading, visual elements, etc.
- Wed Mar 04, 2020 4:05 pm
- Forum: Mods
- Topic: [Mod 2.0] Power Armor MK3+
- Replies: 109
- Views: 71301
Re: [Mod 0.18] Power Armor MK3
Wait there's a 0.18 version of IR?
Ummm...no? :D
I got myself into a really ugly mess of mods in a current save and once I started making patches, I just kept going rather than revert. My save is, frankly, rather fragile as far as mods are concerned right now so I did what I had to.
I also ...
- Wed Mar 04, 2020 4:24 am
- Forum: Mods
- Topic: [Mod 2.0] Power Armor MK3+
- Replies: 109
- Views: 71301
Re: [Mod 0.18] Power Armor MK3
I had to do some finagling to get it going on 0.18.x and I'm still testing but here's what I note so far.
night-vision-mk2-equipment icon is broken.
night-vision-mk2-equipment will require an additional property 'color_lookup' which is a LUT reference. You probably already know this, but it looks ...
night-vision-mk2-equipment icon is broken.
night-vision-mk2-equipment will require an additional property 'color_lookup' which is a LUT reference. You probably already know this, but it looks ...
- Mon Mar 02, 2020 3:57 am
- Forum: Mods
- Topic: [Mod 2.0] Power Armor MK3+
- Replies: 109
- Views: 71301
Re: [Mod 0.18] Power Armor MK3
Costs: IR Power Armor Mk2 is behind utility-science-pack and costs 1k each of automation, logistic, chemical, and utility. I say just scale Mk3 and 4 however you feel appropriate. For reference, personal-laser-defense-equipment and atomic-bomb both cost 1250 of all 6 sciences (pre-space).
Pre ...
Pre ...
- Fri Feb 28, 2020 12:51 am
- Forum: Mods
- Topic: [Mod 2.0] Power Armor MK3+
- Replies: 109
- Views: 71301
Re: [Mod 0.18] Power Armor MK3
I'm assuming that the research costs and prerequisites are ok?
I hadn't really looked at those yet. The costs are probably fine, the pre-reqs may require some modification. I'll try to look at those tonight along with the outstanding recipes. I've been banging my head against a 3d printer build ...
- Tue Feb 25, 2020 4:37 am
- Forum: Mods
- Topic: [Mod 2.0] Power Armor MK3+
- Replies: 109
- Views: 71301
Re: [Mod 0.18] Power Armor MK3
No problem at all. Happy to help as I've used both your mod and IR rather extensively. My way of saying thanks, I suppose.
- Sun Feb 23, 2020 1:46 am
- Forum: Mods
- Topic: [Mod 2.0] Power Armor MK3+
- Replies: 109
- Views: 71301
Re: [Mod 0.18] Power Armor MK3
I'm looking for suggestions on alternate recipes using IR components, so that I can list IR as an optional dependency and not have it bork the IR tech tree.
This is a tough one as there are some overhauls that Deadlock did that would be retreads for the levels/attributes you have currently ...
This is a tough one as there are some overhauls that Deadlock did that would be retreads for the levels/attributes you have currently ...
- Tue Feb 18, 2020 3:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.6]In game name change not staying changed.
- Replies: 5
- Views: 4441
Re: [0.18.6]In game name change not staying changed.
Disregarding multiplayer for a moment, is there another method (or more preferable means) for renaming the avatar when loading another player's save?
I suppose that the expected behavior would be to share the save as a scenario instead of a standard save but that seems to be an uncommon occurrence.
I suppose that the expected behavior would be to share the save as a scenario instead of a standard save but that seems to be an uncommon occurrence.
- Sun Jan 26, 2020 8:43 pm
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 21142
Re: IR in 0.18
I want to ask you about it, but there is no simple way to do it. Personal messages, forum topic and mod discussions are closed.
I was in the same boat. I'm no mega factorio modder but I would have been happy to help with maintenance and community interaction. My day job is custom-modified ...
- Sun Jan 26, 2020 12:39 am
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 21142
Re: IR in 0.18
Yeah I tried that too. Deconstructed, pasted, rebuilt, nada. It is probably an interaction with something else. I'll figure it out. Thanks for getting back to me!
- Sat Jan 25, 2020 8:26 pm
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 21142
Re: IR in 0.18
... I just largely ported it and it's quite easy.
Did you have to do anything with furnaces? After I ported everything (that threw errors) it appears that the only steel-age (arc) furnaces that are functioning were active at the time of rollup to 0.18. None of the others seem to accept input ...
- Fri Dec 06, 2019 4:22 pm
- Forum: Logistic Train Network
- Topic: LTN Max Train Length
- Replies: 4
- Views: 8086
Re: LTN Max Train Length
Ok then I run the long trains in one network and the short trains in an other network
Strictly speaking, they don't have to be different networks. Trains return to the depot by name. You could have 'Long Train Depot' and 'Tiny Train Depot' and assign the trains accordingly. They won't mix after ...
- Sun Nov 24, 2019 10:22 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 437746
Re: [MOD 0.17] Industrial Revolution
hello i have an error on the latest version you have uploaded
https://i.imgur.com/zMXiteY.jpg
https://imgur.com/zMXiteY
Same for me :( was about to start new map.
mine iss caused by infinety mode mod
same error here. Can't load previous save.
It appears related to this fix ...