My mod is not intended to be compatible with any mods that modify the logistics systemOptera wrote: Mon Jan 20, 2020 9:44 am Like Eradicator said, and it can't be stressed enough:
Never remove base prototypes!
Other mods will crash when referencing them.
Search found 4 matches
- Mon Apr 12, 2021 10:20 pm
- Forum: Modding help
- Topic: Hidden Recipes available through blueprints
- Replies: 7
- Views: 2318
Re: Hidden Recipes available through blueprints
- Mon Jan 20, 2020 12:18 am
- Forum: Modding help
- Topic: Hidden Recipes available through blueprints
- Replies: 7
- Views: 2318
Re: Hidden Recipes available through blueprints
So I discovered I could just set the recipe equal to nil after removing them from all technologies and other recipes
- Sat Jan 18, 2020 4:47 am
- Forum: Modding help
- Topic: Hidden Recipes available through blueprints
- Replies: 7
- Views: 2318
Hidden Recipes available through blueprints
I am trying to disable a certain item from being crafted. To do this I am using:
data.raw["recipe"]["item-name-here"].hidden = true
There are a couple of problems with this approach that I would like to fix.
1. if an old world is loaded up the assemblers that are already placed will still have ...
data.raw["recipe"]["item-name-here"].hidden = true
There are a couple of problems with this approach that I would like to fix.
1. if an old world is loaded up the assemblers that are already placed will still have ...
- Sun Jun 02, 2019 10:59 pm
- Forum: Duplicates
- Topic: Instantly braking trains
- Replies: 0
- Views: 499
Instantly braking trains
Trains immediately come to a stop, with no slowdown time, when they cease to have a path to their destination. Currently using 0.17.45, no mods.
This occurs for me when I have a train station that turns off when there is a train both at the station and waiting in the queue/stacker for it.
This occurs for me when I have a train station that turns off when there is a train both at the station and waiting in the queue/stacker for it.