Search found 4 matches
- Sat May 04, 2019 1:43 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1210209
Re: [0.17] Sea Block Pack 0.3.4
I've fixed an issue with the modpack, version 0.17.35 wasn't compatible anymore with the data.lua & control.lua.
Changes (replace [line] with the code below):
- control.lua[129]
local inv = player.get_main_inventory()
- data.lua[8]
if data.raw.player and data.raw.player.player then --pre 0.17.35 ...
- Wed Apr 24, 2019 9:59 am
- Forum: Bob's mods
- Topic: Rails don't need bronze, but are gated behind bronze tech
- Replies: 14
- Views: 5585
Re: Rails don't need bronze, but are gated behind bronze tech
Also, in the latest version of Bob's mods, you can't make steel without chemical processing 1, and Electrolysis 1.
I changed the steel recipe to cost iron and oxygen in a chemical furnace.
Aww fuck. Exactly what I didn't want to read a few seconds after clicking the button to update all my ...
- Wed Apr 24, 2019 9:06 am
- Forum: Logistic Train Network
- Topic: Shouldn't trains be empty at the depot?
- Replies: 12
- Views: 11722
Re: Shouldn't trains be empty at the depot?
Im still having this issues were the trains are getting a new order and leaving even if the is depot flag is removed. (with multiple platforms with the same depot name).
It does work if I turn off ALL the depots with the same name when ANY depot with the same name has items at it.
Would be really ...
It does work if I turn off ALL the depots with the same name when ANY depot with the same name has items at it.
Would be really ...
- Thu Jun 28, 2018 1:04 pm
- Forum: F.A.R.L
- Topic: FARL and cliffs thoughts?
- Replies: 3
- Views: 10423
Re: FARL and cliffs thoughts?
I agree. Would be an awesome addition