Search found 33 matches
- Thu May 18, 2017 2:47 am
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] Specialized building for circuitry
- Replies: 1
- Views: 962
[IDEA] Specialized building for circuitry
Just downloaded Factorissimo 2 to play around with. Already wondering, though, if there are any mods out there that do the same thing, only for circuit network components? My idea is a 2x2 or 3x3 building with a lot of space inside, but the only things that can be placed are circuit components (deci...
- Sat May 13, 2017 9:52 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 500801
Re: Simple Questions and Short Answers
I have indeed. Was just wanting to give myself a bit of an extra challenge, as it's been a while since I've played the map (and the game, for that matter). I was sort of building my own head-canon for this map...so the player character returns to the base after a long period of time and finds it in ...
- Sat May 13, 2017 1:12 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 500801
Re: Simple Questions and Short Answers
Is it possible to change the researched technologies, other than setting them all to 'researched'? I just dusted off an older save where I had almost everything researched. Would like to scale some of that back to give myself something to do with all those raw materials I have laying around
- Mon May 08, 2017 4:35 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 500801
Re: Simple Questions and Short Answers
Trying to build an SR switch so that I can switch over to steam generators in case my accumulator power drops too far. I have been hunting for a guide on how to set them up with 0.15, but either my Google-fu skills are lacking tonight, or I'm just too tired to make it work. Is there a "SR-switc...
- Sun May 07, 2017 11:51 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 500801
Re: Simple Questions and Short Answers
Is there a console command or other quick way to make it always dark? In other words, the exact opposite of /c game.surfaces[1].always_day=true ?
- Thu May 04, 2017 2:53 am
- Forum: General discussion
- Topic: Map editing - remove generated blocks?
- Replies: 7
- Views: 3063
Re: Map editing - remove generated blocks?
Wanted to report back on how this went: After playing around with the code a little bit, got the following to work: /c for y=0,100 do for x=0,100 do game.player.surface.delete_chunk({x+150, y-200}) end end This will delete a 100x100 square of the map, starting at coordinates 150, -200. Thanks again!
- Thu May 04, 2017 2:47 am
- Forum: Mods
- Topic: [MOD 0.13] Time Tools (& Clock Combinator)
- Replies: 97
- Views: 68367
Re: [MOD 0.13] Time Tools (& Clock Combinator)
Any chance you could code in an "instant night" button for the next version of the mod?
- Wed May 03, 2017 1:11 am
- Forum: General discussion
- Topic: Map editing - remove generated blocks?
- Replies: 7
- Views: 3063
Re: Map editing - remove generated blocks?
Thank you! I will definitely play around with this and see what I can do.
- Tue May 02, 2017 4:52 am
- Forum: General discussion
- Topic: Map editing - remove generated blocks?
- Replies: 7
- Views: 3063
Map editing - remove generated blocks?
Is it possible to edit a save game in such a way to delete (not just re-cover) parts of the map that have already been generated? I have an older save that I just pulled into 0.15 and am playing around with, and at one point I had run the console command that generates a stupid large portion of the ...
- Sun Jul 03, 2016 10:55 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Landfill (2.1.7)
- Replies: 197
- Views: 287211
Re: [MOD 0.12.x] Landfill (2.1.7)
Apologies if this has been asked already, but I've been through the 19 pages of this thread and didn't see an answer to my question, so...
For the water bomb, what would I change in the mod in order to make the resulting water square larger?
For the water bomb, what would I change in the mod in order to make the resulting water square larger?
- Mon Jun 13, 2016 3:45 am
- Forum: Modding help
- Topic: Pollution mod/change question
- Replies: 2
- Views: 1232
Re: Pollution mod/change question
I don't think its possible for turrets to create pollution; however you could make a 1x1 entity that is a burner and produces a lot of pollution. if you don't plan on releasing it to the public you may be able to cannibalize the Flare Stack mod's incinerator and reduce it's crafting speed and incre...
- Sun Jun 12, 2016 10:07 pm
- Forum: Modding help
- Topic: Pollution mod/change question
- Replies: 2
- Views: 1232
Pollution mod/change question
Hi all, Hope someone can point me in the right direction here. I'm at the post-endgame stage (megabase, lots of rockets launched, lots of mods) and am looking to up the challenge a bit. I figure I can do this by increasing the pollution output of certain buildings, specifically, laser turrets. I kno...
- Fri Jun 03, 2016 2:41 am
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 43427
Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Hi all, This may be a question for the general mod forum, but figured I'd try here first. I just installed this mod, and am enjoying the new technologies and buildings. However, I've noticed it's not possible to do a quick-replace of the basic solar panels with the new ones (like you can do with bel...