Search found 33 matches

by zakman
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...
by zakman
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 ...
by zakman
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 :)
by zakman
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...
by zakman
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 ?
by zakman
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!
by zakman
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?
by zakman
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.
by zakman
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 ...
by zakman
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?
by zakman
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...
by zakman
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...
by zakman
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...

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