Search found 414 matches
- Sun Jan 05, 2020 8:10 pm
- Forum: Modding help
- Topic: Modding a mod - reverting a change to vanilla name
- Replies: 6
- Views: 1382
Re: Modding a mod - reverting a change to vanilla name
That doesn't work. I guess the vanilla value has been completely overwritten, so maybe the data isn't there anymore?
- Sun Jan 05, 2020 6:36 am
- Forum: Modding help
- Topic: Modding a mod - reverting a change to vanilla name
- Replies: 6
- Views: 1382
Re: Modding a mod - reverting a change to vanilla name
Thanks, that's let me set it to a string I know.
Is there a way to get it to be the localised name of a vanilla item instead? I tried a few variations from looking at other mods and from the wiki page, but they all came up verbotem when I tried them with "storage-tank".
Is there a way to get it to be the localised name of a vanilla item instead? I tried a few variations from looking at other mods and from the wiki page, but they all came up verbotem when I tried them with "storage-tank".
- Sat Jan 04, 2020 2:09 pm
- Forum: Modding help
- Topic: Modding a mod - reverting a change to vanilla name
- Replies: 6
- Views: 1382
Modding a mod - reverting a change to vanilla name
I'm putting together a "bridging"/compatibility mod to make a few of my favourite mods work more smoothly together, and I find I need to revert the name change one of them made to a vanilla item. There isn't an entry for it in localisations in the mod that changes it, and trying "Data...
- Wed Jan 01, 2020 11:57 am
- Forum: Questions, reviews and ratings
- Topic: Tame Biters for an army
- Replies: 3
- Views: 1662
Re: Tame Biters for an army
Natural Evolution has some stuff that lets you breed tame biters, and also has "conversion" ammos.
- Wed Dec 25, 2019 7:36 pm
- Forum: Not a bug
- Topic: [Twinsen] New Tooltips don't show entity HP anymore
- Replies: 2
- Views: 1062
[Twinsen] New Tooltips don't show entity HP anymore
Ever since the new tooltips cam out, you can't see how many HP anything has without building it anymore.
- Tue Dec 17, 2019 4:46 pm
- Forum: Ideas and Suggestions
- Topic: Separate signals to/from red and green wires
- Replies: 70
- Views: 20356
Combinators EACH able to differentiate between red and green inputs
When working with things like LTN, where you have a large number of different signals on the same wire, sometimes you want to filter out a selection of signals. What I think would be a really simple (and powerful) way of doing this would be to have a way for arithmetic and decider combinators to say...
- Tue Dec 10, 2019 2:56 am
- Forum: Mods
- Topic: [MOD 0.13] Armageddon - nice little disasters
- Replies: 53
- Views: 43223
Re: [MOD 0.13] Armageddon - nice little disasters
Any chance this can update to 0.17?
- Fri Nov 15, 2019 9:14 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 359126
Re: [MOD 0.17] Industrial Revolution
In my quest to make IR and Space Exploration work together, would it be possible to tell me where to go to say "exclude this product from this recipe from the tech tree rebuild search"?
- Fri Nov 15, 2019 8:53 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 268803
Re: [0.17+] Space Exploration WIP
I know this is still early stages atm, but if you need a vaguely programmer-competent tester for Industrial Revolution compatibility, I'd love to volunteer. I just need to figure out how to get them to load together atm. Oil Processing apparently needs space biochem, which needs oil processing. But ...
- Fri Nov 15, 2019 8:01 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 359126
Re: [MOD 0.17] Industrial Revolution
Is someone working on a Space Exploration compatibility mod, or is it just a wild west atm?
- Sat Oct 26, 2019 12:59 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 47005
Re: Friday Facts #318 - New Tooltips
Lets not forget the multi-output recipes in all this, shall we?
- Sat Oct 26, 2019 12:55 pm
- Forum: Mods
- Topic: [MOD 0.18] Multi-Product Recipe Details 0.18.1
- Replies: 19
- Views: 8222
Re: [MOD 0.17] Multi-Product Recipe Details 0.17.3
Please tell me that the latest patch (0.17.73) ascended this mod?
Or at least didn't break it?
Or at least didn't break it?
- Fri Aug 30, 2019 8:31 pm
- Forum: Ideas and Suggestions
- Topic: Toggle for Copy/Paste saving station names
- Replies: 2
- Views: 1430
Toggle for Copy/Paste saving station names
TL;DR There should be a settings-level toggle so that when Copying a station, it doesn't copy the station name. What ? Currently, when using the copy&paste functionality, the station names are saved and used. This is the opposite behaviour to normal blueprints, which do not include station name...
- Fri Jul 26, 2019 6:01 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 282236
Re: Friday Facts #305 - The Oil Changes
The Oil Changes: Too bad you seem locked in to this. Pushing back construction bots is not a "fun" change. The suggestion made by the user last week, to have Basic Oil Tech produce Heavy Oil only which must then must be cracked down, was the most elegant solution. You learn about the diff...
- Tue Jul 23, 2019 9:52 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 209076
Re: Friday Facts #304 - Small bugs; Big changes
Ok, new players might find a use for it, but hoping people make something potentially useless & easily dismissable just because they're forced to spend a resource isn't good game design. I usually have enough coal to last me until I get solars & electric furnaces (& nuclear fuel for tra...
- Tue Jul 23, 2019 4:51 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 209076
Re: Friday Facts #304 - Small bugs; Big changes
I still don't quite understand why do so many people think the oil change simplifies/dumbs down the game in any way. Sure, it makes the start of oil simpler Read what I quoted again. And then realise that they are just pushing the big step farther up the staircase (and making it taller) rather than...
- Tue Jul 23, 2019 5:58 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 209076
Re: Friday Facts #304 - Small bugs; Big changes
I don't think anyone would care if logi bots are pushed behind blue science. At the end of the day, they're just a different type of belt. But construction bots let you automate something new . They're the biggest paradigm shift in the game, and where the early game ends. I'm a big believer in givin...
- Mon Jul 22, 2019 5:52 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 209076
Re: Friday Facts #304 - Small bugs; Big changes
Here's another take on the whole thing: There are moments when playing Factorio where you go "Wow! That changes Everything!" They tend to be around the time when you learn how to automate something new. When you start, you're mining ore by hand, smelting it, and making things out of it. Yo...
- Mon Jul 22, 2019 6:26 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 209076
Re: Friday Facts #304 - Small bugs; Big changes
Another reason why the oil change is bad: Set up a line of refineries, all next to each other. Run a solid pipe all along each side of the line. The new recipe encourages this. Try to change the recipe to advanced refining. **You won't be allowed to!** You'll get a random message about not allowing ...
- Sun Jul 21, 2019 10:06 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 209076
Re: Friday Facts #304 - Small bugs; Big changes
What about BOP only yielding HO and LO in addition with basic (waterless) cracking repices. This would show new players quite directly how oil processing and products are suppose to be done from the beginning, by forcing them to set it up in the first place. Getting PG from LO somewhat comparable o...