I think you can still do that, but you have to add a fluidbox and fluid connections to the rocket silo.adamwong246 wrote: ↑Sat May 13, 2023 4:58 pmDoes this mean I should abandon my attempt to alter the "rocket-part" recipe to include fluids?
Search found 625 matches
- Sat May 13, 2023 5:41 pm
- Forum: Fixed for 2.0
- Topic: [1.1.76] Incompatible fixed_recipe is ignored
- Replies: 6
- Views: 1645
Re: [1.1.76] Incompatible fixed_recipe is ignored
- Wed May 03, 2023 11:01 pm
- Forum: Modding help
- Topic: Hand Mining Achievement
- Replies: 2
- Views: 586
Re: Hand Mining Achievement
You can check in control for the unlock condition, and unlock it using https://lua-api.factorio.com/latest/Lua ... chievement.
- Tue Apr 25, 2023 9:50 pm
- Forum: Technical Help
- Topic: hi, how do i show proof of owning the game on the switch ?
- Replies: 3
- Views: 710
Re: hi, how do i show proof of owning the game on the switch ?
The switch version does not give you access to the game on other platforms and the switch version does not support mods. i can access the files there and put mods and try it out but to try it out i will need access to mods on the pc, maybe not natively but the folder exist in the files expolorer if...
- Sun Apr 16, 2023 10:49 pm
- Forum: Logistic Train Network
- Topic: LTN + Freight Forwarding = Trouble with ships.
- Replies: 4
- Views: 1253
Re: LTN + Freight Forwarding = Trouble with ships.
Worth noting that this doesn't really have anything to do with Freight Forwarding, it is just a LTN + Cargo Ships compatibility issue, because FF doesn't modify Cargo Ships in any relevant ways (and makes no attempts to integrate LTN).
- Thu Apr 13, 2023 4:17 pm
- Forum: Pending
- Topic: [1.1.80] Previously unlocked shortcuts becoming locked
- Replies: 1
- Views: 558
[1.1.80] Previously unlocked shortcuts becoming locked
This seems to have happened somewhere in between 1.1.76 and 1.1.80. This hasn't happened to me, I'm just reporting it here because no one else has yet. Shortcuts that are unlocked by specific techs seem to have re-locked themselves despite the tech having already been researched. For both Spidertron...
- Fri Apr 07, 2023 1:09 pm
- Forum: Modding interface requests
- Topic: Tile optional property to prohibit replacement
- Replies: 4
- Views: 792
Re: Tile optional property to prohibit replacement
You can add a collision layer to your tile, and add it to all other item's place_as_tile.condition . Did you try this approach (for example to prevent concrete replacing) ? Will it work with all possible mineable tiles that any other mod can add to game? I don't think this is relevant to my request...
- Fri Apr 07, 2023 10:12 am
- Forum: Modding interface requests
- Topic: Tile optional property to prohibit replacement
- Replies: 4
- Views: 792
Re: Tile optional property to prohibit replacement
You can add a collision layer to your tile, and add it to all other item's place_as_tile.condition.
- Thu Apr 06, 2023 10:42 am
- Forum: Questions, reviews and ratings
- Topic: AAI Programable Vehicles No Man's Land or Deadzone
- Replies: 4
- Views: 888
Re: AAI Programable Vehicles No Man's Land or Deadzone
Set "Deadzone construction denial range" to 0.Doublesteak946 wrote: ↑Thu Apr 06, 2023 9:36 amAs far as what I've seen its not unless you change the mod yourself
- Thu Apr 06, 2023 9:24 am
- Forum: Questions, reviews and ratings
- Topic: AAI Programable Vehicles No Man's Land or Deadzone
- Replies: 4
- Views: 888
Re: AAI Programable Vehicles No Man's Land or Deadzone
Luckily you can turn it off in mod settings
- Wed Apr 05, 2023 7:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] failing to load player-data after save (infrequent)
- Replies: 20
- Views: 4893
Re: [1.1.74] failing to load player-data after save (infrequent)
I don’t think so - 1.1.76 released on 13 Jan 2023.feofeujo32m3r wrote: ↑Wed Apr 05, 2023 3:52 pmThanks for letting me know. Was just wondering, because this was said before the release of 1.1.76.
- Wed Mar 29, 2023 10:36 pm
- Forum: Fixed for 2.0
- Topic: [1.1.78] Tool itmes (e.g. space science packs) don't show the stack size
- Replies: 5
- Views: 1243
Re: [1.1.78] Space science packs don't show the stack size
Same for all science packs and ammo. Science packs are of type "tool" so presumably this debug entry wasn't added for that type. Add "Extended Descriptions" or "Stack size tooltip" mods if you want item stack sizes in tooltips
- Wed Mar 29, 2023 10:38 am
- Forum: PyMods
- Topic: Unable to play with newset versions March 29, 2023
- Replies: 3
- Views: 1045
Re: Unable to play with newset versions March 29, 2023
I loaded the newest Mods. The game has several marked in red. If I start a game it starts as vanilla. So I reinstalled Factorio, deleted all mods and reinstalled the Pyanodon mods alone. No change. The only incompatibilities it shows are for omni & 248 mods, which I have never loaded. I am usin...
- Sun Mar 26, 2023 11:51 pm
- Forum: Mod portal Discussion
- Topic: Searching from "Most downloaded" reverts back to "Recently updated"
- Replies: 1
- Views: 708
Searching from "Most downloaded" reverts back to "Recently updated"
I'm pretty sure that it hasn't always been like this, but currently, if you click on the "Most downloaded" tab, then search for something, it will switch to the "Recently updated" tab. You have to re-click on "Most downloaded" to search it.
- Tue Mar 21, 2023 11:46 am
- Forum: Implemented Suggestions
- Topic: [1.1.76][mac-arm] ⌘ (Cmd) + W closes the game without saving
- Replies: 11
- Views: 3839
Re: [1.1.76][mac-arm] ⌘ (Cmd) + W closes the game without saving
Resolved on 1.1.78 : https://forums.factorio.com/viewtopic.php?f=3&t=105647 [Koub] Moved to Resolved No, this is not the same as https://forums.factorio.com/105590 That one was specifically for a conflicting keybind when using AZERTY. This one is just that in general, Command+W is far to easy t...
- Sat Mar 18, 2023 9:25 am
- Forum: Modding help
- Topic: Pyanodon changed tiles, how to fix them?
- Replies: 1
- Views: 510
Re: Pyanodon changed tiles, how to fix them?
From your save, you can enter the editor with /editor, do your file replacements, then run /editor to exit and resume playing.
- Tue Mar 14, 2023 4:30 pm
- Forum: Ideas and Suggestions
- Topic: Command line flag (dump-defines) to dump prototype defines
- Replies: 1
- Views: 528
Re: Command line flag (dump-defines) to dump prototype defines
You can use the existing command line arguments to load a specific directory of mods (which would have a mod that runs your defines dump command) and to load into a specific save so that the mod is loaded and can run its command.
- Tue Mar 14, 2023 1:47 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] [Rseding91] Crash when opening spidertron GUI after fuel requirement removed
- Replies: 3
- Views: 1719
Re: [1.1.76] Crash when opening spidertron GUI after fuel requirement removed
From the crash log - probably to do with weapon changes rather than fuel.
- Tue Mar 14, 2023 1:46 am
- Forum: Modding help
- Topic: Spidertron instantaneous acceleration/deceleration
- Replies: 6
- Views: 916
Re: Spidertron instantaneous acceleration/deceleration
Hm... Yeah, looks like it would be difficult to do what I've asked for. It felt like the right thing to do, but it's probably not worth it. In the meantime I've went ahead and implemented a small prototype where I use a custom car entity (since I need some form of container entity that can teleport...
- Tue Mar 14, 2023 1:29 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] [Rseding91] Crash when opening spidertron GUI after fuel requirement removed
- Replies: 3
- Views: 1719
Re: [1.1.76] Crash when opening spidertron GUI after fuel requirement removed
I can't seem to be able to reproduce the state that the spiderling was in though. Just creating a spidertron with https://mods.factorio.com/mod/realism_spidertron and then removing the mod isn't enough to trigger a crash.
- Tue Mar 14, 2023 1:20 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] [Rseding91] Crash when opening spidertron GUI after fuel requirement removed
- Replies: 3
- Views: 1719
[1.1.76] [Rseding91] Crash when opening spidertron GUI after fuel requirement removed
To reproduce, load the attached save with the mods Editor Extensions, Spidertron Patrols, but NOT Exotic Industries. Click on the spiderling and it will crash. The spiderling was created whilst Exotic Industries was active instead of K2, so it used to require fuel. 31.660 Error CrashHandler.cpp:635:...