Page 1 of 1

Biter (and weapon crafting) re-enabling(Mod/Command-related)

Posted: Mon Jul 04, 2016 5:36 am
by Benie
This thread has been answered. All issues fixed.

Note: This is for the 0.12.35 version of Factorio on Steam.
So this is going to be a mouthful, but I'll do my best to explain what's going on. I got two problems with my world. I disabled Biters from spawning and I don't know how to turn them back on, and after using a Mod I lost the ability to craft things like the Sub-Machine Gun and the Shotgun(and ammo for it)).

Let's go over the first one: The disabling of Biters. Note that both are related to one mod; the 0.11 unofficial (yet working) version of the Peaceful mod. It's supposed to disable the biters and their hives, but it never seemed to work for me. I did find a long console command that will do this. But I have no idea (as mentioned) on how to bring them back.

Now, the second problem: Cannot craft weapons. Basically, I removed the mod because of its alternative to acquiring Purple Science wasn't working fully. But this mod has more than that. The mod feels the fact you're in a peaceful nature, you don't need guns. So it disables most weapons. In the options, you can disable this (and disable the disabling of the Shotgun). Yet by removing the mod after making this change (even with the mod still active), I feel it's done irreversible damage to my save.
Basically, I cannot craft the Shotgun or even the Assault Shotgun. I can't even craft the Sub-Machine Gun. All I can craft is the Pistol and the Flamethrower. I cannot even craft the armor piercing magazines by hand, or even the specialized shotgun shells. I have all the research unlocked to access all of this, but it won't let me craft it.
Is there a way to fix this, or is my only option to start a brand new game?

This should explain both issues I'm having. I hope I can be easily helped. Thanks in advance, and sorry with it being so long. But I had to take the time to fully describe my issues.
Note that I am not using RSO or any other map generation mods. When I created the world, it was in vanilla.

To sum it up for the TL;DR people out there, I disabled biters using a command and I don't know how to bring them back.
And after using the 0.11 Peaceful mod, I cannot craft most weapons (Shotgun/Sub-Machine Gun/Combat Shotgun).

Re: Biter (and weapon crafting) re-enabling(Mod/Command-related)

Posted: Mon Jul 04, 2016 10:51 am
by prg
So what was the command used to get rid of the biters? Might give a clue as to how to get them back.

To enable a recipe, find out its name (e.g. "submachine-gun") and use

Code: Select all

/c game.player.force.recipes["submachine-gun"].enabled = true
or to enable all recipes,

Code: Select all

/c game.player.force.enable_all_recipes()

Re: Biter (and weapon crafting) re-enabling(Mod/Command-related)

Posted: Mon Jul 04, 2016 7:26 pm
by Benie
prg wrote:So what was the command used to get rid of the biters? Might give a clue as to how to get them back.
As I said in the OP, I don't know the command. All I do know is it wasn't the command I was given to reset the biters. It was a pretty lengthy command line.
Let me see if I can find it here.

Wow. That was easier than I thought it would be. I found it. Bottom of this thread here;
https://steamcommunity.com/app/427520/d ... 618870992/

Re: Biter (and weapon crafting) re-enabling(Mod/Command-related)

Posted: Mon Jul 04, 2016 7:49 pm
by prg
If all you did was destroying all enemy entities on the currently revealed map, you just need to reveal more of the map to find more enemies. Those enemies should then go and settle in the empty areas of the rest of the map after a while.

Re: Biter (and weapon crafting) re-enabling(Mod/Command-related)

Posted: Mon Jul 04, 2016 11:52 pm
by Benie
I tried this, but it seems the command is still in effect. Even newly revealed areas show no biters.
I've also tried to disable Peaceful Mode and reset the biters. Still nothing.

At least the second problem is now fixed, thanks to that command. Though I had to make a slight change. Instead of 'game.player', I had to use 'game.players[1]' to make it work. But now I have access to craft ammo again.

Re: Biter (and weapon crafting) re-enabling(Mod/Command-related)

Posted: Tue Jul 05, 2016 8:59 am
by prg
Hm, but you didn't set size=none for enemy bases when generating the map? Try

Code: Select all

/c game.regenerate_entity("biter-spawner")"
/c game.regenerate_entity("spitter-spawner")

Re: Biter (and weapon crafting) re-enabling(Mod/Command-related)

Posted: Tue Jul 05, 2016 5:04 pm
by Benie
Yes, that's what's odd. I even did some searching and someone said they used that exact same command to get rid of the Biters, yet said they saw them past the explorable range. They also mention that once found, the Biters will migrate into explorable areas and start setting up hives there.
I will use these two commands and see what happens.

That worked! Thank you very much! When I tried the commands, they seem to freeze up the game. But when it unfroze, I saw red popping up almost everywhere on the map. Taking HUGE biter bases. All of them are evolved to the max.
Well, at least that worked (and I did make a backup before doing so). Again, thank you.