[MOD 0.17.x]Factorio Extended 4.0103.17
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Did you change the version number of the mod as well?
Because as far as I know the game doesn't really register much of a change when loading a game and the mods have the same version number. Increasing the number would force the change for the save file. That way it should theoretically work.
Because as far as I know the game doesn't really register much of a change when loading a game and the mods have the same version number. Increasing the number would force the change for the save file. That way it should theoretically work.
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Yes I changed the version of the mod on the file as well as on the forum and in the mod itself.Yinan wrote:Did you change the version number of the mod as well?
Because as far as I know the game doesn't really register much of a change when loading a game and the mods have the same version number. Increasing the number would force the change for the save file. That way it should theoretically work.
Re: [MOD 0.12.x]Factorio Extended 0.1.3
This should be cleared up but if you are still having troubles this should fix it.libajto wrote:The prerequisite of mechanical engineer 2 is itself.
I have tried to change the code with the one provided but alas.
prerequisites = {"mechanical-engineer-2"},
type = "technology",
name = "mechanical-engineer-2",
icon = "__FactorioBasics-Core__/graphics/technology/mechanical-engineer-1.png",
icon_size = 64,
prerequisites = {"mechanical-engineer-2"},
I have tried to replace "mechanical-engineer-2" with "mechanical-engineer-1" but that did not work.
While in game press the ~ key and then input the code below into the console it should fix it if you have any other issues please let me know.
Code: Select all
/c for i, player in ipairs(game.players) do player.force.reset_technologies() end
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Re: [MOD 0.12.x]Factorio Extended 0.1.3
Suprised this isn't more popular, this is exactly what I wanted- not the complexity of bobs mod but still adding more, thanks.
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Re: [MOD 0.12.x]Factorio Extended 0.1.3
I don't see the machines available anywhere and I have nothing to research. I entered that line into the console that you have already posted and nothing. NVM for some reason it wasn't there when I looked and now I found the file.
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Re: [MOD 0.12.x]Factorio Extended 0.1.3
One thing I noticed is when i take the medium poles mk 3's they will return back to original medium poles.
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Very minor thing. Missing entity-name for Surveillance Radar (I also modified that radar to use 5 times the power of the Mk2 radar to powerful for only using 150kw). Other then that like the mod, after I reorganized the items in the crafting list.
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Re: [MOD 0.12.x]Factorio Extended 0.1.3
Hi There,
Im still new to Factorio and mods. I have moved the Complete .Rar file into the mods folder. Yet whilst in game only the titanium ore and plates are available.
Hope someone can help me.
Thanks
Rebel_Tamnaticus
*update* Was told to drag all files from the complete file. My bad
Im still new to Factorio and mods. I have moved the Complete .Rar file into the mods folder. Yet whilst in game only the titanium ore and plates are available.
Hope someone can help me.
Thanks
Rebel_Tamnaticus
*update* Was told to drag all files from the complete file. My bad
Last edited by Rebel_Tamnaticus on Thu Apr 07, 2016 3:49 pm, edited 1 time in total.
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Mods are supposed to be in .zip format NOT .rar format.
Re: [MOD 0.12.x]Factorio Extended 0.1.3
I like it, but the power part clashes with Xyle's power mod which I already have production setup for and prefer. Xyle's accus also go up to mark 4 and solar to mark 5. And Xyles recipes seems more fair, 5 of the previous mark for 4 times the capacity/output. Also your mark 2 and 3 panels and accus are pretty expensive in other areas such as requirements for blue chips early on. Xyles recipes are more early game friendly for the first versions but the later versions are very expensive. On page 2 there's someone who has an update that works in latest factorio (0.12.29) viewtopic.php?f=87&t=13082
Xyle's mod doesn't have mark 3 substations though which would be really nice to have. His mark 2 looks a little bit better than yours though q:
Xyle's mod doesn't have mark 3 substations though which would be really nice to have. His mark 2 looks a little bit better than yours though q:
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Qon wrote:I like it, but the power part clashes with Xyle's power mod which I already have production setup for and prefer. Xyle's accus also go up to mark 4 and solar to mark 5. And Xyles recipes seems more fair, 5 of the previous mark for 4 times the capacity/output. Also your mark 2 and 3 panels and accus are pretty expensive in other areas such as requirements for blue chips early on. Xyles recipes are more early game friendly for the first versions but the later versions are very expensive. On page 2 there's someone who has an update that works in latest factorio (0.12.29) viewtopic.php?f=87&t=13082
Xyle's mod doesn't have mark 3 substations though which would be really nice to have. His mark 2 substation and all the accumulators looks a little bit better than yours though q:
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: [MOD 0.12.x]Factorio Extended 0.1.3
well, i like it. and im looking forward to the april update.
just an idea: could u use hd-textures? Waitek's HD pack is almost default for everyone now and seeing thos pixel-building next to the vanilla crisp ones is just... meh
thanks
just an idea: could u use hd-textures? Waitek's HD pack is almost default for everyone now and seeing thos pixel-building next to the vanilla crisp ones is just... meh
thanks
Re: [MOD 0.12.x]Factorio Extended 0.1.3
No it isn't.Speadge wrote:Waitek's HD pack is almost default for everyone now
I, for example, am not using it and I would be unable to use this mod here if he changed the textures to HD.
So please don't. Or only if it's optional.
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Lol sorry, but clearly not. I doubt there has been 300k downloads of Waitex HD packSpeadge wrote:Waitek's HD pack is almost default for everyone now
http://steamspy.com/app/427520
Koub - Please consider English is not my native language.
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Re: [MOD 0.12.x]Factorio Extended 0.1.3
Is there a German translation ?
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Re: [MOD 0.12.x]Factorio Extended 0.1.3
I cant reply to PN ... Would be nice if u do a translation to next update... maybe ill corect the translation ... sorry for my bad english
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Re: [MOD 0.12.x]Factorio Extended 0.1.3
Sure .. send it to me
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Lovely mod, thank you Loving it
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Re: [MOD 0.12.x]Factorio Extended 0.1.3
This mod is pretty much perfect. The crafting times feel a bit unbalanced though. And if you fill the mk3 armour completely with with the exoskeletons and 2 fusion reactors mk2, you can crash straight through walls and easily outrun trains. Is this intended?
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Re: [MOD 0.12.x]Factorio Extended 0.1.3
Well, lo and behold here is May and I've yet to see the April update.