The solar farm uses the light entity to ave the image appear to switch on and off. That's all.Ranakastrasz wrote:Why does the Solar Farm need to be registered? Does it have extra functionality aside from being a compact solar panel?
Where in the code do saplings die? I planted a bunch, and only one out of 10 survived. This was in a desert biome, but I can't find it anywhere in the code that it kills, just slows down growth.
Saplings only have like a 5% chance to grow in deserts, but you can use fertilizer to make deserts grass. They have like 95% to grow in grass.
It's in the control.lua somewhere
![Smile :)](./images/smilies/icon_e_smile.gif)
Are you playing with Natural Evolution Buildings? Those recipes only work when you play with NE Buildings, since they use some ingredients from there.tofuSCHNITZEL wrote:I tried "bi-Fuel_Conversion", "bi-bioreactor", "bi-Bio_Fuel"TheSAguy wrote: You are probably going to have to do that for every recipe in the mod... You can open the recipe.lua files and copy the names.
to use in:
they all give me errors...Code: Select all
/c game.player.force.recipes["....."].enabled = true