if i use "standard" setting, ion cannon work fine
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UNcompatible mods :
Bugs
Wall from "Dectorio" can't enter on incinerator
Radar can copy or delet (q key, Alt D) not working
i think you not supposed use crude oil on stone age ... =)
![Image](https://forums.factorio.com/images/ext/b9293ec59899cb462817cb10cea89843.jpg)
i try help to keep the UNcompatible mods list up-to-date =)Bob's mods (except Bob's Inserters and reportedly Bob's Enemies)
Angel's Refining
Squeak Through
Bullet Trails
Omnilibrary
Py's Coal Processing
... copy past the exact list of mods not supported (yet)
Thats the puzzle hereGarg1979 wrote: Thu Jan 02, 2020 2:12 pm how do you manage the ore washing process ?
if i connect the freshwater to the washers , the tiny 25k fluid storage got an dirty water overflow and if i try to use the recycled fresh water and run out of dirty water.
the only solution i got so far is a modded storagetank with 450k capacity to deal with this problem , but how to solve it with the normal storage from this mod?
One pump, one tank, one wire.Garg1979 wrote: Thu Jan 02, 2020 2:12 pm the only solution i got so far is a modded storagetank with 450k capacity to deal with this problem , but how to solve it with the normal storage from this mod?
The next version of IR will check for a property "IR_tech_rebuild_ignore" in both recipe and technology prototypes. If it is found to be set to "true" in the technology, the whole technology will be ignored for the purpose of building the tech prerequisite tree. If it is set in the recipe, only that recipe is ignored. However, those prototypes and properties need to exist at the time IR runs its data.lua stage. I can add hidden dependencies on other mods to IR to force that to happen, on request.Illiander42 wrote: Fri Nov 15, 2019 9:14 pm 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"?
Did you also incude a generator and some fuel into your amor ?T__C wrote: Sat Jan 04, 2020 5:15 pm How does the clockwork punkbot work? I put a bronze roboport equipment in my heavy armor and I built a clockwork punkbot, but I can't figure out how to make the robot do anything. I've used blueprints to mark items for construction and I've used the deconstruction planner to mark items for removal, but the robot doesn't respond to either one.
Do I need to put a power source in my armor before the punkbot will work, and if so, does that mean I need to research the portable accumulator before I can use the punkbot, or is there an earlier power source that I've overlooked?
Also, am I supposed to do something to "activate" the punkbot? For instance, is there some way to assign the punkbot to the roboport somehow? Is the punkbot supposed to be in my inventory or floating free?
That's what I was missing! Thanks.nosports wrote: Sat Jan 04, 2020 5:36 pm Did you also incude a generator and some fuel into your amor ?
Deadlock989 wrote: Thu Jan 02, 2020 12:59 pm This is due to a flaw in the ion cannon mod. It makes a copy of the vanilla gun turret and assumes that the turret has certain properties that no other mod has changed. This assumption is wrong. Can't/won't fix.
Thanks for that bit of public shaming. Really got my Sunday off to a good start.Bilka wrote: Sun Jan 05, 2020 11:01 am The following icons rely on vanilla prototypes using icon_size = 32, so when the icon_size is changed by another mod they will break:
data.raw["item-with-entity-data"]["electric-locomotive"].icon
data.raw.locomotive["electric-locomotive"].icon
data.raw.tree["deadlock-rubber-tree"].icon
Basically this, but in your own mod:Deadlock989 wrote: Thu Jan 02, 2020 12:59 pm This is due to a flaw in the ion cannon mod. It makes a copy of the vanilla gun turret and assumes that the turret has certain properties that no other mod has changed. This assumption is wrong. Can't/won't fix.