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
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