![Razz :P](./images/smilies/icon_razz.gif)
Having trouble with mp train syncing so id like to go for that with my server.
Awesome, thanks! I'll get on fixing this up now for version 0.14.orzelek wrote:Devs are fixing that game can't handle two mod versions in updater - portal can do it without problems.
And game had issues only when there were no dependencies at all I think - it worked correctly in other cases basing version on factorio_version from json file.
Only issue is figuring out how to version mod itself
Btw. Changing factorio_version seems to be enough to get the mod working again.
I've been informed that the mod portal works correctly even with multiple factorio versions. (0.13 and 0.14).Ice Forge wrote:Any chance of you manually uploading it for one of the .14 versions so i can grab it ?
Having trouble with mp train syncing so id like to go for that with my server.
While you cannot stick efficiency modules in the labs themselves, you can still put down beacons near them and stick the efficiency modules in those.Ranakastrasz wrote:Any suggestion on how to manage power costs of the higher tier science labs? 2 Megawatts of power is a lot, and manually disabling them when researching non-purple tech is somewhat tedious. I thought of disabling belts or inserters, but it would still run the initial amount. And even then, I can't think of a way for the combinators to determine whether tech uses purple or not.
When labs don't use a kind of bottle, the insert don't try to take some, so using conbinator, you want to have one lab all time powered, with an inserter picking bottle, when the inserter take a purple bottle (circuit network read hand on the inserter), power all the other lab for like 2 minutes. As at regular interval during the research, the inserter will take again some purple bottle, the labs will stay powered, when you switch research to non purple bottle ones, the labs will shutdown by themselves after the timer.Ranakastrasz wrote:Any suggestion on how to manage power costs of the higher tier science labs? 2 Megawatts of power is a lot, and manually disabling them when researching non-purple tech is somewhat tedious. I thought of disabling belts or inserters, but it would still run the initial amount. And even then, I can't think of a way for the combinators to determine whether tech uses purple or not.
Extract the mod and change the values in config.lua file.TBCWolfi wrote: I also have a Question on how i can change the costs on science packs. I used your command but it didnt changed anything :/
I appeneded an edit to my last post about me just misunderstanding how things work. It seems to work just fine as is but I'd still like to know if it'll remain as-is with the recipes giving several outputs at once for the dark blue Bob's science pack.Neemys wrote:If not post your problem here to be corrected.
I can't speak for the author, but I don't think he will change the way it work, he will maybe tweak the number if needed. He design it that way, I don't see any reason to change it.hoho wrote:I appeneded an edit to my last post about me just misunderstanding how things work. It seems to work just fine as is but I'd still like to know if it'll remain as-is with the recipes giving several outputs at once for the dark blue Bob's science pack.Neemys wrote:If not post your problem here to be corrected.
In the tweaks folder there is a file named Planning.txt that describes what ingredients each component should take. In there, each individual component has separate manufacturing recipe.Neemys wrote:He design it that way, I don't see any reason to change it.
My biggest fears are unfundedUberWaffe wrote:Busy working on 0.15.* update.
Got the cost adjustment code working, including configs for the new infinite research.
Still busy working on updating all of the custom recipes and intermediates for the new science packs. Hope to have it done by this weekend.