Re: [Mod 0.14.23] Factorio DrugLab
Posted: Wed May 10, 2017 7:35 am
Snap of the last part of the supply line for the cocaine hydrocloride production:
Also: What kind of person goes the extra mile to lend "moral" support to a drug production scheme?diongham wrote:Commenting to keep an eye on this. It's moral support lol
https://www.youtube.com/watch?v=qbmWs6Jf5dcShenpen wrote:Also: What kind of person goes the extra mile to lend "moral" support to a drug production scheme?diongham wrote:Commenting to keep an eye on this. It's moral support lol
diongham wrote:https://www.youtube.com/watch?v=qbmWs6Jf5dcShenpen wrote:Also: What kind of person goes the extra mile to lend "moral" support to a drug production scheme?diongham wrote:Commenting to keep an eye on this. It's moral support lol
Yeah Merck, I'm about 2 km off from their main plantShenpen wrote:...
a. Ethanol (Merck, Germany)
b. Sodium hydroxide (Merck, Germany)
c. Hydrochloric acid (Merck, Germany)
d. Sodium sulfate anhydrous (Merck, Germany)
...
Triggered! (Slightly joking)
Seriously I love how you worded your donation info but maybe just call it what it is: a project you are working on that is funded by donations. The "not free but pay what you want" model is basically telling people to not pay for it.
Aside from that not going to use it but the concept of adding in something most people find "taboo" is awesome. Always nice to see projects bigger than "I changed a config file for one thing so I am going to call it a full feature mod". I love Wormmus Config mods but some of these other "mods" that literally change something most people should be able to (at least in theory with basic problem solving skills) change themselves.
P.S. Love the snarky "user remarks" thing.
if you put this bit of code in a migration file anytime you update the mod it should force the tech and things to auto update them when it loads upShenpen wrote:Toggle technologies to update recipes in you established base:
You can activate new recipies by switching research levels off and on again.
This will redo the research, now with the updates as available technology.
To get the latest updates activated in you established base:
1. Bind "toggle lua console" to a key in Options/Control
2. Use "toggle lua console", by using the set key
3. Copy paste each of the following commands into the command line in the lua console.
4. Use the "false" commands to "undo" researched technologies.
5. Use the "true" commands to "redo" the same technologies.
6. All new recipes will then be activated by the true command.
Needed commands:
/c game.player.force.technologies['coca-leaves'].researched=false
/c game.player.force.technologies['coca-leaves'].researched=true
/c game.player.force.technologies['bazoco'].researched=false
/c game.player.force.technologies['bazoco'].researched=true
/c game.player.force.technologies['advanced-drugs'].researched=false
/c game.player.force.technologies['advanced-drugs'].researched=true
Code: Select all
game.reload_script()
for index, force in pairs(game.forces) do
force.reset_recipes()
force.reset_technology_effects()
end
This is why I love this forum!kingarthur wrote:
if you put this bit of code in a migration file anytime you update the mod it should force the tech and things to auto update them when it loads up
Code: Select all
game.reload_script() for index, force in pairs(game.forces) do force.reset_recipes() force.reset_technology_effects() end