That's brilliant. Thank you!AmericanPatriot wrote: βTue Dec 22, 2020 7:44 pm What I did was convert the save to a scenario, load the scenario, and then save over the original.
Search found 77 matches
- Tue Dec 22, 2020 8:40 pm
- Forum: Gameplay Help
- Topic: Change in-game player name after game has started? (Single player)
- Replies: 6
- Views: 3502
Re: Change in-game player name after game has started? (Single player)
- Tue Dec 22, 2020 7:36 pm
- Forum: Gameplay Help
- Topic: Way to change pollution settings via console?
- Replies: 2
- Views: 1325
Way to change pollution settings via console?
Hello,
I am guessing this is possible, but I have no idea what the commands are. How can I change the pollution settings (the ones you can change when you start a new game) via the console? What commands can I use?
Thanks.
I am guessing this is possible, but I have no idea what the commands are. How can I change the pollution settings (the ones you can change when you start a new game) via the console? What commands can I use?
Thanks.
- Tue Dec 22, 2020 5:40 am
- Forum: Gameplay Help
- Topic: Change in-game player name after game has started? (Single player)
- Replies: 6
- Views: 3502
Change in-game player name after game has started? (Single player)
Hello all, I'm wondering if there is a way to change the player-name after the game has started. I tried an old console command I found but it doesn't work: /c game.player.name = "yourname" I'm not talking about changing the name in such a way that fixes it for FUTURE saves, I'm talking ab...
- Mon Jul 13, 2020 4:24 pm
- Forum: PyMods
- Topic: pY Petroleum Handling
- Replies: 633
- Views: 218058
Re: pY Petroleum Handling
Yeah the new bricks system is both better and weirder at the same time. I really LIKE that it's not just as simple as foundry + heat exchanger to make hotair anywhere you want. However, I don't really like that you have to get to green science to be able to make warm bricks with coke oven gas. Can w...
- Sun Jul 12, 2020 4:20 pm
- Forum: Mods
- Topic: [MOD 1.1] Super Generous Recipes
- Replies: 11
- Views: 4617
Re: [MOD 0.18] Super Generous Recipes
Mod seems super cool. Is there a way I can modify the cargobot stack size research ONLY? I don't want to change stack sizes of items, but I'd like to increase how much that research boosts cargo bots. EDIT: Also, how do I reset the settings on this mod without resetting all my mod settings. I downlo...
- Sun Jul 12, 2020 3:20 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 663974
Re: pY Coal Processing - Discussion
Eureka that was more or less planned also I didn't expect people would try to run them useing raw coal based setups How are you supposed to use wood?! There's no automatic way to collect wood/make wood without getting through red science to coal processing unless I missed something, right? And 10 w...
- Sun Jul 12, 2020 3:55 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 663974
Re: pY Coal Processing - Discussion
Yeah. I manually changed my tier1 glassworks to take 10MW (and divided the others by 2.7 as well), and it still took quite a long time to get to syngas. That was with 2 DDCs running constantly on raw coal, the coal ddc running from the produced coal, and then the coke DDC running as well. And I woul...
- Sat Jul 11, 2020 3:08 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 663974
Re: pY Coal Processing - Discussion
You just need to unzip content of C:\Users\[YOUR LOCAL USER NAME\\AppData\Roaming\Factorio\mods\pycoalprocessing_1.8.1.zip (or whichever is your latest version). Find file \pycoalprocessing\prototypes\buildings\glassworks-mk01.lua Find: energy_usage = "27MW", and replace with whatever you...
- Sat Jul 11, 2020 2:42 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 663974
Re: pY Coal Processing - Discussion
I just modified my local version to be at 5MW and that seems fine for early game. Still need 15 DCC to keep enough glassworks to get less than 1 science/second. Ooh. Can you share how to do that? Is it as simple as editing a file in notepad ++? Or harder than that :P I'd love to just cut all of the...
- Fri Jul 10, 2020 7:15 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 663974
Re: pY Coal Processing - Discussion
I'm still just not sure why glassworks power use can't be cut down to like, 20-40% of what it is now. Why would 10MW be bad? (for tier 1, with same crafting speed, and obviously higher tiers of glassworks scaled accordingly) I don't think it would be "too cheap" and it would help greatly w...
- Fri Jul 10, 2020 1:35 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 663974
Re: pY Coal Processing - Discussion
You didn't need to use those expensive coal gas recipes in the early game, now you need glass works for glassware and petri dishes, that's the difference. He's taking about early game and you're talking about high tier buildings Exactly. I addressed what you're talking about in my post. I know the ...
- Fri Jul 10, 2020 2:30 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 663974
Re: pY Coal Processing - Discussion
So back to the whole "glassworks takes 27MW" discussion. I'm really trying to have an open mind here, but I just don't understand how this is a good thing. I've played through the py early game many times (back before glassworks building & the liquid fuel stuff) and this new method is ...
- Sun Jun 21, 2020 2:17 am
- Forum: Angels Mods
- Topic: Produce meat with biters, fish, or puffers?
- Replies: 3
- Views: 2151
Re: Produce meat with biters, fish, or puffers?
Okay yes it's vague but help me out, which way do you do it? I think in general I'm looking for less power usage and less resource intensive. I think that's santa rays, but I'm not sure.
- Sat Jun 20, 2020 7:21 pm
- Forum: Angels Mods
- Topic: Produce meat with biters, fish, or puffers?
- Replies: 3
- Views: 2151
Produce meat with biters, fish, or puffers?
Hello all,
What's your best way to produce meat? Is it santa rays? That's what I've been doing but I'm not sure if it's the best.
What's your best way to produce meat? Is it santa rays? That's what I've been doing but I'm not sure if it's the best.
- Sat Jun 20, 2020 5:13 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571138
Re: Development and Discussion
Here to give my thoughts on the current garden progression. I feel that the balancing is a bit off on trying to make NEW swamp gardens (or any other type). I know that in general you're supposed to go discover them and IIRC, back in the day you couldn't get more gardens except by exploring. However,...
- Wed Jun 17, 2020 5:48 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 113846
Re: pY Industry - Discussion
"please, stop working in your mods" these changes are completely insignificant, and bring nothing new, only a problem. Then don't update? I can't believe you would straight up just tell a Mod author to not make a change lol. If you have a CONSTRUCTIVE criticism, you can share that. But ju...
- Thu Jun 11, 2020 1:45 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097267
Re: [0.18] Sea Block Pack 0.4.7
I have some balance thoughts on my current playthrough of seablock (running with full angelbobs, angel industries components/technology is disabled) The "better" green algae is actually worse at tier 1, which is a frustrating concept, and I believe it should be more power efficient. Here's...
- Wed Jun 10, 2020 3:41 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097267
Re: [0.18] Sea Block Pack 0.4.7
What do you mean about trainwreck? Is seablock changing more stuff than it did before? For example in science mode, the changes seablock makes to the tech tree, most obvious example is the early game technology, might not go well with the science overhaul angels is performing Also what do you mean ...
- Tue Jun 09, 2020 7:37 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097267
Re: [0.18] Sea Block Pack 0.4.7
Components are required to build buildings, so I would expect that you do not have enough starting resources to get yourself up and running, assume that you would have enough, the tech tree might be somewhat broken with the changes that trainwreck is doing... I hope trainwreck would support industr...
- Tue Jun 09, 2020 3:05 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097267
Re: [0.18] Sea Block Pack 0.4.7
angels components is pretty new still i doubt seablocks is up to date on those changes Hmm. Do you think it'd be possible to manually force my way through with console commands when necessary through the early game? What all does seablock change other than the early stages of getting ore? Do you th...