Search found 8 matches
- Thu Apr 30, 2020 3:21 pm
- Forum: Modding help
- Topic: 0.18.22 Broken Mods Fix
- Replies: 0
- Views: 733
0.18.22 Broken Mods Fix
For anyone who authors or maintains mods that have been broken by the update to 18.22 that removed the "script-only" and "all" types within CustomInput, here is how to fix it: In data.lua, edit the following line: consume = "all" to consume = "game-only" And/o...
- Thu Oct 17, 2019 11:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.17.7] First campain crashed because compilatron deconstructed the lab and some other issues
- Replies: 4
- Views: 3250
Re: [wheybags][0.17.7] First campain crashed because compilatron deconstructed the lab and some other issues
I've had this problem in the second area, related to the Compilatron blocking power expansion bug. In order to get around it, I built a pipe, then the steam engine... and then, my fatal flaw, another power pole two squares north of the pipe, trapping the Compilatron, who then happily proceeded to de...
- Sat Mar 31, 2018 2:20 pm
- Forum: Ideas and Suggestions
- Topic: HP Buff for Buildings On Pavement
- Replies: 4
- Views: 2170
Re: HP Buff for Buildings On Pavement
This wouldn't make it required, it just compensates for the malus it already grants, with something positive.fiery_salmon wrote:It would be boring and cumbersome to add floor under every building. Not everybody is paving entire map and it should not be required.
- Sat Mar 31, 2018 2:09 am
- Forum: Ideas and Suggestions
- Topic: HP Buff for Buildings On Pavement
- Replies: 4
- Views: 2170
HP Buff for Buildings On Pavement
TL;DR A simple percentage-based HP boost for buildings that are constructed on pavement, the better the pavement (foundation), the bigger the bonus. What ? I suggest adding a bonus to building HP based on what kind of foundation it's built on. Obviously raw terrain is 100% net HP (though different ...
- Wed Mar 23, 2016 4:05 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Landfill (2.1.7)
- Replies: 197
- Views: 298965
Re: [MOD 0.12.x] Landfill (2.1.7)
I'd like to request an easier/better way to create water. There's no mod that does this well. Yours is just about the only one that does it at all, but it can't cut off land bridges, because it creates a thin border of land around the water. It also destroys a huge radius. The bomb is really -cool-,...
- Wed Mar 23, 2016 2:55 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Rescaled Evolution Factor
- Replies: 63
- Views: 38175
Re: [MOD 0.12.x] Rescaled Evolution Factor
Excellent mod! It makes soooo much more sense than vanilla. It never made sense to me why, just because I arrived on planet, the bugs would suddenly "evolve" in a matter of weeks, more than they presumably had in millions of years. Now it's more like... over time they learn that you're the...
- Fri Mar 18, 2016 8:00 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Laser Beam Turret
- Replies: 99
- Views: 60809
Re: [MOD 0.12.26] Laser Beam Turret
Love this mod!
Can I request to add compatibility with Factorio Basics' Laser Turret Mk. 2? I now find myself reluctant to use those, even when I can spare the energy for them, because they don't look as cool as these. XD
Maybe the Mk 2 beams could be brighter as well?
Can I request to add compatibility with Factorio Basics' Laser Turret Mk. 2? I now find myself reluctant to use those, even when I can spare the energy for them, because they don't look as cool as these. XD
Maybe the Mk 2 beams could be brighter as well?
- Fri Mar 11, 2016 7:20 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 221974
Re: Support - Uranium Power
Hi there! Love your mod, but I'm having a bit of trouble setting up my first power plant. I have my enrichment chain set up, and it works fine... for all of about 2 seconds at a time. I've traced the problem to the Uranium Hexaflouride chemical plant. I can't get any type of inserter to remove the e...