Search found 4 matches

by lablet1
Mon Apr 12, 2021 10:20 pm
Forum: Modding help
Topic: Hidden Recipes available through blueprints
Replies: 7
Views: 1621

Re: Hidden Recipes available through blueprints

Optera wrote: ↑
Mon Jan 20, 2020 9:44 am
Like Eradicator said, and it can't be stressed enough:
Never remove base prototypes!

Other mods will crash when referencing them.
My mod is not intended to be compatible with any mods that modify the logistics system
by lablet1
Mon Jan 20, 2020 12:18 am
Forum: Modding help
Topic: Hidden Recipes available through blueprints
Replies: 7
Views: 1621

Re: Hidden Recipes available through blueprints

So I discovered I could just set the recipe equal to nil after removing them from all technologies and other recipes
by lablet1
Sat Jan 18, 2020 4:47 am
Forum: Modding help
Topic: Hidden Recipes available through blueprints
Replies: 7
Views: 1621

Hidden Recipes available through blueprints

I am trying to disable a certain item from being crafted. To do this I am using: data.raw["recipe"]["item-name-here"].hidden = true There are a couple of problems with this approach that I would like to fix. 1. if an old world is loaded up the assemblers that are already placed w...
by lablet1
Sun Jun 02, 2019 10:59 pm
Forum: Duplicates
Topic: Instantly braking trains
Replies: 0
Views: 387

Instantly braking trains

Trains immediately come to a stop, with no slowdown time, when they cease to have a path to their destination. Currently using 0.17.45, no mods.

This occurs for me when I have a train station that turns off when there is a train both at the station and waiting in the queue/stacker for it.

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