Search found 86 matches
- Fri Dec 18, 2020 11:46 pm
- Forum: Implemented in 2.0
- Topic: Redo functionality
- Replies: 51
- Views: 16680
Re: Redo functionality
+1. What good is an oopsie undo without a redo? I'm actually kinda surprised there's an undo but no redo. I've often times undid something which is fine once, but 2 or more times I'm like what on earth did I just undo on another part of my factory, if that makes sense.
- Mon Nov 23, 2020 2:40 pm
- Forum: Gameplay Help
- Topic: Space Exploaration help
- Replies: 5
- Views: 1845
Re: Space Exploaration help
Did you put a landing pad on the new planet? When you go to a new planet you'll need to have a pad, enough fuel, a capsule, and cargo parts to build a rocket to get back home.
- Thu Oct 22, 2020 10:21 pm
- Forum: Modding help
- Topic: Changing recipes that a mod changed
- Replies: 9
- Views: 1977
Re: Changing recipes that a mod changed
Getting closer, yet so far away.
https://imgur.com/a/0JnD9A6
I should probably just ask in the modding requests forum for a mod that just resets recipes to their vanilla versions. https://mods.factorio.com/mod/YouModRecipe did seem promising but it hasn't been updated for 1.0
https://imgur.com/a/0JnD9A6
I should probably just ask in the modding requests forum for a mod that just resets recipes to their vanilla versions. https://mods.factorio.com/mod/YouModRecipe did seem promising but it hasn't been updated for 1.0
- Thu Oct 22, 2020 9:49 pm
- Forum: Modding help
- Topic: Changing recipes that a mod changed
- Replies: 9
- Views: 1977
- Thu Oct 22, 2020 9:32 pm
- Forum: Modding help
- Topic: Changing recipes that a mod changed
- Replies: 9
- Views: 1977
Re: Changing recipes that a mod changed
Unfortunately that didn't help - I'm still not seeing it in the mod list.
Do you think it would be easiest to just make the recipe changes in the Space Exploration mod files themselves?
Do you think it would be easiest to just make the recipe changes in the Space Exploration mod files themselves?
- Thu Oct 22, 2020 9:08 pm
- Forum: Modding help
- Topic: Changing recipes that a mod changed
- Replies: 9
- Views: 1977
Re: Changing recipes that a mod changed
data.lua - data.raw.recipe["electronic-circuit"].ingredients = { {"iron-plate", 1}, {"copper-cable", 3} } info.json - { "name": "spex-def-recipes", "version": "0.9", "title": "Space Exploration - Vanilla Recipes&quo...
- Thu Oct 22, 2020 8:17 pm
- Forum: Modding help
- Topic: Changing recipes that a mod changed
- Replies: 9
- Views: 1977
Changing recipes that a mod changed
Hey all, I'm, simply trying to change some of the recipes that Space Exploration changed. I'm not getting any errors, but I'm not seeing it in my mods list. I have control.lua, data.lua, info.json, and item.lua in C:\Users\PC\AppData\Roaming\Factorio\mods\spex-def-recipies, and below is my item.lua....
- Thu Oct 15, 2020 11:30 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 509386
Re: Simple Questions and Short Answers
Does anyone know the "calculation" that goes with when you shift right-click on an assembler and then shift-click on a requester chest? You can of course change the values in the requester chest afterwards but the default values seem all over the place. The latest requests were for red cir...
- Sun Oct 04, 2020 3:08 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Factorio Extended Plus
- Replies: 52
- Views: 70711
Re: [MOD 0.16.x] Factorio Extended Plus
Does anyone know how this compares to Bob's mods as far as logistics? (or other mods for that matter) I'm looking to do a run with the fastest bots, belts, trains, inserters, beacons, modules, assemblers, drills, etc. Basically fastest everything. :) Also, are the inserters able to adjust the pickup...
- Tue Sep 29, 2020 2:32 am
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 209369
Re: ModMyFactory - mod manager and more
Maybe this is the wrong tool for me, but from what I understand about MMF it does seem really cool. I'm looking for a tool that basically just manages the saves themselves. I couldn't care less if 2 saves need the same mods (because they're tiny), and the in-game mod management is perfectly fine. Al...
- Sat Sep 26, 2020 1:36 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 509386
Re: Simple Questions and Short Answers
I do. That was it. Thanks!
- Fri Sep 25, 2020 1:39 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 509386
Re: Simple Questions and Short Answers
Here's the default one - https://imgur.com/a/LdJaYuW
- Thu Sep 24, 2020 11:05 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 509386
Re: Simple Questions and Short Answers
Is it a bug that radars can't be deconstructed using the deconstruction planner?
- Sun Sep 06, 2020 1:06 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: A scuffed megabase ready to destroy
- Replies: 1
- Views: 1793
Re: A scuffed megabase ready to destroy
Come and get it.
- Sun Sep 06, 2020 12:29 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: A scuffed megabase ready to destroy
- Replies: 1
- Views: 1793
A scuffed megabase ready to destroy
Hey all. Firstly, a huge caveat - I am by no means a pro, nor is this base efficient by ANY means. I started with Zisteau's Midstrap series (https://www.youtube.com/watch?v=kQ8QDQmOoys) and then progressed to basically build a train grid around it based on ideas from Tuplex (https://www.youtube.com/...
- Sat Sep 05, 2020 4:00 pm
- Forum: Bob's mods
- Topic: MK3 Accumulators
- Replies: 11
- Views: 3496
Re: MK3 Accumulators
Thanks, that helps a lot. So the ratios on those big grid blueprints that use normal panels and accumulators shouldn't be used for your solar power? It sounds like I just need a lot more panels to get the accumulators charged properly.
- Sat Sep 05, 2020 2:58 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 209369
Re: ModMyFactory - mod manager and more
Sounds great. I went ahead and created a shortcut but after launching it -
- Thu Sep 03, 2020 7:06 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 209369
Re: ModMyFactory - mod manager and more
Shouldn't hitting browse be asking for which save to load rather than a folder?
Is there any documentation or videos on how to use MMF2?
Is there any documentation or videos on how to use MMF2?
- Thu Sep 03, 2020 2:05 pm
- Forum: Bob's mods
- Topic: MK3 Accumulators
- Replies: 11
- Views: 3496
Re: MK3 Accumulators
You've said both use slow ones and high capacity ones in different replies. Just so I'm clear, moving forward I should use slow (replacing fast ones) and high capacity?
- Thu Sep 03, 2020 12:19 am
- Forum: Bob's mods
- Topic: MK3 Accumulators
- Replies: 11
- Views: 3496
Re: MK3 Accumulators
This makes no sense to me. I did plop down a few more fast ones and I guess it's ok now. This was at 6:39 am -
This is giving me as headache
This is giving me as headache