Search found 86 matches

by DJQuad
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.
by DJQuad
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.
by DJQuad
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
by DJQuad
Thu Oct 22, 2020 9:49 pm
Forum: Modding help
Topic: Changing recipes that a mod changed
Replies: 9
Views: 1977

Re: Changing recipes that a mod changed

Tell me about it. Over my head for sure :)

https://pastebin.com/hZYCZbbz
by DJQuad
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?
by DJQuad
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...
by DJQuad
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....
by DJQuad
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...
by DJQuad
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...
by DJQuad
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...
by DJQuad
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!
by DJQuad
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
by DJQuad
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?
by DJQuad
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/...
by DJQuad
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.
by DJQuad
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 -
shortcut.png
shortcut.png (10.12 KiB) Viewed 5555 times
by DJQuad
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?
loadsave.png
loadsave.png (60.22 KiB) Viewed 5593 times
Is there any documentation or videos on how to use MMF2? :)
by DJQuad
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?
by DJQuad
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 -
power2.png
power2.png (1.55 MiB) Viewed 3463 times
This is giving me as headache :)

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