Page 2 of 9
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Wed Mar 16, 2016 2:15 pm
by Yinan
Did you change the version number of the mod as well?
Because as far as I know the game doesn't really register much of a change when loading a game and the mods have the same version number. Increasing the number would force the change for the save file. That way it should theoretically work.
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Wed Mar 16, 2016 11:45 pm
by NathGamer
Yinan wrote:Did you change the version number of the mod as well?
Because as far as I know the game doesn't really register much of a change when loading a game and the mods have the same version number. Increasing the number would force the change for the save file. That way it should theoretically work.
Yes I changed the version of the mod on the file as well as on the forum and in the mod itself.
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Wed Mar 16, 2016 11:47 pm
by NathGamer
libajto wrote:The prerequisite of mechanical engineer 2 is itself.
I have tried to change the code with the one provided but alas.
prerequisites = {"mechanical-engineer-2"},
type = "technology",
name = "mechanical-engineer-2",
icon = "__FactorioBasics-Core__/graphics/technology/mechanical-engineer-1.png",
icon_size = 64,
prerequisites = {"mechanical-engineer-2"},
I have tried to replace "mechanical-engineer-2" with "mechanical-engineer-1" but that did not work.
This should be cleared up but if you are still having troubles this should fix it.
While in game press the ~ key and then input the code below into the console it should fix it if you have any other issues please let me know.
Code: Select all
/c for i, player in ipairs(game.players) do player.force.reset_technologies() end
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Thu Mar 31, 2016 6:39 pm
by The_Destroyer
Suprised this isn't more popular, this is exactly what I wanted- not the complexity of bobs mod but still adding more, thanks.
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Thu Mar 31, 2016 9:14 pm
by AimMoreBetter
I don't see the machines available anywhere and I have nothing to research. I entered that line into the console that you have already posted and nothing. NVM for some reason it wasn't there when I looked and now I found the file.
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Tue Apr 05, 2016 4:18 pm
by hyperkiller
One thing I noticed is when i take the medium poles mk 3's they will return back to original medium poles.
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Wed Apr 06, 2016 1:14 am
by Aerukath
Very minor thing. Missing entity-name for Surveillance Radar (I also modified that radar to use 5 times the power of the Mk2 radar to powerful for only using 150kw). Other then that like the mod, after I reorganized the items in the crafting list.

Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Wed Apr 06, 2016 10:50 pm
by Rebel_Tamnaticus
Hi There,
Im still new to Factorio and mods. I have moved the Complete .Rar file into the mods folder. Yet whilst in game only the titanium ore and plates are available.
Hope someone can help me.
Thanks
Rebel_Tamnaticus
*update* Was told to drag all files from the complete file. My bad
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Thu Apr 07, 2016 12:26 am
by seronis
Mods are supposed to be in .zip format NOT .rar format.
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Fri Apr 08, 2016 12:02 am
by Qon
I like it, but the power part clashes with Xyle's power mod which I already have production setup for and prefer. Xyle's accus also go up to mark 4 and solar to mark 5. And Xyles recipes seems more fair, 5 of the previous mark for 4 times the capacity/output. Also your mark 2 and 3 panels and accus are pretty expensive in other areas such as requirements for blue chips early on. Xyles recipes are more early game friendly for the first versions but the later versions are very expensive. On page 2 there's someone who has an update that works in latest factorio (0.12.29)
viewtopic.php?f=87&t=13082
Xyle's mod doesn't have mark 3 substations though which would be really nice to have. His mark 2 looks a little bit better than yours though q:
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Fri Apr 08, 2016 1:16 am
by Qon
Qon wrote:I like it, but the power part clashes with Xyle's power mod which I already have production setup for and prefer. Xyle's accus also go up to mark 4 and solar to mark 5. And Xyles recipes seems more fair, 5 of the previous mark for 4 times the capacity/output. Also your mark 2 and 3 panels and accus are pretty expensive in other areas such as requirements for blue chips early on. Xyles recipes are more early game friendly for the first versions but the later versions are very expensive. On page 2 there's someone who has an update that works in latest factorio (0.12.29)
viewtopic.php?f=87&t=13082
Xyle's mod doesn't have mark 3 substations though which would be really nice to have. His mark 2 substation and all the accumulators looks a little bit better than yours though q:
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Mon Apr 11, 2016 3:56 pm
by Speadge
well, i like it. and im looking forward to the april update.
just an idea: could u use hd-textures? Waitek's HD pack is almost default for everyone now and seeing thos pixel-building next to the vanilla crisp ones is just... meh
thanks
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Mon Apr 11, 2016 5:09 pm
by Yinan
Speadge wrote:Waitek's HD pack is almost default for everyone now
No it isn't.
I, for example, am not using it and I would be unable to use this mod here if he changed the textures to HD.
So please don't. Or only if it's optional.
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Mon Apr 11, 2016 8:51 pm
by Koub
Speadge wrote:Waitek's HD pack is almost default for everyone now
Lol sorry, but clearly not. I doubt there has been 300k downloads of Waitex HD pack
http://steamspy.com/app/427520
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Mon Apr 18, 2016 7:00 pm
by Xillian112
Is there a German translation ?
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Tue Apr 19, 2016 7:44 am
by Xillian112
I cant reply to PN ... Would be nice if u do a translation to next update... maybe ill corect the translation ... sorry for my bad english
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Tue Apr 19, 2016 12:37 pm
by Xillian112
Sure .. send it to me
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Thu Apr 21, 2016 6:24 pm
by Lonewolf
Lovely mod, thank you

Loving it
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Wed Apr 27, 2016 5:05 pm
by meAndmyself
This mod is pretty much perfect. The crafting times feel a bit unbalanced though. And if you fill the mk3 armour completely with with the exoskeletons and 2 fusion reactors mk2, you can crash straight through walls and easily outrun trains. Is this intended?
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Posted: Mon May 02, 2016 5:56 am
by xenomatter
Well, lo and behold here is May and I've yet to see the April update.