Search found 7 matches

by Palius84
Fri Oct 23, 2015 12:12 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
Replies: 173
Views: 136488

Re: Yuoki Industries - Addon Engines 0.1.7 (f0.12)

I was having the same issue having to do with Bob's mods, and I had to downgrade to engines 0.1.6 and just manually changes all the game. to script. and do not have the issue anymore. I am not sure what else changed in the 0.1.7 engines, but I know I cannot continue to use it while using bobs mods. ...
by Palius84
Thu Mar 12, 2015 10:16 pm
Forum: Mods
Topic: [MOD 0.11.19+] Increments
Replies: 32
Views: 21563

Re: [MOD 0.11.x] Increments

They can only be made in assembly machines, as in no-hand crafting. Some items can on be made in a specific machine, as in all of the productivity modules.
by Palius84
Thu Feb 19, 2015 2:58 am
Forum: Modding help
Topic: Hiding Recipe Categories
Replies: 3
Views: 2058

Re: Hiding Recipe Categories

Thanks for the responses, thats exactly what I thought.
by Palius84
Wed Feb 18, 2015 3:02 am
Forum: Modding help
Topic: Hiding Recipe Categories
Replies: 3
Views: 2058

Hiding Recipe Categories

Is it possible to hide a category, not just specific items. I want a machine with a specific crafting category to have it's own tab, but I do not want this tab to be shown other than within this machine.
by Palius84
Sat Feb 14, 2015 12:04 am
Forum: Mods
Topic: [MOD 11.16] The "No Crafting Challange" Mod 0.2.3
Replies: 14
Views: 29856

Re: [MOD 11.14] The "No Crafting Challange" Mod 0.2.2

It's great that you could make this mod, but why didn't you just use game.onevent(defines.events.onplayercreated, function(event) local player = game.getplayer(event.playerindex) local technologylist = player.force.technologies player.clearitemsinside() player.character.insert{name="item-name&q...
by Palius84
Sun Feb 08, 2015 10:55 am
Forum: Resolved Problems and Bugs
Topic: Modules Shift-click 11.15
Replies: 4
Views: 1720

Re: Modules Shift-click 11.15

Yes it was modded, but when you shift-click the module after changing the electric-furnace to not accept productivity modules, they are still placed in there. Bypassing the module placement. If you just try to place them in there, then it works correctly, by following the limitations.
by Palius84
Fri Feb 06, 2015 9:27 pm
Forum: Resolved Problems and Bugs
Topic: Modules Shift-click 11.15
Replies: 4
Views: 1720

Modules Shift-click 11.15

Modules can still be shift-clicked into an Electric Furnace, even when the productivity effect has been removed from the furnace. I have tested it with Beacons, and they cannot be shift clicked into there. I know there was a bug in earlier versions, that was said to have been fixed, but it seems tha...

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