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I see you have a bunch of "blueprint variables"
I'm assuming that if I use one of those in a blueprint, it is basically a placeholder for some new signal/item I can swap in?
Any plans for a quick …
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Factorio base ver 1.1.91 (build 61680, win64), IR ver 3.1.7, Recursive Blueprints ver 1.2.7
As stated, IR 3 seems incompatible with Recursive Blueprints. I have a bunch of other mods, most of them …
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**Describe the issue**
This has been niggling at me for about 18 months and it's time to squash it. As of version 3.1.11, after a version change, the Manifesto cameras' simulation surface is deleted …
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EDIT: I found an easy workaround: unzip the mod files! Hope this helps anyone else with this problem.
First, this package seems really wonderful, I'm very keen to a script that generates blueprints…
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**Describe the issue**
Tried to create a blueprint that included a named transmat. Before naming didn't seem to have an issue? This is the only transmat I had on the map.
> Error while running eve…
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**Describe the issue**
The roboport's logistics area is 64x64, while the construction area is 128x128. That means when building a new roboport at the maximum distance allowing a logistic network conn…
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**Describe the bug**
Blueprints with steam assemblers cannot be flipped. Even if the selected recipe takes a fluid, the corresponding flipped variant exists. This is the case even with small steam as…
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Noticed I cannot paste blueprinted settings to already existing chest, that would be nice :)
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basically it's all in the title.
What makes factorio a fun game is it's optimization. Satisfactory is living proof that a well coded and scalable (therefore optimized) factorio-like is possible in …