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Adds a new production building specializing in inserters, engines, robotics, and space.

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13 days ago
2.0
1.12K
Manufacturing

g Feature: Remove big electric engine unit

19 days ago

Hi there! I wanted to know if you'd be up to add a setting in startup mod settings that'd allow for the removal of the big electric engine unit from the recipes it's forcefully added (like the spidertron), as it messes with the intended crafting of more mods I'm using. Would that be possible?
Thanks for your time.

18 days ago

Hi again, no biggie, I got into modding and "removed" them myself (as an option in Settings->Mod Settings->Startup). It can remove both the tech requirements and the additions to the recipes (everything can be configured by the user as they see fit).
I'll upload the mod/patch soon-ish for everyone to enjoy, hopefully it can save you some work. Sorry to waste your time and thanks again for the mod!

18 days ago

You are not wasting my time you raised a legitimate concern with something in the mod that is far from perfect. I can say that I am not always happy with how the big electric engine is implemented with how it pushes the spidertron back and then isn't really used much until Aquilo. I can understand how someone might not want it for gameplay reasons or mod compatibility reasons. As I assume you figured out as you said you did it, adding the option to remove it is one setting and some if statements that i will certainly consider adding in my next round of mod updates, hopefully soonish.

16 days ago

Nice to hear from you again! I can upload my little patch tomorrow and then make it "deprecated" or give it to you somehow if you want to save some time (I think it's well implemented, but I still couldn't get the big electric engine to dissapear if the four ifs that control the BEE appearing in the recipes are true, haha.
Just let me know, and thanks again for your time and your hard work!

13 days ago

done in the latest version. hope it fixes your problem.

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