Factorio+

by fishbus

A mod that builds upon and tweaks the vanilla experience with a little bit of everything: crafting, furnaces, resources, turrets, vehicles, enemies and weapons. [Built for base 2.0 Factorio - Works with Space Age]

Overhaul
a day ago
0.18 - 2.0
26.1K
Transportation Logistics Trains Combat Armor Character Enemies Environment Mining Fluids Logistic network Manufacturing Power Storage

b Turrets unaffected by CtrlZ

6 days ago

Hi, loving the mod so far!
Just a nitpick, when you are building turrets, or ghosts of them, and undo the last step, the turrets don't get deconstructed. Could it be a veterancy system issue?

6 days ago

Heya,

Yes this is a bug that has been persistent for a long time. It happens when it copes a turret and then replaces the copied blueprint with the original zero upgraded turret and doesn't register as a player undo/redo action.

It's on the radar, I'm unsure when it will be (and if it could be) fixed.

Cheers.

a day ago
(updated a day ago)

Ok, nothing serious, fix it if you have the time for it.

Btw, I'm trying to start from 0 in vulcanus, and I think it's not possible? Like, I need sand to make solar panels to kickstart everything, but there's no sand in vulcanus afaik. And there's no water for the boilers without energy to neutralize acid. Soooo, is there another option? Maybe u could make it so sand rocks appear on vulcanus, or add a recipe of manual stone crushing, being really inefficient. If the recipe is in an assembler, that could double as a stone void now that the landfill is so cheap!

I imagine this "problem" / situation happens too in fulgora and maybe aquilo, but aquillo is not autodependent so it doesn't count. Would it be possible for you to look at it?

Cheers!

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