Module and Beacon Config


This mod allows you to FULLY customize vanilla module effects and levels, along with beacon settings. Perfect for those who want specific modules, but don't know how to mod.

Content
3 months ago
1.1 - 2.1
3.33K
Manufacturing Cheats

g bug?

a month ago

Having what I assume is a bug with this mod active where it will only let me craft modules in EM plants or other modded buildings that are basically EM plant clones, cannot craft any modules by hand or in assemblers. I've looked through all the settings and unless i'm just thick I don't see anything in there to fix it, cheers for any help/fixing it.

13 days ago

i'm having the same issue

10 days ago

+

10 days ago

Guys, I’ll get straight to the point: I’m definitely not a programmer.
I’ve come up with what might be a pretty wild "hack" (a kludge). I really hope it doesn’t break my save file, but at the very least, everything seems to be working fine now.
Anyway, go to this path:
AppData\Roaming\Factorio\mods\module-config_2.2.1.zip\module-config_2.2.1\prototypes\recipes.lua
Open the file in Notepad.
Scroll all the way to the bottom. After a little joke left by the developer, you’ll see a separate block.
Change {"electromagnetics"} to {"electromagnetics";"crafting"}.
You need to do this for all 8 lines.
As far as I can tell, the mod author intended to allow tier 1–2 modules (if Space Age is enabled) to be crafted in electromagnetic assemblers, but in the process, they ended up breaking the crafting entirely by disabling the vanilla recipes—though, who knows for sure?
In short, I fixed one "hack" with another.
The translation might not be perfect—English isn’t my native language, so thanks to Google Translate!

6 days ago
(updated 6 days ago)

Yeah I'm not sure what the thinking was here. He's overriding this block for the tier 1-2 modules, probably intending to enable crafting them in an EM plant or something? But they become uncraftable in a normal assembler as a result :(

The fix above me should work, but I'd love to get the mod author's input on what the intent was here, since it results in a hard-locked game and a nasty surprise when you reach modules/purple science.

-- yeah whatever okay whatever man i don't work here
if mods["space-age"] then
    data.raw["recipe"]["speed-module"]["categories"]        = {"electromagnetics"}
    data.raw["recipe"]["productivity-module"]["categories"] = {"electromagnetics"}
    data.raw["recipe"]["quality-module"]["categories"]      = {"electromagnetics"}
    data.raw["recipe"]["efficiency-module"]["categories"]   = {"electromagnetics"}
    data.raw["recipe"]["speed-module-2"]["categories"]        = {"electromagnetics"}
    data.raw["recipe"]["productivity-module-2"]["categories"] = {"electromagnetics"}
    data.raw["recipe"]["quality-module-2"]["categories"]      = {"electromagnetics"}
    data.raw["recipe"]["efficiency-module-2"]["categories"]   = {"electromagnetics"}
end

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