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Home Page: https://mods.factorio.com/mod/abandoned_ruins
License: MIT License
Abandoned Ruins Factorio Mod
Home Page: https://mods.factorio.com/mod/abandoned_ruins
License: MIT License
Hey, your settings aren't prefixed with your mod name. Doing that is a common courtesy as mods share the same setting namespace and mod names are unique, so everyone can keep their stuff separate. Because of this, your "ruins-min-distance-from-spawn" setting interferes with the "ruins-min-distance-from-spawn" of my mod, "The Ruins Mod" ("ruins" is its old mod prefix). It would be great if you could change your mod settings to include your mod name as a prefix so the conflict can be avoided.
Ruins are selecting the wrong prototype entities when the Ghost On Water mod is active
[Abandoned Ruins is generate Ruins in the second World Layer from Belt Layer
Since you can only dismantle things in the Second World Layer with a demolition plan, you cannot remove the runins generated in the Second World Layer, which is why they block the construction site]
https://mods.factorio.com/mod/beltlayer
Sry for Error i use a Translator
Real Overworld: https://prnt.sc/ukk1zm
Second Worldlayer only for Belt Layer: https://prnt.sc/ukk2lj
Report from Modpage: https://mods.factorio.com/mod/abandoned_ruins/discussion/5f6760320425dbea78c22ba8
I saw that they were active on Github so I posted it again
Since I thought you might not be that active on the mod side
My first post was on the mod page 3 days ago and I thought i look on Github times over
The mod unlocking all technologies for the abandoned weaponry force also unlocks the fire rate buffs.
script_raised_revive events are being triggered by other mods, causing assembly machine recipie locking and weaponry force changing.
Thread: https://mods.factorio.com/mod/abandoned_ruins/discussion/5f5da16ed8561730a72f9c73
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