Search found 16 matches
- Tue Apr 02, 2019 4:35 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1230977
Re: [0.17] Sea Block Pack 0.3.2
Is there a way to disable worms completely in .17 ?
In .16 you could set Enemy Bases to None, but that doesn't seem to work anymore.
If all else fails, this will kill them all:
/c local surface=game.player.surface
for key, entity in pairs(surface.find_entities_filtered({force="enemy"})) do ...
- Sun Mar 17, 2019 11:18 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1868643
Re: Development and Discussion
Boggling at the new bioprocessing stuff.
Saw blades for trees to wood seems fair.
Puffers are even more complicated but now actually useful, probably! Still wrapping my head around it.
Biter breeding still doesn't do anything yet, too bad.
Saw blades for trees to wood seems fair.
Puffers are even more complicated but now actually useful, probably! Still wrapping my head around it.
Biter breeding still doesn't do anything yet, too bad.
- Sun Mar 17, 2019 12:55 am
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 65493
Re: [MOD 0.16.x, 0.17.x] SCTM
I went to just bobs, angels and SCT to check, still happens:
Modlist
https://i.imgur.com/MeC0E3S.png
angelsbioprocessing is patched from here https://forums.factorio.com/viewtopic.php?f=190&t=66506 if that matters somehow.
Reproduce:
Start new game, open research, search logistics
https://i ...
Modlist
https://i.imgur.com/MeC0E3S.png
angelsbioprocessing is patched from here https://forums.factorio.com/viewtopic.php?f=190&t=66506 if that matters somehow.
Reproduce:
Start new game, open research, search logistics
https://i ...
- Sat Mar 16, 2019 1:33 am
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 65493
Re: [MOD 0.16.x, 0.17.x] SCTM
More migration issues for Seablocks/bobs/anges/etc.
Happens on a new save so I think it's not just by my messed up tree.
The tech tree still has a "Logistics science pack" internally called "advanced-logistic-science-pack". It's a prerequisite of only 5 techs
Logistics 4
Personal roboport 2 ...
Happens on a new save so I think it's not just by my messed up tree.
The tech tree still has a "Logistics science pack" internally called "advanced-logistic-science-pack". It's a prerequisite of only 5 techs
Logistics 4
Personal roboport 2 ...
- Sat Mar 16, 2019 1:06 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1230977
Re: [0.16] Sea Block Pack 0.2.17
But is it worth it? Is KS oil more productive than wood farming? Is it more productive than Bobs liquid fuel burners?
I think one argument was that Bobs liquid fuel makes the KS oil obsolete and just for the wind farms I would find that mod rather pointless.
I believe KS is (was?) more ...
- Fri Mar 15, 2019 11:10 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1230977
Re: [0.16] Sea Block Pack 0.2.17
Right, but nuclear is later. You made a big tree farm, then you made a bunch of naptha and plastic somehow, then you did a lot of other things, then you had nuclear. In between there was a fine section where KS was a good option.
Whether it's part of the speed run strat ideal bootstrap I have ...
- Thu Mar 14, 2019 7:57 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 183188
Re: [0.17] Please post bugs and balance issues here.
0.17.12 pollution spawner change broke Bob's Enemies.
Edit: it was fixed within minutes, thanks for your work
Edit: it was fixed within minutes, thanks for your work
- Thu Mar 14, 2019 6:22 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1230977
Re: [0.16] Sea Block Pack 0.2.17
KS power's wind power is pretty nice. Beats using solar panels for a starting power source.
Yeah, completely forgot about those. But who uses them beyond start anyways? Can incorporate something simmilar into SeaBlock mod for early game.
The lowest burner generator is admittedly shit. I haven ...
- Thu Mar 14, 2019 4:48 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1230977
Re: [0.16] Sea Block Pack 0.2.17
yes gold is required a lot, but there is not much alternatives, there is no platinum or other rare metal, that can replace it ... and silver is not proper replacement. although for optical components i wast thinking about silver, but they already have glass in ...
Platinum assets are already in ...
- Mon Mar 11, 2019 6:37 pm
- Forum: Releases
- Topic: Version 0.17.10
- Replies: 18
- Views: 16778
Re: Version 0.17.10
Changes
Changed landfilling result to be tile called "landfill" instead of tile called "grass-1". It looks the same for now, but it solves some unexpected behaviour. We might give it a custom graphics later on. (https://forums.factorio.com/67282) Existing blueprints containing "grass-1 ...
- Sun Mar 10, 2019 6:07 am
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 65493
Re: [MOD 0.16.x, 0.17.x] SCTM
I get a soft lock when I click on "Advanced electronics 2" in the research tree screen. It only seems to be that tech. It was already researched, I was just clicking around to navigate the tree. I can hover over it and go to the techs before and after it with no problems.
This is in the middle of a ...
This is in the middle of a ...
- Wed Mar 06, 2019 5:24 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1230977
Re: [0.16] Sea Block Pack 0.2.17
Got my old save working, resuming my 0.16 seablock factory... plastic and brass underground pipe has exactly one less length now. NotLikeThis. This is a spectacular troll on my existing spaghetti.
Who is the sadist behind this one, Bob or Angel? Or a @Trainwreck tweak an update broke?
Who is the sadist behind this one, Bob or Angel? Or a @Trainwreck tweak an update broke?
- Tue Mar 05, 2019 4:24 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1868643
Re: Development and Discussion
In my opinion the advanced tree farms need to be good enough for making wood such that they're worth having. Then the bio-whatever becomes a typical angel's improved tech complication, a useful minor "waste product".
- Sat Mar 02, 2019 10:42 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1868643
Re: Development and Discussion
Tree farming seems undertuned. The basic version is fairly powerful but limited by the number of trees you can find, which is fair. But the "advanced" versions, which you could scale, aren't worth using. The amount of plastic/rubber is negligible and the amount of wood is not even that ...
- Sat Mar 02, 2019 2:32 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1868643
Re: Development and Discussion
Couple of balance notes on bio processing. This is perspective from a half-finished seablocks campaign (ended for now by 0.17 coming out), so maybe I'm just misunderstanding.
Tree farming seems undertuned. The basic version is fairly powerful but limited by the number of trees you can find, which ...
Tree farming seems undertuned. The basic version is fairly powerful but limited by the number of trees you can find, which ...
- Fri Mar 01, 2019 7:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.4] Train schedule crash
- Replies: 1
- Views: 891
[kovarex] [0.17.4] Train schedule crash
Not sure if this is the same bug as the one that was just "fixed"? But it's happening in 0.17.4, so.
I crash when I interact with the schedule of one of my trains. I can enter the train and drive it manually and that works. But I crash as soon as I open the train GUI, or deconstruct the locomotive ...
I crash when I interact with the schedule of one of my trains. I can enter the train and drive it manually and that works. But I crash as soon as I open the train GUI, or deconstruct the locomotive ...