Search found 110 matches

by Trainwreck
Sun Jul 15, 2018 7:51 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1028415

Re: [0.16] Sea Block Pack 0.2.12

Sea block pack 0.2.12 has been released. Check first post for download link.

Update 2018-7-16, version 0.2.12
  • Updated SpaceX mod adds FTL Theory D research. Also adds logistics science pack requirement to most SpaceX technologies.
by Trainwreck
Thu Jun 28, 2018 10:29 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1028415

Re: [0.16] Sea Block Pack 0.2.11

I'm not going to post a blueprint string, Just wanted to point out it's possible to get a 400% neighbour bonus using adjustable inserters.
nuclear.jpg
nuclear.jpg (1.18 MiB) Viewed 6962 times
by Trainwreck
Sat Jun 23, 2018 3:24 am
Forum: Technical Help
Topic: [modded] Massive RAM spike on placing stone path
Replies: 12
Views: 3572

Re: [modded] Massive RAM spike on placing stone path

LandfillPainting 0.2.3 uses the factorio supplied items_to_place_this table instead of trying to built it's own copy. This should be more a more robust way of handling it.
by Trainwreck
Mon Jun 11, 2018 12:06 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1028415

Re: [0.16] Sea Block Pack 0.2.10

I go ttrouble to unlock the technolgie (see pic)! i crafted 2 labs and still not unlocked... https://imgur.com/a/ptYB0kd Should be fixed in 0.2.11. 0.2.10 had a bug which would cause the wrong lab tech to unlock after loading a game. btw. i noticed you left bobs MK2 lab disabled, unlike in previous...
by Trainwreck
Mon Jun 11, 2018 9:19 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1028415

Re: [0.16] Sea Block Pack 0.2.10

Sea block pack 0.2.10 has been released. Check first post for download link. Update 2018-6-11, version 0.2.10. Skipped version 0.2.9 to keep mod and pack version numbers in sync. Fix problem with home rock not spawning when playing pvp scenario. Update for ScienceCostTweakerM tech tree changes. Elec...
by Trainwreck
Sun May 20, 2018 1:39 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1028415

Re: [0.16] Sea Block Pack 0.2.8

is there any point in having lab mk2 enabled? since you removed speed bonus, there is no advantage over quantum lab. Mostly for compatibility with existing saves. I could swap lab-2 out with a migration script but at this point I consider 0.16 sea block development finished, so if it's not broken t...
by Trainwreck
Fri May 18, 2018 11:02 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1028415

Re: [0.16] Sea Block Pack 0.2.8

Sea block pack 0.2.8 has been released. Check first post for details.
by Trainwreck
Sun Apr 22, 2018 5:33 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1028415

Re: [0.16] Sea Block Pack 0.2.7

Sea block pack 0.2.7 has been released. Check first post for details.
by Trainwreck
Wed Apr 18, 2018 10:29 am
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 150
Views: 52898

Re: [MOD 0.16.x] SCTM

It looks like bobtech data-updates is adding extra items to SCTM recipes. With SCTM version 0.16.9 blue science packs now also need bronze plates. Yellow science also needs silicon nitride and lithium ion batteries.
I guess this is a result of the recent data-final-fixes->data reorganization.
by Trainwreck
Sat Apr 07, 2018 8:43 am
Forum: Bob's mods
Topic: Oil burning generator available performance?
Replies: 9
Views: 16484

Re: Oil burning generator available performance?

Good point, I'll make sea block increase the fluid_usage_per_tick of the oil generators. 4/60 should be enough to let diesel and fuel-oil run at full power.
by Trainwreck
Sat Apr 07, 2018 8:38 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1028415

Re: [0.16] Sea Block Pack 0.2.6

@Trainwreck Have you considered removing "Adjustable inserters" from modpack? At least for me game is better without them: more interesting challenge, less cluttered interface, lower risk of inserters that were modified by accident. No plans for this. Would be an interesting challenge, co...
by Trainwreck
Mon Apr 02, 2018 5:20 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3890
Views: 1254645

Re: Bugs & FAQ

Given that (at least for now) I have enough sulfur to build The Yellow Sulfur Pyramids of Canada Seablock ( http://www.businessinsider.com/there-are-mountains-of-sulfur-growing-in-the-oil-sands-just-waiting-for-demand-to-increase-2012-4?IR=T ) it would not be the best solution. Given that I would p...
by Trainwreck
Mon Apr 02, 2018 5:05 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1028415

Re: [0.16] Sea Block Pack 0.2.6

Sea block pack 0.2.6 has been released. Check first post for details.
by Trainwreck
Thu Mar 22, 2018 10:07 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1028415

Re: [0.16] Sea Block Pack 0.2.5

@Trainwreck you can upgrade SCT to latest version, it also fixes issue with boblogistic inserter overhaul, if enabled. Great, as it only effects players using non-default settings I won't bother releasing a new version of the pack just for this. It will be updated in the next release, whenever that...
by Trainwreck
Sun Mar 18, 2018 1:07 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1028415

Re: [0.16] Sea Block Pack 0.2.5

Sea block pack 0.2.5 has been released. Check first post for details.
Only minor updates, keeping track of latest boblogistics changes.

If any forum moderators are reading this, can this thread be moved to the Mod Packs/Libs/Special Interest sub-forum?
by Trainwreck
Wed Mar 14, 2018 8:54 am
Forum: Mods
Topic: KS Power
Replies: 127
Views: 133268

Re: [MOD 0.15] KS Power

I noticed KS Power 0.2.1 has added the render_no_power_icon flag. Unfortunately, it was not added inside the energy_source block, so it's not having any effect. Here's a diff. It just moves the render_no_power_icon line up inside the energy_source block. diff -ur KS_Power_0.2.1.orig/prototypes/turbi...
by Trainwreck
Wed Mar 14, 2018 5:35 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1028415

Re: [0.16] Sea Block Pack 0.2.4

There's currently an issue with the latest boblogistics where you are unable to craft the basic transport belts needed to build a lab. I'll aim to release a fixed version this weekend, figure I'll give Bob a few days to stabilize things after about seven boblogistics releases in the last two days. T...
by Trainwreck
Mon Mar 12, 2018 8:58 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1028415

Re: [0.16] Sea Block Pack 0.2.3

MurkyOwl wrote:Hi,

We had an issue with FNEI crashing the server on our Seablock Multiplayer map.
Sea block pack 0.2.4 has been released. Check first post for details.
I believe the updated version of FNEI has fixed the above crash.
by Trainwreck
Mon Mar 05, 2018 6:30 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1028415

Re: [0.16] Sea Block Pack 0.2.3

You should be able to upgrade. Perhaps you're seeing this bug: viewtopic.php?f=49&t=58308
Try again after 0.16.28 is released.
by Trainwreck
Sun Mar 04, 2018 9:03 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1028415

Re: [0.16] Sea Block Pack 0.2.3

Sea block pack 0.2.3 has been released, check first post of this thread for download. I've also updated all sea block mods on the mod portal. Only one minor change since the last beta: Add fluid-generator-3 tech prerequisite for diesel generator. EDIT: Almost forgot, updated a couple of mods to late...

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