Search found 8 matches

by LastElf
Sat Mar 16, 2019 12:14 am
Forum: Ideas and Suggestions
Topic: [0.17.14] Unable to double click to select whole word in textboxes
Replies: 2
Views: 1037

[0.17.14] Unable to double click to select whole word in textboxes

Honestly I can't remember if this affected 0.16, but it's relevant now. You can't double click to select a word like the OS supports. Mostly picking this up in train stations when copying a blueprint with saved station names where I only want to change the resource name, but it happens in BP titles ...
by LastElf
Thu Apr 12, 2018 5:35 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1015247

Re: [0.16] Sea Block Pack 0.2.6

I think the real thing which is happening is that I'm not running things at anywhere near 100% capacity,and my backbone is still using about ~16-20 electrolysers to make slag which gets turned into slurry. My geode plants are just getting running, with a couple of dedicated washers plus some extras...
by LastElf
Thu Apr 12, 2018 4:11 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1015247

Re: [0.16] Sea Block Pack 0.2.6

Am I missing a recipe in a tech I don't have yet or do you really need this many electrolyzers? If you want to run four sorters at 100% capacity, then yes, that would require a require a lot of electrolyzers. Sixty doesn't sound unreasonable. It's worth noting that ores produce crushed stone before...
by LastElf
Thu Apr 12, 2018 2:17 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1015247

Re: [0.16] Sea Block Pack 0.2.6

So I'm up to steel tier in 0.2.6 and I'm trying to math everything out in Helmod right now. I'm starting with pure sorting, just one tier 2 sorter of iron, copper, tin and lead. The calculations come out that I need 60 Electrolyzer 2's. I've heard about using crystal slurry instead but that needs a ...
by LastElf
Fri Mar 30, 2018 5:25 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1015247

Re: [0.16] Sea Block Pack 0.2.5

0.16.36 Works fine for me with all mods updated, but there's a conflict with the latest version of Bob's Logistics. The version included in the pack works fine. Must be something related to the build on the mod page then. I'll try the pack instead and see if I can do a workaround so versions don't ...
by LastElf
Fri Mar 30, 2018 4:30 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1015247

Re: [0.16] Sea Block Pack 0.2.5

There's a bug with the stable 16.36 release that doesn't like the SeaBlock mod for some reason. Is there an ETA for the stable branch?

Code: Select all

"Failed to load mods: __SeaBlock__/data-updates.lua:557: attempt to index local 'effect' (a number value)
All the other mods are loading fine.
by LastElf
Tue Oct 03, 2017 9:13 am
Forum: Railway Setups
Topic: Chunk-aligned modular railway system with LTN Stations
Replies: 132
Views: 187140

Re: Chunk-aligned modular railway system with LTN Stations

The way the setup works is as follows: The primary constant combinator gives the station it's primary options: minimum and maximum length both 6, provide threshold to something reasonable for a 4-wagon train. The combinators that request outpost equipments are behind a conditional gate that only ac...
by LastElf
Mon Oct 02, 2017 6:28 am
Forum: Railway Setups
Topic: Chunk-aligned modular railway system with LTN Stations
Replies: 132
Views: 187140

Re: Chunk-aligned modular railway system with LTN Stations

I have a similar issue as Yinyang but I think we came to different solutions. I'm using Uranium outposts since I'm using Angel's infinite ores and they need some kind of acid. Changing the acid type is easy but I've found that the conflict of 6 length provider trains and -4 length fluid trains is ca...

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