Search found 74 matches
- Sat Jan 23, 2021 7:30 pm
- Forum: Ideas and Suggestions
- Topic: Client and host based mods
- Replies: 7
- Views: 2786
Re: Client and host based mods
The really useful and relatively simple part of this suggestion is to define some subset of mods that can be installed for some players but not others without causing desyncs (image/audio file replacements, scripts that generate user input) and then allow users to play together even when their mod l...
- Sat Jan 23, 2021 4:50 pm
- Forum: Ideas and Suggestions
- Topic: Client and host based mods
- Replies: 7
- Views: 2786
Re: Client and host based mods
Someone on reddit just requested a feature like this, so that they could change the graphics in their client to be easier for them to understand with their impaired eyesight. Has there been any more discussion on this topic? https://www.reddit.com/r/factorio/comments/l3cqa8/messing_with_factorios_gr...
- Fri Dec 18, 2020 3:54 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 151
- Views: 164439
Re: [MOD 1.1] Sea Block Pack 0.5.0
Early construction bots would be great. I think a mod like TinyStart would be a great addition to the pack.
- Thu Dec 17, 2020 12:58 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 151
- Views: 164439
Re: [MOD 1.1] Sea Block Pack 0.5.0
Even if they're slow, having logistics bots means you can make a mall or other low-demand production facility extremely easily.
- Wed Dec 09, 2020 4:23 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097473
Re: [1.0] Sea Block Pack 0.4.10
https://mods.factorio.com/mod/SeaBlock/ ... 398100ace4
"Most of the work updating the mod has already been done. Just waiting for SpaceX to be updated before we put out a new version."
- Sun Sep 13, 2020 8:18 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097473
Re: [1.0] Sea Block Pack 0.4.10
Is the pack still going to include Angel's Industries?
- Tue Aug 18, 2020 2:14 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097473
Re: [1.0] Sea Block Pack 0.4.10
I have a few mods to suggest adding to the pack: The Blueprint Designer Lab - in the early game before you have a lot of space, it really helps to be able to plan out how much room you need. On marathon, it helps to be able to test out designs before you've gotten together enough resources to actual...
- Thu Aug 06, 2020 11:40 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097473
Re: [0.18] Sea Block Pack 0.4.8
FYI update 0.18.43 breaks this pack. Either revert to 0.18.42 or apply the fix from this reddit comment.
- Fri Jul 10, 2020 2:58 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097473
Re: [0.18] Sea Block Pack 0.4.8
I count 157 technologies that are direct descendants of red science packs, while there are only 14 that can be researched without green science. Of those 14, there are 3 that are descendants even though they are useless without materials that are found later in progression (Metallurgy, Farming, and...
- Sat Feb 15, 2020 3:17 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097473
Re: [0.18] Sea Block Pack 0.4.1
I just updated my seablock-related mods to 0.18:
https://mods.factorio.com/mod/inland_pumps
https://mods.factorio.com/mod/seablock-mining
https://mods.factorio.com/mod/inland_pumps
https://mods.factorio.com/mod/seablock-mining
- Mon Jul 01, 2019 9:07 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097473
Re: [0.17] Sea Block Pack 0.3.5
I'm just playing my first SeaBlock game now and I'm wondering is steel really that far down in the tech tree? I researched steel processing because it says in the description that it will give you steel but it's not there although it gives you compoments that require steel. I can only find it in Ad...
- Fri Jun 07, 2019 8:28 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097473
Re: [0.17] Sea Block Pack 0.3.5
With Steam no longer allowing 0.17.36 as an opt-in, what sort of problems am I looking at trying to run this on a more recent version? Usually Factorio version updates don't cause any problems. I've been using the latest versions with no issues. Mod versions, on the other hand, are pretty often not...
- Thu May 23, 2019 11:59 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097473
Re: [0.17] Sea Block Pack 0.3.5
Definitly a nice mode compared to marathon. I mentioned why I like this setting (100x science cost, normal recipes) better than marathon (4x science cost, expensive recipes) here . Marathon results in something like 20x the raw materials for research (4x number of packs, 2x mineral sludge for metal...
- Mon May 20, 2019 6:24 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097473
Re: [0.17] Sea Block Pack 0.3.5
Very impressive. May I ask how long it took? And do you use Basic Algae or Advanced Algae? I just reached geodes in my marathon after 50h. It could be faster, if i built more basic algae and mineral sludge, but thats too boring. And didnt want to build to much, which i have to remove later It was a...
- Fri May 17, 2019 11:11 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097473
Re: [0.17] Sea Block Pack 0.3.5
I'm trying out the new Bob's Mods updates to see what will need to change. None of my main production lines (r/g/b science, geode washing, charcoal from algae) were broken, and it doesn't look like any of the ratios changed either. Bob's Power and Intermediates added higher-tier heat pipes that appe...
- Fri May 17, 2019 5:01 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097473
Re: [0.17] Sea Block Pack 0.3.5
Just hit a major milestone in my 100x science cost run: https://i.imgur.com/ZYYFATw.png I've been running off of about 280 MW of algae power to make 28 r/g/b science per minute. Now I've almost finished laying out a 1.8 GW nuclear plant, with plenty of room to extend it. Next up is to research and t...
- Sat May 11, 2019 8:25 pm
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 58342
Re: [MOD 0.16.x, 0.17.x] SCTM
You can use a console command: .
Code: Select all
/c game.difficulty_settings.technology_price_multiplier = 4
- Sat May 11, 2019 1:47 am
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 58342
Re: [MOD 0.16.x, 0.17.x] SCTM
Without any mods, you can change the research cost multiplier to make techs take more science packs, which accomplishes about the same thing.Bizobinator wrote: βFri May 10, 2019 4:21 pm Is there a way to toggle the mod, such that it increases the science costs, but doesn't change the recipes?
- Thu May 02, 2019 6:58 pm
- Forum: Implemented mod requests
- Topic: Assembling-machine with built-in productivity
- Replies: 24
- Views: 8845
Re: Assembling-machine with built-in productivity
Not as far as I'm aware. My mod (https://mods.factorio.com/mod/seablock-mining) works around this by making invisible beacons under the relevant entities with productivity modules in them.
- Wed May 01, 2019 1:19 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097473
Re: [0.17] Sea Block Pack 0.3.4
The Arboretum may not be fully accurate, since I can't figure out how to plug in the composter, or how to make the mud generation work right. To find the composter recipes in Helmod, check "show hidden" in the recipe selector and then go to the "voids" section at the very end. T...