Search found 265 matches
- Tue Jan 26, 2021 10:28 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 149368
Re: [MOD 1.1] Sea Block Pack 0.5.1
Just found a small bug . Can't craft Night vision 3 . There is a missing space in the name of Nightvision 2 which makes it unsuitable use as a input. Thank for all the great work. I haven't been able to reproduce this sorry. Can you provide some more information please? Screenshots would be ideal. ...
- Sat Jan 16, 2021 1:20 am
- Forum: Implemented Suggestions
- Topic: Show fluid fuel value in tooltip
- Replies: 2
- Views: 1380
Show fluid fuel value in tooltip
Burnable items have their fuel values shown in their tooltip. Burnable fluids do not.
I know that mods can add this in. But it definitely seems like something that should be standard. Rather than every mod that adds burnable fluids having to do this, each in their own way.
I know that mods can add this in. But it definitely seems like something that should be standard. Rather than every mod that adds burnable fluids having to do this, each in their own way.
- Wed Jan 13, 2021 1:12 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 149368
Re: [MOD 1.1] Sea Block Pack 0.5.1
Since the research tree is such a interweaving of mods, I'm not sure Seablock is specifically responsible, but: the only direct pre-req tech for electric engines is lubricant. It doesn't require regular engines to research, even indirectly, even though the non-electric engines are a component item ...
- Sun Jan 10, 2021 12:28 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 149368
Re: [MOD 1.1] Sea Block Pack 0.5.1
When crafting the basic circuit board i get the following error message. The mod Sea Block (0.5.1) caused a non-recoverable error. Please report this error to the mod author. Error while running event SeaBlock::on_player_crafted_item (ID 13) __SeaBlock__/control.lua:106: attempt to index field '?' ...
- Tue Jan 05, 2021 8:43 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 149368
Re: [MOD 1.1] Sea Block Pack 0.5.1
how can I destroy the fermentation base, it looks like there is no recipe for clarifier? You're right, there is no recipe for voiding fermentation base. This is by design. The ethanol can be voided in a flare stack. Compost will build up quite slowly so will take a long time to back up. But compost...
- Fri Jan 01, 2021 7:02 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 149368
Re: [MOD 1.1] Sea Block Pack 0.5.1
Yes, that was a change in Sea Block 0.5.1
Glad that you're enjoying it. I'm always interested in hearing what is/isn't working for people!
- Sun Dec 27, 2020 7:13 pm
- Forum: Mod portal Discussion
- Topic: Request - Changelog should come from most recent game version
- Replies: 0
- Views: 858
Request - Changelog should come from most recent game version
Current: On a mod's Downloads page, the versions are sorted by upload date. Changelog comes from the most recent upload. Request: Sort the Downloads page first by Game Version, then by upload date. Changelog should come from the most recent upload for the newest Game Version. Example: I have releas...
- Sun Dec 27, 2020 4:17 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 149368
Re: [MOD 1.1] Sea Block Pack 0.5.1
A question for KiwiHawk: I noticed that the recipe that once made sand (Crushed Stone -> sand landfill) now produces the vanilla landfill. Was that intended? There's a mod setting - you can choose what ground type this recipe makes. This setting is fine to change at anytime. It will only affect new...
- Sun Dec 27, 2020 7:15 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1023376
Re: [1.0] Sea Block Pack 0.4.10
"Copper ore" heading in FNEI will be green if you have researched any of the three techs. I don't think it's possible to make a recipe require multiple techs, even if I wanted to! If you have a save game where you really can't use the recipe even though it has been researched, please creat...
- Thu Dec 24, 2020 5:12 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1023376
Re: [1.0] Sea Block Pack 0.4.10
Seems that Trainwreck successfully has passed Seablock on to Kiwihawk: Check out: https://forums.factorio.com/viewtopic.php?f=190&t=93136 Thanks, Trainwreck, for the idea and the great implementation and support over the last years. Yes, Trainwreck has done a great job. Hopefully I can live up ...
- Thu Dec 24, 2020 5:10 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1023376
- Thu Dec 24, 2020 1:42 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 149368
- Wed Dec 23, 2020 7:29 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 149368
Re: [MOD 1.1] Sea Block Pack 0.5.0
Updated version released. Science Cost Tweaker's latest (breaking) change hasn't yet been included yet.
Let me know if you have any issues!
Fixed, thanks!
Let me know if you have any issues!
- Fri Dec 18, 2020 11:28 pm
- Forum: Implemented mod requests
- Topic: Allow hidden setting to always use the default_value
- Replies: 9
- Views: 4975
Re: Allow hidden setting to always use the default_value
Yes please! This is exactly what I need for Sea Block. Currently we've got a separate mod (A Sea Block Config) to do just this.
It's only an issue for bool-settings. The others I can force using allowed_values.
It's only an issue for bool-settings. The others I can force using allowed_values.
- Fri Dec 18, 2020 11:24 pm
- Forum: Mod portal Discussion
- Topic: User page should list collaborator mods
- Replies: 3
- Views: 1247
Re: User page should list collaborator mods
Hopefully this time it might get seen! I want to be able to see this for other people as well though, not just me.
- Fri Dec 18, 2020 2:37 pm
- Forum: Mod portal Discussion
- Topic: User page should list collaborator mods
- Replies: 3
- Views: 1247
User page should list collaborator mods
Going to a user's page on the mod portal lists all of their mods. It would be useful if it also listed all mods they are collaborators on.
Unless there already is some way to see all the mods I'm a collaborator on?
Unless there already is some way to see all the mods I'm a collaborator on?
- Thu Dec 17, 2020 1:15 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 149368
- Wed Dec 16, 2020 5:21 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 149368
Re: [MOD 1.1] Sea Block Pack 0.5.0
Is adding Angels' industries (WITHOUT component mode) still on the radar map for the complex nuclear fuel recipes? It works well (I run that way myself), so it sholud be just a change in the modlist. I've had a few requests so I will be investigating. The bots would be a big change to the balance o...
- Wed Dec 16, 2020 5:19 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 149368
Re: [MOD 1.1] Sea Block Pack 0.5.0
I tryed it and the "default landfill type" is set to landfill instead of sand in mod settings, i dont know if its intended but it seems like an unintentional change as i dont see it in changelog (and vanilla landfill is ugly :) ) I like the hydroplant recipe change and the tech tree is wa...
- Wed Dec 16, 2020 12:35 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 149368
Re: [MOD 1.1] Sea Block Pack 0.5.0
Hi!
As some of you I'm sure have noticed, I'm not Trainwreck. He's been nice enough to trust me to update his modpack. This is my first release. Please let me know if you come across any issues!
KiwiHawk
As some of you I'm sure have noticed, I'm not Trainwreck. He's been nice enough to trust me to update his modpack. This is my first release. Please let me know if you come across any issues!
KiwiHawk