Search found 228 matches
- Mon Feb 08, 2021 4:49 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 151
- Views: 164404
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 10:50 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 151
- Views: 164404
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 1:54 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 151
- Views: 164404
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 Glad there is someone he trusts, and thank you for stepping up! Is adding Angels' industries (W...
- Wed Nov 04, 2020 5:42 pm
- Forum: Won't fix.
- Topic: [0.18.8] Processing of config-path.cfg on OS X incorrectly
- Replies: 3
- Views: 2118
Re: [0.18.8] Processing of config-path.cfg on OS X incorrectly
I can understand that analysis... but that leaves the following problem: - How can you have a local copy of factorio (say, a different version from steam), with its own set of user data (mods/etc.)? By default, on os x, all of that data goes to ~/Library/Application Support/factorio (which is great,...
- Tue Sep 15, 2020 2:08 am
- Forum: Ideas and Suggestions
- Topic: Beacon on/off via circuit network
- Replies: 27
- Views: 10769
Re: Beacon on/off via circuit network
I'm definitely in favor of making beacons possible to enable/disable via circuit condition. (Either that or make them auto-shutdown when machines in their radius are idle, and that's probably a UPS problem). Why not add such a condition to anything else? Because everything else stops consuming gobs ...
- Tue Sep 15, 2020 2:03 am
- Forum: Ideas and Suggestions
- Topic: Do not show no_power_warning icon when using power switch
- Replies: 68
- Views: 20090
Re: Do not show no_power_warning icon when using power switch
The only real reason to shut off power with a power switch (vs turning off input belts/inserters) is beacons - which consume gobs of power, even when no machines in their area are active. Rather than mucking about with power, reconnection computations, & etc. why not just fix the idle beacon pro...
- Fri Aug 28, 2020 10:11 pm
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 47370
Better Blueprint Placement
I didn't see this mentioned when I searched; if it is already there please feel free to consolidate. TL;DR Rules for placing blueprints with & without conflicts should be smarter What ? I think that the rules the engine uses to validate blueprint placement should be enhanced as follows: - If a b...
- Sun Aug 23, 2020 3:29 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097265
Re: [1.0] Sea Block Pack 0.4.10
I just went and played with Helmod a bit more - holy shit, this is bananas . Using Electrolysis II to produce slag for a 75 Mineral Sludge/second setup (my standard building block) spits out enough mineralized water to produce 19 megawatts of power over and above it's operating cost! Plus, crystal ...
- Sun Aug 23, 2020 3:34 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097265
Re: [1.0] Sea Block Pack 0.4.10
The other major change to power is the electrode-based recipies in the electrolyzers. Cleaning electrodes now gives you back additional mineralized water on top of what you get from the slag. I have seen peoples bases run totally off the mineralized water (heading to algae II/charcoal) while using t...
- Thu Aug 13, 2020 3:16 pm
- Forum: Implemented in 2.0
- Topic: Automatically landfill when placing blueprints/ghosts
- Replies: 89
- Views: 49106
Re: Automatically landfill when placing blueprints/ghosts
We want a feature, and you are arguing against it even though your playstyle will continue to work regardless. That's weird. These are not valid arguments. I try to show alternative options, that enable another playstyle than yours. :) And as side effect enable both styles. Sorry, I don’t have the ...
- Tue Aug 11, 2020 3:53 pm
- Forum: Implemented in 2.0
- Topic: Automatically landfill when placing blueprints/ghosts
- Replies: 89
- Views: 49106
Re: Automatically landfill when placing blueprints/ghosts
I'm totaly for not scheduling bots for entity ghosts as long as the landfill / tile ghost beneath them doesn't have a bot assigned. Even waiting for the landfill / tile ghost to be placed would be ok-ish, although slower. But they should be visible right from the start. Hiding that some placement j...
- Mon Aug 10, 2020 6:36 pm
- Forum: Implemented in 2.0
- Topic: Automatically landfill when placing blueprints/ghosts
- Replies: 89
- Views: 49106
Re: Automatically landfill when placing blueprints/ghosts
Right, that’s exactly my suggestion. Update the base game to put down both ghosts and have the machine placing bot wait for the landfill to be placed (same way they wait for deconstruction).
- Sun Aug 09, 2020 4:19 pm
- Forum: Implemented in 2.0
- Topic: Automatically landfill when placing blueprints/ghosts
- Replies: 89
- Views: 49106
Re: Automatically landfill when placing blueprints/ghosts
Actually, you're right, the suggestions are not the same exactly, they try to address the same issue (impracticality of building blueprints on water) with variations of "auto-landfill". There are 3 main suggestion families to address this currently represented in the suggestions subforum ...
- Sun Aug 09, 2020 4:06 am
- Forum: Implemented in 2.0
- Topic: Automatically landfill when placing blueprints/ghosts
- Replies: 89
- Views: 49106
Re: Automatically landfill when placing blueprints/ghosts
[Koub] Merged into older topic with same suggestion. I do not believe that my suggestion is necessarially the same as the topic you merged it with. This thread is about automatically adding landfill (that did not exist in the BP) when you place blueprints. I am talking about placing landfill AND th...
- Sat Aug 08, 2020 3:49 pm
- Forum: Implemented in 2.0
- Topic: Automatically landfill when placing blueprints/ghosts
- Replies: 89
- Views: 49106
Single-Placement for blueprints with tiles/landfill
TL;DR Blueprints with tiles that change machine-placement rules should auto place the machines & the tiles under them automatically. WHAT? When a blueprint includes tiles (e.g. a nuclear blueprint being placed on a lake) you need to place the blueprint twice. Once (with a shift-click) to place t...
- Sun Jul 19, 2020 4:51 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571133
Re: Development and Discussion
It would be nice if ore sorting with catalyst to a single ore would get nerfed. I like the challenge to balanced out multiple ores from 1 sorting, but it doesn't feel rewarding because the yield of catalyst sorting is as good and doesn't even have by-products to worry about. Imho it would be much b...
- Fri Jul 10, 2020 11:26 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097265
Re: [0.18] Sea Block Pack 0.4.7
Cause to your point about angels industries, I've done seablock angelbobs (including angels industries) runs before (back before AI components/technology were a thing), and they worked great! I do wanna note that only adding industries into the mix will work as expected, it's only when you enable t...
- Tue Jul 07, 2020 1:17 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097265
Re: [0.18] Sea Block Pack 0.4.8
Found the culprit. It was NuclearFuel by GotLag. I had to run /c game.player.force.technologies["kovarex-enrichment-process"].enabled = true to re-enable kovarex. It seem I also needed to re-enable thorium-processing, thorium-plutonium-fuel-cell, plutonium-fuel-cell, thorium-fuel-reproces...
- Mon Jul 06, 2020 10:38 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097265
Re: [0.18] Sea Block Pack 0.4.8
I recently removed the Angels Industries and Nuclear (something overhaul something) mods and was getting ready to start looking into nuclear, but now I'm confused. Do I have a borked save, or is the Bobingabout process supposed to be locked behind a hidden tech, or is it itself supposed to be hidde...
- Sun Jul 05, 2020 11:09 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097265
Re: [0.18] Sea Block Pack 0.4.7
@Trainwreck (and others) - Can we consider adding Angels' Industries to the Seablock mod pack? The major reason for it would be to get the new Nuclear Overhaul recipes that Pez put together that are right up Seablock's alley. I can confirm that it works fine if you install it over the current seabl...