Search found 110 matches
- Thu Nov 16, 2017 7:52 am
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 122129
Re: Feedback
So, I guess I'm asking to have it both ways. I want the "Throw more of the same stuff at it!"/logarithmic results progression of the base game, but with Bob's "Add something new" adding complexity at each step. That's probably easier said than done, but since asked for feedback,...
- Wed Nov 15, 2017 8:37 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 60504
Re: [MOD 0.15.15+] Factorio NEI 0.0.13
I think the recipe gui should show a list of possible unlock technologies, rather than just a single technology. An example of why this is necessary occurs in the base game when unlocking the roboport recipe. There are two possible technologies that unlock roboports, Logistics Robotics and Construct...
- Fri Nov 10, 2017 9:01 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1020718
Re: [0.15] Sea Block Pack 0.1.6
I was watching Nilaus play this and he started on grass instead of desert. How do I do that? I try restarting several times and I always get desert. Is this the result of one of the additional mods he is using? I suspect Nilaus has disabled the LandfillPainting mod. It's purely cosmetic, without it...
- Mon Nov 06, 2017 9:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.37] Incomplete landfill placement,on_player_built_tiie
- Replies: 8
- Views: 2929
Re: [0.15.37] Incomplete landfill placement,on_player_built_tiie
It's a tile placement event triggered when the player is placing landfill tiles, but the set of positions returned apparently includes water tiles. I have not been able to reproduce it, but perhaps it depends on the geometry of the placed tiles. I can reproduce it reliably, following the setup in t...
- Mon Nov 06, 2017 10:16 am
- Forum: Mods
- Topic: [0.15] Explosive Excavation & Bot Landfill
- Replies: 17
- Views: 9515
Re: [0.15] Explosive Excavation & Bot Landfill
Bug report postedGotLag wrote:That looks like it might be a bug in the event handling code, could you submit a bug report?
- Mon Nov 06, 2017 10:15 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.37] Incomplete landfill placement,on_player_built_tiie
- Replies: 8
- Views: 2929
[0.15.37] Incomplete landfill placement,on_player_built_tiie
I'm seeing a strange issue with GotLag's Explosive Excavation mod. This mod allows placing of water tiles, and adds an on_player_built_tile event handler that creates explosions when a water tile is placed. When this mod is installed, sometimes random explosions are spawned when placing landfill (no...
- Mon Nov 06, 2017 9:11 am
- Forum: Mods
- Topic: [0.15] Explosive Excavation & Bot Landfill
- Replies: 17
- Views: 9515
Re: [0.15] Explosive Excavation & Bot Landfill
I'm seeing an issue with Explosive Excavation where random explosions are spawned when placing landfill. eecropped.jpg In these screenshots I had just clicked to place a large block of landfill. For some reason (probably due to its no single width/height land blocks weirdness), factorio decided not ...
- Sat Nov 04, 2017 1:15 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1020718
Re: [0.15] Sea Block Pack 0.1.6
That was a long game :/ Clearly the difficulty level is set too low. 8-) Anyone who has the problem of too low difficulty is welcome to adjust the mod settings: difficulty.png Seriously though, the ScienceCostTweaker 'uberwaffe' technology cost multiplier seems perfectly playable for an extended la...
- Sun Oct 29, 2017 2:31 am
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 122129
Re: Feedback
You have a point that it does cost less than the base game, but also consider that where in the base game, all it costs is copper and iron (we're just talking ores here), in my mod the processing unit takes 8 ores (stone, iron, copper, gold, lead, nickel, quartz and tin) Specifically for the case o...
- Wed Oct 25, 2017 6:45 am
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 122129
Re: Feedback
One thing I've noticed, even ignoring the module issues BlakeMW mentions above, is that Bob's mods simply reduces the amount of ore required to produce things. I've written a quick and dirty mod to make the in game "total raw" tooltip decompose the recipe as far as possible. The mod is att...
- Sat Oct 14, 2017 1:54 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1020718
Re: [0.15] Sea Block Pack 0.1.5
Request: Can Seablock fix the blue science pack to use bronze instead of gold? See Neemys' post on the Science Overhaul Mod thread for why that makes more sense. This is an issue for any Angel/Bob with Science Overhaul Mod, and certainly that mod is the best place to change the recipe. However this...
- Sun Oct 08, 2017 9:43 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1020718
Re: [0.15] Sea Block Pack 0.1.5
It seems that FNEI doesn't show silicon ore in search list (might be because it has the same texture as crotinnium ore) Can anyone confirm that I'm not the only one with this problem? Can anyone tell me why crotinnium and silicon ores use same texture? Sometimes the factorio built in recipe search ...
- Fri Oct 06, 2017 8:39 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1020718
Re: [0.15] Sea Block Pack 0.1.5
I have one question. I really like the circuit network and already researched it. But i need rubber or resin to craft the wires. Is there simpler way to create them other than going for naphta or liquid resin? I hoped, there was a unefficient possibility to create resin from algae somehow. There wa...
- Fri Oct 06, 2017 8:11 am
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 60504
Re: [MOD 0.15.15+] Factorio NEI 0.0.11
Someone over in the sea block pack thread pointed out that FNEI causes multiplayer desyncs. I managed to reproduce a desync with the following procedure: 1. Player 1 starts a new multiplayer game 2. Player 1 presses ctrl+e to open FNEI gui 3. Player 1 clicks right arrow in the FNEI gui to scroll to ...
- Mon Sep 25, 2017 7:31 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1020718
Re: [0.15] Sea Block Pack 0.1.4
Wow, i really like your Pack :) I never really used Bob&Angels so it was really fun to figure out all the recipes. What REALLY helped me though was the NEI mod ( https://mods.factorio.com/mods/npo6ka/FNEI ). It works just like the mod in Minecraft if you happen to know it. You definitely should...
- Sun Sep 10, 2017 1:48 am
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 60504
Re: [MOD 0.15.15+] Factorio NEI 0.0.11
Thanks for the update, I noticed few unattainable recipes are still showing up with version 0.0.11. I believe the issue this time is that the technology itself has been disabled. Angels disables the base game oil processing technologies and adds a set of new technologies for its own processing setup...
- Sun Sep 03, 2017 1:35 am
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 60504
Re: [MOD 0.15.15+] Factorio NEI 0.0.10
Some of the recipes displayed are completely unavailable for crafting. An example of this is the plastic bar recipes when playing with angels petrochem. Angels has removed the technology unlock for the regular plastic recipe, and added an unlock for its own liquid plastic recipe. But FNEI still disp...
- Mon Jul 17, 2017 6:24 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1020718
Re: [0.14.22+] Sea Block Pack 0.0.6
Time for another update: SeaBlockPack_0.1.2.zip Update: Check first post for latest version This should be pretty close to a stable release (Well, as stable as you can get for the experimental branch of an alpha game with a bunch of constantly changing mods :) ). I don't plan to add any additional ...
- Tue Jul 04, 2017 10:48 am
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 135445
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Good work with the bobsmods recipes, they add a nice challenge. I noticed a couple of minor issues when playing with bob's enabled: 1) Power consumption of Bob's lab MK2 is too low. I recall the 0.14 version increased the power consumption to 3MW. Guess that change got lost somewhere in the 0.15 upd...
- Thu Jun 29, 2017 12:20 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1406935
Re: Development and Discussion
Coal filtering has a bit of sulfur surplus now, ceramic has a sulfur loss but is faster. So ceramic filtering is not just plain better than the coal filtering. I initially only wanted to balance out crafting speed, but that it was suggested by the "think-tank" to add that. Both methods of...